I’d say it’s a step more “serious racing” than Kart. Transformed had more complex drifting and boosting mechanics to emphasize good racing skills. There are still powerups, but they’re relatively weak. The closest blue shell equivalent is the swarm, which summons a swarm of giant wasps to sit in front of the race leader, but it’s always dodgeable with good steering. The medium-level pickups require good aim or awareness of who’s near you. The Kart strategy of only caring about the last lap is still possible in Transformed, but trying to get ahead as far as possible is also a doable strategy.
I’m sure someone at Valve also had fond memories of that toilet.
Amazingly, I played this game when it came out and discovered it has Steam Controller binds out of the box!
At this point, the fact that Portal is in the Half-Life universe is just a fluke. The plots of Portal 2 singleplayer, co-op, and PTI are very “distant” from anything happening with Half-Life. The two series are tonally very mismatched. Their strongest connection is that Aperture bumbled their way into possessing Half-Life plot-critical stuff and then losing the boat that contained it.
The maps aren’t generated inch-by-inch, if that’s what you were hoping for. Each stage has a bucket of unique rooms it stitches together to create the level geometry. The devs did a clever thing and made rooms with multiple doorways, with two chosen at random to be part of the path, so you can traverse through the same room in a slightly different way each run. At this point, I’ve seen all the possible rooms, but the combination of character upgrades, surprise challenges the game springs on you, weapons, and enemies keeps it fresh. There’s a lot of replayability in just character builds alone, since you can find multiple ways to make each character effective, depending on what perks you got first and what risks you take.
The co-op works well. Gunfire Reborn is a lot easier in co-op because friends can revive each other with unlimited tries, whereas in singleplayer, you get only one revive by sacrificing the character-upgrading resource. Recently, they’ve added a Left 4 Dead-style bot co-op mode so you can have that experience instead of the pure solo one. I’ve actually ground myself into a weird corner where I’m way better than everyone else I play with and can carry a whole team, dealing like 80% of the entire team’s damage across the whole run. I’ve not actually tried public matchmaking, just playing solo or with friends.
In terms of DLCs, each comes with two new characters and a handful of weapons. Each DLC character has a different mechanical focus in case you’re getting bored of the characters you already have. The base game is just fine to start with. I have the first two packs, but the latest one, the third, I skipped during the Steam winter sale to buy more games. The character I was playing here, Zi Xiao, comes from the second pack, Artisan and Magician. His counterpart in that pack is Nona, who is pretty much the red panda version of Gaige from Borderlands 2 (no anarchy stacks, though), summoning and commanding a combat robot. The first pack, Spirit Realm, has a monkey who aggressively upgrades his guns and a fox who, with the right build, can just stop using guns and drop fireballs on enemies instead.
Okay, here’s my final pitch. The game is on sale as part of the launch of the new season. It’s not the all-time low, but it’s pretty close.
Petition to name A Short Hike the best open world game.
Bastion 👍
If you liked Pseudoregalia, why not try the other N64-style 3D platformer released in 2023 with a goat protagonist trapped in a dream, Corn Kidz 64? Yes, this is a particularly specific coincidence. It features great humour, extremely cartoony animation, and polished movement. It’s very much quality over quantity.
I also “completed” Dead Cells and went “yeah, that’s enough.”
Anyway, my games.
With hindsight, I view this generation of the Pokémon series as an awkward transition to 3D. It’s pretty apparent in the graphics and UI that Diamond/Pearl/Platinum are essentially upgraded GBA games. 3D effects occur only sparingly, and I remember the backpack UI bizarrely having an iPod-style scroll wheel on the touchscreen.
The following generation got more adventurous with the 3D and started using the DS touchscreen more effectively. The “sprite puppet” effect in Black/White looked janky as heck but I honestly loved it anyway. The character sprites in Cassette Beasts worked similarly, which I guess is another reason I liked that game.
Also, man, the pacing of battle animations and UI is so slow in this generation.
My build for Settlers league was the most fun map blaster I’ve ever made. I made a melee witch (occultist) with Viper Strike that could one-shot entire packs and some map bosses! Just running up to a pack and slapping it and running off.
It was absolute garbage at bossing, though. The survivability was softcore/10.
I’m not familiar with the games you mentioned, so I went to check them out. And look what we have on the Steam store page!
Reviews
“It shares some of the feeling of Her Story, albeit featuring today’s technology and with less of a focus on the crime angle. But it has the same small moments of revelation, all of which come together to form a story in its own neat yet meandering way.” Rock Paper Shotgun
Guess that means you have to play it now.
Her Story is a detective game that starts with you sitting at a computer, not even knowing what mystery you’re supposed to investigate. You have to search through the computer’s database for police interview footage to figure that out. Then you have to figure out the answer to the mystery you think you need to solve. The interview clips have a lot of details for you to track and link together. I had to make a big chunky note for this game and even had to implement a system to keep track of the likelihood of the statements.
If you want more point and click adventures, try the Submachine series, which was originally in Flash but now remastered as a ten-game compilation called Submachine: Legacy. The developer trained as an architect, so you get to admire intricate, hand-drawn architecture porn. It starts off as a typical 00s Flash room escape, until you realize it was all a… hallucination. You realize that you’re actually going to explore a vast, utterly lonely underground world as you try to track down the only person who seems to know how to get out. Teleportation and parallel universe travel come up a lot in the series, so keeping notes will be useful. Incredible dark ambient soundtrack, too.
I’ll suggest Vertigo 2 as a worthy followup.
It really impressed me with its detail and scope as a mainly solo effort, by a developer who worked at Valve for a while. It’s a big, cinematic shooting adventure, like Half-Life, so the game calls itself a half-like! There are cool bosses, memorable characters, and wildly varied environments. The story is pretty much a flipped Half-Life: you’re the alien who got teleported in after a big science disaster and you’re fighting your way back home. Compared to Alyx, which takes places around a handful of city blocks, Vertigo 2 throws you around a much larger-scale setting, so it’s more like the Half-Life 2 kind of linear gallery of wild shit.
In the years since I finished Antichamber, my opinion of it has cooled somewhat with hindsight. The early game and some of the mid-game are full of dazzling, logic-defying spectacles, which is what draws you in, but the magic fades later on and you get a lot of puzzles with the block gun until the ending. The teaching style mostly works.
I hate the name “immersive sim”. What is being “simmed”? Why is it immerisve? Isn’t Halo immersive? I was immersed AF. And it’s simming at least as much stuff as Dishonored, I assure you. It’s such a dumb name, just words mashed together. Ditto for “character action game”. Unless your action game features exclusively rocks, it’s “character action”, that means nothing.
Genre names also annoy me. But there’s no authority to define a taxonomy of gameplay styles, so the vocabulary is built informally. I likewise dislike MOBA, metroidvania, roguelike, and soulslike. In the end, we just need the right sequences of letters to accurately represent the gameplay.
In the case of immersive sim, I believe it came from Warren Spector trying to portray how Deus Ex was different from pure action, RPG, and stealth games.
Will you be waiting at the finish line to cheer for the 365th?