FTL: Faster Than Light Review

During the past month or so I have managed to play a few of the indie games from my Steam backlog. Randomly nearly all games that were released in 2012. And of all of them this is by far and away the one I have my enjoyed the most.

Although I have to own up to a mistake. Only upon playing FTL:Faster Than Light recently have I realised I wasn’t playing it quite correctly when I first tried playing the game. At the time I realised that you could upgrade weapons, augmentations and crew members in the numerous stores found in the game. However I hadn’t realised you could actually upgrade the ship to power up things like shields, or weapons from the main screen. Therefore I thought it was a cool roguelike but a bit hard as I struggled in the latter systems. That said I was still able to reach sector 5 and unlock the Engi Cruiser ship!

FTL: Faster Than Light screenshot from the PC version.

Once you get the hang of the game (and yes, there is a basic tutorial for dummies like me) what opens up is a fantastic roguelike futuristic space games where you never know how each run of commanding your fleeing spaceship will play out. Whether this is a successful run or where one of the numerous alien ships will bring your run to a crushing end on the next jump.

The game is hard. Even on easy the game will kill you a lot. Particularly to begin with. With over 12 hours of so played I’ve seen my ships get wrecked far too often. The game will let you experience a massive range of emotions and it has some fantastically tense moments where you can literally come back from near death with only one bar of ship health.

There some things the game did which annoyed me or I didn’t like. There is no auto pause on enemy encounters once you’ve clicked on the dialog options. This mean you have to press the spacebar to pause every time which gets annoying quickly. And it would have been nice to see previous runs count in a progression model, even if it was cosmetics or something simple like crew names carrying over. However some of this is perhaps over analysing the game for what it is.

And for me of all the indie games I’ve played I think this is one of the best examples I have ever played. Although not a huge fan of rogue-like games it’s hard not to appreciate how beautiful, simple yet complex and wonderfully diverse this game is. The highest compliment is that it makes me want to check out the developer’s next game (Into the Breach) even before seeing all the rave reviews that game has received.

But for now, engage warp drive…

Played the PC / Steam version.

Superbrothers: Sword & Brothers EP Review

Superbrothers: Sword & Brothers EP was first released in 2011 for iOS, although on PC it wasn’t released until the following year. A bit like Dear Esther which I reviewed recently it’s been in my Steam library since 2012 after picking it up from a Humble Bundle at some point. Also like Dear Esther it isn’t a long game, taking under 5 hours to play through.

The game can be best described as an indie 2d adventure game with some puzzle elements and a small amount of action. However some of these felt more like a rhythm action game in certain sequences. Without saying too much the story centres on one character who ventures into the mountains shortly after coming across some non-player characters in the game. The story is split into parts which you must complete.

Superbrothers: Sword & Brothers EP screenshot

Audio is an absolute strength of the game, both in the soundtrack and the sound effects. The pacing as well, being perfectly in-tune to what was going on in game. A professional musician helped with the soundtrack and it shows. There is a fantastic pixel-like style to the graphics and the whole package is just very well put together, particularly for the less than five pounds the game sells for on Steam (in the UK). It is a very pretty and charming game than made an impact with me.

That said there are two main issues I saw with the game. Firstly the controls on the PC version didn’t feel great. The biggest issue is that the touch screen controls have simply been mapped to the mouse with no use of keyboard of even joypad controls. This lack of direct control really dampened the experience for me. It plays more as a point and click game but at times I was having to click more than once because mouse clicks simply weren’t registered because of the touchscreen controls expecting you to hold down rather than press quickly. On top of this in fights I couldn’t be precise when needed to and therefore resorted to mashing the mouse button which made these parts more irritating than they should have been.

Secondly the game time-gates content to a real world clock. You can adjust your clock settings although you lose a perfect percentage score at the end. And there is an in-game mechanical for changing phases however this is broken (whether intentional or otherwise) if events have been completed in a certain order. This meant I had to wait over a week just to be able to progress the game. I’m not sure that was really necessary. Other than that some of the puzzles aren’t about logical deduction and become simple trial and error.

This is probably a game best experienced on touch screen and portable devices not just because of the controls that have been designed around a tablet but also the gameplay which is suited as a more casual experience and therefore something you can enjoy on the move. Overall a really abstract, weird and unique experience that I enjoyed for the most part.

Played the PC / Steam version.

Dear Esther: Landmark Edition Review

I purchased Dear Esther in 2012 for the princely sum of £1.74. It’s the perfect example of the sort of game that fills up my library on Steam. Anyway with a bit of time over the holidays I’ve managed to complete it. It is a very short experience and it doesn’t take much time at all to playthrough.

Dear Esther screenshot

I don’t really want to say too much about it because it’s one of those experiences that best enjoyed with as little knowledge as possible. Essentially it’s the original videogame that created the walking simulator genre that has since become quite popular. So a noteworthy videogame in that regard.

It’s difficult to summarise how I feel about it, as at times it feels too vague for want of a better word. That said it is technically well done, quite atmospheric and pretty in places. It’s also well voiced and the soundtrack in general is good. I didn’t enjoy it as much as other similar games and in that sense it’s hard to disagree with either those that don’t like it or those who enjoyed it and really appreciate it for what it is.

It’s worth mentioning that I played the Landmark Edition that was given away for free to owners of the original game to celebrate its release on consoles and includes a director’s commentary and was remade in the Unity engine unlike the original PC Source-engine release.

And finally just a note to say that the Steam Controller is pretty much perfect for this sort of game. I’m not a huge fan of that controller and prefer the main console controllers for multiple reasons. But here the Steam Controller works really well. Particularly the haptic pads which require less resistance to move.

Played the PC / Steam version.