Recently I received a gift of Divine Divinity and Divinity: Original Sin on Steam as a belated birthday gift from one of my best friends, David. He had been keeping watch on Divinity: Original Sin while it had been in development and thought I might like it. I had never heard of the series nor its creator Larian Studios, but I was willing to give it a go.
Divinity: Original Sin is a top down, third person, isometric view RPG. Think of the way the Diablo series looks and you get the idea. However, the game play has very little in common with the Diablo series.
First things first. The character creation.
Character creation is interesting because you start by making two characters. The appearance editor is okay. It has a several options for both male and female characters, but nothing really to write home about. However, the class or abilities portion of the editor is where it shines. Yes, you have 11 classes to choose from, but each of these can be modified by the player during creation. Playing a Wayfarer but don't want the Pet Pal talent? Change it to something you feel will be more useful. The only part of the editor I took issue with was the character portraits. Despite there being many, I really felt like it was still too easy to come up with an appearance for your character that didn't have an analogue in the portrait selection.
The visuals and audio for the game are both well done. The maps and general animation are on par for this style of game, but the spell and particle effects really kick it up a notch. Some areas you walk through will have seeds and leaves blowing by your field of view, making the game feel more alive and further immersing you in the game. The sound track for Divinity: Original Sin is truly top notch. Normally I tend to turn music way down or off in games because often times I find it jarring and that it doesn't fit the mood of the game. Not so in this case. The first time I heard the theme music at the beginning of the game I was hooked. And the music in the game is no different. It just sounds great and works.
Looks like you passed out around a lot of combustibles, little goblins.
Where Divinity really shines for me is the feel of the game play. I have never played an RPG video game that feels so close to playing a pen and paper RPG, ever. The game doesn't spoon feed you your quest information or where to go. You have to spend time conversing with NPCs and looking for clues. For the most part I really like this, but there have been a few times now where I've missed a vital clue or it just seemed there wasn't one.
The combat also feels like a table top RPG too. When out of combat you just roam around at your leisure, but once you go into combat it goes to an initiative based turn system like most pen and paper RPGs. Once in a fight you rely on action points to determine your movement and what attacks or actions you can take. This might not sound very interesting, but believe me when I say that the combat in this game is some of the best turn based combat I’ve ever experienced in any game. There is so much that goes into an encounter that it's really hard to describe it with out writing a small book, but i'll touch on one of the coolest parts; that being the area effects. With your elemental attacks as a magic user or a ranged attacker, you can set the field on fire to burn anything coming at you. Fire isn't working? Cast a rain spell to douse the fire and create steam clouds which you can then hit with lightning to electrify. This is just one example of many.
My only real issue with Divinity: Original Sin is also one of its strengths. The conversation. On one hand you have these great moments of dialogue between your two main characters that can reveal a lot about their personalities and back story and reward you with in game bonuses. On the other hand dialogue with random citizens is the same thing over and over. I would have preferred that there be no conversation option with the background players because they all pretty much have the same dialogue options which tend to be pretty jarring and pulls me out of the immersion of the game.
Divinity: Original Sin in a very well done RPG. I think for true fans of the genre it's a game well worth owning and playing over and over again. If you are hoping for another Diablo clone or something hack n' slash, don't bother.
This review originally appeared on GameonGirl.com
When I was younger, I put a pair of house speakers in my used 1979 Mustang . I did that because I was a kid and kids like loud cars. Plus I liked telling people that I have house speakers in the back of my car. A couple of years later, I spent way more money than I should have installing a full blown audio system in my Audi 5000. I did this even though there was a flashing red light on the dash telling me the brakes didn’t actually work. I did that because I was a kid and kid like loud cars. The other night I was riding down the road in my Crown Vic listening to some radio station that claimed to be ‘Hot’ through the stock speakers and I kinda missed having a trunk full of bass. But not really. Because I’m an adult.
It may sound like I’m lamenting the path to adulthood, but I’m actually not. I can fondly look back on the days when it was important to let everyone I drove by know what type of music I was enjoying. These days though, it’s more important to me that I enjoy the music. Because I’m an adult.
A few weeks ago, a package was left at my door containing a shiny new ASUS gaming laptop. A GL551J to be exact. Since it was a ‘gaming laptop’ I had certain expectations when I opened the box. I expected a firebreathing, neon clad, vent covered, wildly shaped beast of a machine ready to rip the throat out of anything I could throw at it. The GL551J did not live up to those expectations. And that made me happy. It seemed to have been built for a group of people that are often overlooked when it comes to high end gaming hardware. Adults. I have no aspirations to lug around a 10 pound machine whose first purpose is to let everyone around me how extreme it is. There’s a demographic of people who like to set up shop in Starbucks, flip open their PC and make sure that anyone within earshot knows that they’re in the middle of an intense firefight on ARMA at 60 frames per second. But I’m an adult, so I don’t go to Starbucks to pimp by computer to strangers. Hell, I don’t even go to Starbucks. I have a Keurig which makes a great cup of coffee in under a minute right in the comfort of my own home. The GL551j is a powerful gaming laptop that does it’s best not to call attention to the fact that it’s a powerful gaming laptop.
The Asus doesn’t fly completely under the radar though. It’s still sports a Republic of Gamers logo on the case along with a keyboard backlit in red. But it’s a far cry from the boy racer looks of offerings from other vendors. You could easily get away with sitting down in the office breakroom and finishing off a few levels of Defense Grid 2 while your co-workers think you’re catching up on some late reports. At 6 pounds the laptop isn’t svelte, but it’s still a good traveling companion. Sitting on a plane while exploring the realms of Dragon Age won’t leave you with a scorched crotch, since the single side exhaust vent does a good job of shooting the heat over to the traveller in seat 15B. As far as power goes, it’s a gaming laptop. So you can play games on it. But if you’re into running benchmarks trying to reach 120fps at 4k resolution, then this isn’t the machine for you. The Intel i7 cpu and Nvidia 860m GPU do a great job at getting you up and running at 1080p all day long (or about 3-4 hours on battery), but you won’t be bragging to all of your friends about your incredible 3DMark numbers at 4k resolution. But adults know that 1: 3DMark isnt a game, and 2: You didn’t just drop $1,099 on a laptop to look at statistics.
At a little over a thousand dollars, the GL551J won’t force you to sit down with your kids and explain to them why they won’t be going to Disney World this year. Asus has managed to pack a lot of performance into the unassuming satin black finish for a price that won’t force you to put in overtime at the office. It’s difficult to find which, if any, corners were cut. Although the 15.6 inch display has a slightly washed out look to it that kept me angling it away from the light. My time with the Asus did have one hiccup. I don’t know if was because I had a well used review unit or because of some other reason, but every so often the screen would go black when I set it down. And it would only come back when I pressed the latch on the battery case. At first it was an annoyance, and then it became frustrating. I’m an adult. I don’t have time to be fiddling with battery latches.
The Asus made me wonder how the kid version of me would have liked it. The version of myself leaning against a mechanically dangerous Audi with a sound system that cost more than the car. Wondering if I should spend my latest paycheck adding another amp or chrome exhaust tips (spoiler, I did both). That kid would not have looked twice at the GL551j. He’d be asking ‘where’s the neon?‘ and ‘why aren’t there more vents all over it?’ The kid me would not have liked it. The adult me however, likes it a lot.
It’s been a long time since I’ve gone through a neighborhood revving my engine while blasting the radio in a car with no brakes. Now my car has more power under the hood, and can stop on a dime and my ears don’t ring when I turn the radio off. Being an adult doesn’t mean you give up all the fun stuff kids have, it just means you don’t spend time and money trying to impress everyone else around you. I don’t have time for that. Because I’m an adult, and I have games to play. And the Asus GL551j is just the machine to play them on.
Take a look at our unboxing of the GL551J
ASUS sent AllGames a Republic of Gamers G Series GL551J Gaming Laptop to review. And the first step in all reviews is of course, opening the box. Take a look.
“To sleep, perchance to dream,” in Abyss Odyssey therein is the rub. Out now for the PlayStation 3, Xbox 360 and PC Abyss Odyssey presents a very interesting story wrapped in a brawler, a platformer, and a rouge-like game.
Drop into the darkness.
The story is set in the 17th century Chilean capitol of Santiago. Evil creatures are coming up through a hole in the center of town and threatening to overtake the city. You start out as Katrien, a swordswoman who specializes in short swords. As she arrives at the edge of the mysterious hole, the soldiers guarding it tell her to leave, that this is no place for a lady. She tells them they have no idea what they are facing. That they are fighting creatures that are the result of a Warlock sleeping at the bottom of the abyss. Those creatures are being created from the nightmare he is having. With those bold declarations, she drops into the abyss to begin her journey to the bottom in order to confront the Warlock.
Along the way you will die. Several times in fact. Such is the nature of Abyss Odyssey. The first time Katrien dies she reveals that she too is a part of the Warlock’s nightmare, that she died a long time ago. The dying part isn't as bad as it first seems. When Katrien falls she is replaced by a soldier who promises to revive her at a shrine, provided he makes it. The soldier is less powerful, but not entirely helpless. If he does fall in battle, then you are revived on the surface and have to fight your way through again. There are no save points in the game, but you can have temporary checkpoints. At special shrines you can change it into a checkpoint, provided you have the key for it. A note of caution, these checkpoints have a limited number of times you can be revived. Once used up you start at the surface again. This is not necessarily a bad thing either. As Katrien observes, the abyss, like a dream or nightmare, is never the same. Which means that every time you enter the abyss it is randomly generated, making it something new and different every time. It is a nice touch that provides for a lot of replayability.
While you start out as Katrien you won't play as her all the time. Besides the soldier you will be able to eventually unlock two other characters, the Ghost Monk and Pincoya. Both, like Katrien, have their basic attacks, but also special attacks and weapons. If that's not enough variety of characters for you, there's a way to acquire more. You can capture souls of enemies you defeat. Once captured, you can turn into them and use their powers and abilities.
Choose your weapon wisely.
The characters have some role playing game characteristics in that you can level them up and tailor their fighting styles. You may be slow and sluggish at the start, but carefully choosing how to level up your characters will result in a lean mean demon killing machine. Weapons can be found in the abyss or bought from merchants. A small problem for me was that you couldn’t sell your old weapon. This necessitates spending your money cautiously and wisely. Found weapons can only be picked up if they match your current character's weapon style. So if you are playing as Katrien, you can't pick up pole arms, only small swords.
Pretty as a picture.
Graphically Abyss Odyssey is stunning. It looks like someone crossed a storybook with art nouveau prints; it's colorful and beautiful. One of the touches I really liked was when you use the block move to stop a hit, a halo appears around them. The halo's design takes on the look that's almost a trademark of art nouveau prints. This art style is present in everything, from the backgrounds to all the enemies. I would love to see an art book created from this game.
Abyss Odyssey is a downright stunning game. The art, music, story, and gameplay come together in a beautiful arrangement. Even when you finally get to the end and finish the story the randomly generated abyss makes the game different every time. On top of that the developers, ACE, have stated that at current count there are about 37 enemies are to be captured and used. ACE has hinted at more enemies and bosses to be added to the game in the future. The game also really challenges you with that rougelike system. Can you make it to the end with no saves and limited checkpoints? It's a game that I really think is a contender for my top 10 of the year. I like it that much. If this sounds like your cup of tea, pick it up now.
Frozenbyte has announced that Trine 3: Artifacts of Power, the puzzled filled platform game, is now available for Windows machines on GOG, Humble, and Steam. It will set you back $21.99 but you can get a 10% discount during launch week. Check out their 3D world in this trailer:
I recently got my hands on a preview copy of Eschalon Book 3. Since this was a preview of the final release, and not the final release, I’ll be giving my thoughts on the game while ignoring any and all issues with the game’s running stability, as those aspects have not been fine tuned for this build.
The two easiest words I can use to describe Eschalon Book 3 are intense and intimidating. The character creation is similar to a D&D character sheet. There is an easy way around this, where you simply choose one of the classes and let the game build a character for you, but doing this leaves every single attribute to the discretion of the system. You will have a character that works in the class you wanted, but you will not have chosen their gender, name, race, religion, or any of their unique skills. I chose a randomized character, not knowing that the attributes I had my character randomized.
Difficulty selection is done in a very interesting way, in that you don’t select a difficulty at all. Instead, you choose whether or not to use four different rules. The first rule makes food and water a requirement for you character’s survival. The second makes your weapons degrade with use. The next two get into insane territory. The third rule makes the player unable to save or load the game while diseased, poisoned, critically injured, or near enemies. It is worth noting for this rule that I was diseased almost immediately after starting the game, and remained diseased for several hours as I could not afford to cure myself. The fourth rule makes any probabilities seeded instead of random. This means that if you are trying to hit something, instead of doing a 20% probability dice roll each time, the game follows a pattern to ensure you only hit that thing 20% of the time. Depending on the rules you pick, you are assigned a difficulty level that describes your gameplay. Each level affects the score you will receive with either a penalty or a bonus. I wanted to at least stay at Normal difficulty, but hate weapon degradation, so I activated rules one and four.
After you have created a character and selected the difficulty rules you are given a brief story introduction. Your character was attempting to destroy two powerful items known as crux stones. Alien Voldemort showed up and tried to kill you. He failed and destroyed one of the crux stones, teleporting you without your memories some place far away. You wake up lost, confused, and with the Crux of Fire. Your goal is now to find out more about the Crux of Fire, and the land you are in. Another goal is to not die. This one’s going to prove a bit difficult.
This game is hard, from the moment you start any combat whatsoever you’ll understand this. When you are a level one character you’ll spend most of your combat time wishing you weren’t constantly missing your targets. I started as a ranger, which is sort of hard, given I had no weapons skills other than a bow and arrows are hard to come by and get wasted because of all the freaking missed shots. The one advantage to the gameplay is that it is entirely turn based. You don’t have to worry about getting everything you need lined up quickly, but rather with as few actions as possible. If you need to open your inventory, you won’t be attacked a bunch while searching for the items you need. Only when you use an action to actually use the item.
Once you’ve managed to actually get yourself a character that can handle fighting cock roaches (this takes a lot of time) you’ll note that you must now go and face greater challenges. It’s not possible to grind in Eschalon, as enemies don’t respawn. This has upsides and downsides. It does make for a better gameplay flow since you can’t just beef up your character so that all things in your path are like mere insects. But it also means that you can’t level to just the point where you feel comfortable with the difficulty curve. You have to handle whatever the game is going to throw at you. The other issue is that the game is entirely non-linear. You are meant to explore new areas and complete quests based on what you are capable of. Without the ability to grind, you’re generally left finding out where you should go by entering an area, having a near death experience, and then running away. This often wastes your food, water, and gold on recovery.
Overall, Eschalon Book 3 is a fun game if you enjoy a seriously difficult RPG. Its story is based around total mystery, its world is entirely unknown, and it is seriously freaking hard. You don’t enter the game feeling like the messiah from on high that all have awaited. Instead, you feel like some jackass with minor combat skills being thrown into a situation that you are not prepared for and hardly understand. This makes Eschalon Book 3 a realistic and engaging game.
Growing up, I always felt western role-playing games on the PC were underrated. Maybe it's due to the fact that I was only two years old when Wasteland was released. Ten years later when I was enthusing about Baldur's Gate, most of my twelve-year-old buddies were busy anticipating the release of the next Final Fantasy game on console. I mean, yes, I love Japanese RPGs as much as the next gamer, but the communities for the computer games I grew up loving always seemed scarce or closed in by comparison.
Fast-forward to the current era of gaming where we have the introduction of Steam and crowd-funding websites, and a different picture is emerging. In an arena where consumers can have direct involvement and influence on the types of games they want to play, there has been a reemergence of these very games. And while the Divinity series of games may not span as far back as some others, they certainly have harkened to this earlier era of RPGs in their latest release Divinity: Original Sin.
The game was completed and enhanced through Kickstarter funding. Different aspects of gameplay were unlocked as levels of the funding were reached, and thanks to all of those who contributed, the game is intricate and vast. The self-published title from Larian Studios also runs on their own engine, complete with a tool kit for designing customized levels. While the game is available on Mac and coming soon for Linux, mods for the PC version are available and can be published through the Steam Workshop.
The first thing you'll want to do with the game is decide whether to play the campaign in single-player or drop in multi-player mode. Both modes require you to create two characters. You will choose the name, sex, appearance, portrait photo, and class for each character. Advanced players can mostly disregard the pre-built classes, as the Divinity gameplay allows fluid and complex class building. Don't feel like you must limit yourself to be strictly caster, ranged, or melee. Various items found in the game, along with perks, traits, and skills, allow you to reach outside of basic class structures. Customization is more involved than the RPGs the game emulates, but it's still more simplistic than a lot of modern RPGs. The game offers a variety of skin tones and hair styles, but sadly falls short in offering any variation in body type. Once you have your character looking stunning, it's time to give them a voice (three options per gender) and most interestingly, an AI personality. AI personalities, such as Loyal, Knight, or Rascal, are more than just clever fun for dialogue- they offer unique insight and development for your playable characters.
You start the game with only two characters, but you can add certain people you encounter to your party. You have the ability to change their gear and assign skill points, as well as control them in battle. However, they are still separate from your main characters, as you cannot speak for them. If you choose to play multi-player, LAN or internet connection are available for drop in/drop out gameplay. The person hosting the game can assign characters to those who join and also determine whether they can change certain aspects such as gear or skill points. I absolutely loved the simplicity of playing in multi-player. However, it would be great to have the option of more than two original characters for a team. Events in the game don't just happen to your characters, your characters also take time to reflect upon events and even their own actions. This is where the exciting addition of the AI personality really shines, allowing the player to create exchanges between their characters. The options chosen in many dialogue exchanges not only shape the character in the player's mind, but they also contribute to certain traits gained through gameplay. For example, if a player chooses kind options, they can receive the Compassionate trait, which gives them a bonus to critical hits. If a player chooses to be cruel, they can receive the Heartless trait, which increases their chances to hit while backstabbing.
Another unique aspect of the game is the bartering system. The game still offers vendors for particular items, but player purchases are not limited among them. Every person in the game offers not only a chance for better information and possible quests, but a selection of items they are also willing to trade. This is one of the ways that the game really emphasizes thorough exploration. And if talking to every person in the game isn't enough, there is also the option to take on the Pet Pal perk, which allows your character to speak with the various critters found throughout the game. Aside from humorous banter and the realization that the animals are more pleasant company than most of the humans, this perk can also help provide solid clues to solving quests and puzzles.
Talking to every creature great and small isn't the only thing that will take some time. Turn-based battles set the pace at self-determined and much slower than an action RPG, especially if you're playing multi-player. This, along with the ability to see rolls for each action, really give the game an old school tabletop feel. The battle system is quite easy to learn, which allows the player to focus on customization and tactics. With every move and attack costing action points, it's important for players to understand what each spell and skill can do. It's also vital to pay attention to the hit percentage that will pop up, along with the area of damage, since friendly fire is very possible and likely with certain magical and elemental attacks. The battle system here allows the player's inner strategist to really shine as they discover attack and elemental combinations. There are many barrels filled with water, oil, etc, but spell casters can also create elemental changes, such as rain. Use these abilities together to create poision gas clouds or electrically charged steam. The creative battle techniques are really what set this RPG apart not only from action RPGs, but also from other turn-based RPGs that place far less emphasis on atmosphere and status effect combinations.
The basic gameplay is straight-forward and great fun to explore, and once you've felt your way around most of the game (which will take many hours depending on how thorough you are) you might get the itch to take your creativity to the next level. Divinity: Original Sin does a fantastic job of merging the organic feel of tabletop with the best offerings of contemporary gaming technology. The next step in staying true to these roots is to allow players the ability to build levels within the game's engine. The engine is solid and provides for smooth gameplay even on less advanced set-ups, though my one small complaint is load times, which of course vary by computer. The Divinity Engine Toolkit is far more advanced than many level editors in other games of its ilk. As a player who loved to create levels in games like the original Warcraft games and Lode Runner, I had all the creative will, but very little of the modding and world editing advanced knowledge. Larian has provided many videos to help those who are newer to level editing on this scale. The step by step guidance was extremely helpful for me, and while building levels this way is definitely more complex and time consuming than in other games, it also creates a more detailed and personalized product.
Divinity: Original Sin is a sampling of some of the best offerings from both old and new schools. A fitting homage to the games I grew up playing, it also establishes an identity of its own and can be grouped in among the best of the genre. It's a fine example of what can be achieved when a good balance between a development/publishing team and players is created. Between all of the creative ways to construct in the game and the sprawling world to explore, the game brings apt innovation to an already solid genre.
Win A Shirt Week
For the next 7 days, Win A Shirt Weekend has been expanded to Win a Shirt Week! Between 10/3 - 10/9 you can win a limited edition All Games ‘Legacy’ t-shirt by joining the AllGames Network club in Forza Horizon 3 (Available on the Xbox One and PC)..
To win, join the club (Go to the Club tab in Forza Horizon 3, and search for AllGames in the club section) and that's it. At the end of the week, a random club member will be chosen to win a fantastic high quality limited edition AllGames Legacy collector’s items t-shirt. And just to make it interesting, you can get extra entries into the drawing by posting a screenshot from the game on the AllGames forum or Twitter with the hashtag #allgameswasw.
(we can ship your shirt anywhere in the US or US Military Base addresses)
Kickstarter is certainly becoming a hotbed for video game developers to bring their gaming visions to life without the yoke of a big publisher interfering. One of the latest video games to get fully funded and developed is Monochroma. It was developed by Nowhere Studios, a small studio in Istanbul, Turkey,who wants to take the spirit and fun of classic video games and create next-gen games for all types of systems. Monochroma is their first game towards that goal.
Monochroma tells a bittersweet tale of two brothers. Set in alternative dystopian 1950 it starts with the boys near their ramshackle home doing typical young boy things; climbing, jumping, swinging, and flying a kite. While the youngest brother is flying the kite a strong breeze comes up and takes the kite away from him. The boys chase the kite to a railway barn where it gets caught on the roof. They climb up onto the roof and just as they get close to it the roof caves in. The older brother comes through fine, but his younger brother injures his leg in the fall. With a little determination the big brother carries his little brother out of the railway barn into the connected robot factory only to learn it holds a dark secret. Their journey now becomes one of, not only looking for help, but survival.
It's a well told story especially given the fact that there is no dialog. The animation and "acting" of its characters are combined with a well-crafted soundtrack to convey all the story and emotion. The soundtrack was created by Gevende, a Turkish psychedelic rock band. Gevende manage to capture wonder, adventure, and yet a slight sad dystopian feel that gives Monochroma an emotional boost.
The animation art is made up of stark grayscale that outlines positive and negative space, highlighted only by the splashes of red that point out items of importance. It's hauntingly beautiful. Little details certainly speak well. For example, the first time you try to set your brother down in the game in a place that's not brightly lit. The way he shakes his head and sort of hides his face at the same time perfectly conveys that childhood fear of the dark.
While the art and music of Monochroma present so much, it's a disappointment that the controls are not up quite up to snuff. For a 2D puzzle platforming game they are loose enough that you will experience more than a few untimely deaths. Part of the core controls is the fact that your movement speed and jumping height are affected by whether or not you are carrying your brother. You can move faster and jump higher without him, but you cannot go very far without him either. The game doesn't always seem to realize you are not carrying him. This issue comes into focus mostly while jumping. In later sections of the game this really matters because you are racing against a clock.The controls aren't completely horrible and if you remember to take the looseness into account, they are playable.
The only other problem I had with Monochroma has more to do with my own muscle memory than any problem with the game. Jump is the up arrow or "W" if you use "WASD" controls and the Space Bar is used to pick up and put down your brother. Years of playing other PC games that use the Space Bar as jump has led to a few “oops” moments. Again this really isn’t a problem with game; it's more a problem if you're so ingrained in one way of playing.
Overall Monochroma is a very good story. The game rises above its problems and tells the sweet and sad tale of childhood, growing up, and family bonds. It stands out as one of the better Kickstarter games and Nowhere Studios should be very proud of it. I would like to see what they do next; in the meantime though I have some hidden flowers to find in Monochroma so I can finish an achievement.
You probably haven’t heard of THREAKS before. It’s more than likely because they’ve never released a game before, so here’s their first game ever, Beatbuddy: Tale of the Guardians. Just because it’s the first game for the developer doesn’t mean there aren’t some industry veterans behind it, including Austin Wintory, composer of Journey, who has contributed songs for the game and Rhianna Pratchett, who is the writer for such games as Tomb Raider and Mirror’s Edge. So despite THREAKS being relatively new, there’s plenty of experience behind the team of Beatbuddy. Beatbuddy is a puzzle adventure game where your character, who just so happens to be called Beatbuddy, has been awakened from a deep slumber and then finds out his musically driven world is being the threatened with ultimate destruction. It’s up to you to puzzle solve your way through the game and find out why.
Beatbuddy is a rather simple game, your character Beatbuddy is a floating ghost-like character who moves around with 8 directions of freedom. It plays like you were a spaceship in a 2D world. You go through from section to section where you run into different obstacles that stop you from advancing. For example, one the most common puzzles elements are bounce pads which send you flying backwards and you have to orientate various mirrors to send you in a different directions from where you bounced from. The point is to send yourself flinging at top speed at clearly marked destructible walls which you hit and destroy after successfully orientating the mirrors correctly. You then move on and advance to the next section of level from there. Honestly it’s usually rather obvious what direction you’re supposed to line the mirrors up and so you spend an excruciating amount of time trying to line up mirrors correctly rather than solving actual puzzles.
Another central mechanic found within the game is that it’s supposed to be all about the beat where the music drives the environments and the environments drive the music. Honestly on this score, the game doesn’t quite live up to it’s hype. While there are definitely reasons that the music matters, like when the music is affected by touching items in the environment and even some enemies that have to be killed to the rhythm of the music playing, however there is no compelling use of the beat mechanics for the most part. It’s really just a gimmick that never gets used to its full potential.
Rhianna Pratchett is flaunted as the star writer, however the story really isn’t all that central to the game. You do have a reason to go from point A to point B but you’ll never get all that involved in the plot. The game’s story is mostly told through boring text bubbles that can be kinda funny sometimes but usually aren’t.
I’ve spent plenty of time bagging on the game but I feel I should highlight its positives as it’s not a bad game. While not innovative, you do have on your hands a solid puzzle adventure game that is not very difficult but is still fun. The primary mechanics are compelling enough to make you want to play through the game despite the few annoyances I mentioned earlier. There are constant checkpoints making it easy to jump in and out of the game between sessions. The game has plenty of options for controls (Keyboard, Gamepad, Mouse) and all of them play well. The musical score for the game is great. There was much attention paid to making a great electronic orchestral for the levels so I’d definitely recommend picking up the soundtrack once it’s available. I did notice the volume options can’t mute the game and only goes from somewhat low to high volumes, so keep that in mind. The “hand-painted” characters and environments look awesome and much kudos goes to the art director for the unique and beautiful game that they crafted.
Beatbuddy is a fun little game that warrants it’s budget price. You’ll get a solid 5 hours out of playing it which could be seen as short to some but it was enough for me. You won’t have your socks blown off playing the game but it’s got a unique vibe and all in all it's worth a look.