Nosgoth – Vampires versus humans? That could be pretty awesome.

Competitive gaming style title screen. Says a lot immediately.
Competitive gaming style title screen. Says a lot immediately.

I should really give credit to TD for this one. He found it, we played it, and I decided to review it. This was probably a wise idea on his half, since it’s taken me a long time to get round to a point where I feel I can take the plunge and actually give an opinion on this game.

So, Nosgoth pits vampires against humans in sets of two, five man teams going head to head in shooter style combat. Only, both sides seem to be taking part in an alternative Victorian steampunk style world. Humans are armed with crossbows, guns, are various types of launchers, whilst vampires are armed with the gifts the bad lord gave them, including climbing walls, spewing goo, and mauling you to death.

Despite being bow-based, the action is still very fast paced.
Despite being bow-based, the action is still very fast paced, with your typical life being very short.

Vampires might be a strong word to use here. Recently, we’ve had so many different types. The traditional Dracula style, blood sucking, cape wearing, castle residing person is not present in this game. Nor is Twilight’s poncy self-hating angsty teenager vampire. Not even Underworld’s alternate Gothic, leather spangled vampires make an appearance. In fact, what we end up with is positively not what I would consider a vampire to be in any light.

Rather, Square Enix went down the path of creating a few beasts, not seeming to find a better name for them and using “vampire”, since they can regenerate health by feasting upon corpses. But honestly, there is nothing here I’d consider a “classic” vampire. You have guys that leap for miles, engaging hit and run tactics. You have big muscle men that can charge through and act as your tank. You even get deadly, lightning fast winged beasts which can swoop down and pick up a lone human to drop him from a great height. These are not what I consider vampires, but alas, Nosgoth does.

Some pointy teeth and a lovely flowing cape would suit you nicely, sir.
Some pointy teeth and a lovely flowing cape would suit you nicely, sir.

But let’s take a step back and assess the gameplay. Rounds consist of one team of five humans going head to head against one team of five vampires in a straightforward team deathmatch; that is to say, their only goal is to kill each other. At the end of the round, they swap sides and the humans become vampires and vice versa. At the end, the kill count is tallied up and the side with the higher overall score wins. Good system, easy enough.

I have to admit immediately that gamemodes are a bit thin on the ground at the moment. It does feel like it lacks variety, and I sure wouldn’t mind seeing a Capture the Flag, or King of the Hill. But this is probably all round due to one incredible factor about this game. It is balanced.

Trust me, a balanced game with asymmetric sides is rare.
Trust me, a balanced game with asymmetric sides is rare.

Nosgoth has to compete with itself to maintain a balance. Humans are stuck on the ground, with frequently defensive abilities. They heal by using designated healing points, which can only be used once in a while, forcing them to rotate round the map to stay alive. Meanwhile, vampires regain health by eating corpses, forcing them to be aggressive. Their abilities lie in devastation and disorientation, and have access to almost everywhere on the map. Can you imagine the difficulty in balancing a team that could choose to entirely consist of people who swoop from above to drop you from the heavens against a load of guys armed with crossbows and gunpowder pistols?

That said, Nosgoth does a fantastic job. Whilst playing, TD and I couldn’t really decide who had the upper hand overall, though we did think it was vampires by a very, very fine line. However, this was less for the individual units than the fact that it’s easier for an individual vampire to do more damage than for an individual human. Meanwhile, humans do require a lot more teamwork. With that in mind, we often found that we lost when playing with a team that refused to stick together, and won with a team that stayed focused as humans, and attacked all at once as vampires.

This old brute prepares to feast on a corpse. Nice.
This old brute prepares to feast on a corpse. Nice.

The balance is definitely a huge help, but the main draw to this game will be how active it is. These are not slow games, and I’m tempted to liken them to Smite in terms of activity. Whilst you have a powerful base attack, the true gameplay is revealed in each unit’s customizable abilities: Placing lines of fire, spewing poison, spawning minions, disabling and snaring units. Given that each individual person has a set of skills to help their team, it’s as much about having the right units to respond to the current enemy team as it is about using them at the right time. My favourite vampire unit had a great ability to reduce incoming damage by 80%, but the flipside is he couldn’t attack during that time and it had a half minute cooldown. So, I purely used it to run away without dying. This worked for my team as, before that, I’d charge in and begin the assault, taking most of the damage in that time.

So I expect we’ll see Nosgoth becoming a competitive game in the future. The opportunities for teams to develop tactics and train up, learning the intricacies of why that 0.4 second increase on that particular ability makes it no longer worthwhile, is too damn high. That said, for now, the random public matchmaking works well for finding a game, and there is a party system so you can play with your friends. Which, honestly, you’re going to want to do because matchmaking can put you with anybody of any skill (though, they do counter this by allowing low levels to purely match make within low levels).

The human healing and resupply point.
The human healing and resupply point.

There is one more gameplay fact to mention. This is a freemium game and it’s going for a League of Legends model. That means, there is an entire meta-game to help boost your ingame play (or improve your character appearance). You can buy new abilities, classes, skins, and boosters to help you progress. As a result, you can expect some people to be better than you, because they’ll be able to get the best of these items. In some respects, it’s a shame, since it unbalances a very balanced game. Of course nobody is going to take the 5% speed increase when there’s a 10% damage buff on offer, but if that 5% speed increase is free an 10% damage buff costs you $4.99, you might decide to stay free. But that’s always a risk with this marketing model. That said, and in Nosgoth’s defence, they do give out a daily taster on a random ability item each day, and I just made up those two items above. So, maybe they are more balanced. But my point still stands, there will always be some items more tasty than others.

The armory is where the meta-game mostly goes down.
The armory is where the meta-game mostly goes down.

All in all, for a freemium game, Nosgoth is damn fun. It’s been produced to a very high quality, which was surprising at first but explained by the fact that the team behind it are Square Enix. The graphics and sounds are excellent, especially given the freemium status, and the gameplay feels balanced and enjoyable. That said, at it’s current stage, I do feel like it has work to be done in getting more variety into the game. However, we are looking at Early Access and, so, there are many things that may yet change. It’s definitely worth a try but, unless you’re a fan of the growing area of ability-based gaming, you probably won’t stick on it.

And I still think “vampires” is a big stretch of that word.

Nosgoth is developed by Square Enix. You can find it on Steam for freemium. Article written for Spirit of the Robot by Static.

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Nosgoth – Vampires versus humans? That could be pretty awesome.

Besiege

Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the desperate enemies have at their disposal. Create a trundling behemoth, or take clumsily to the skies, and cause carnage in fully destructible environments. Ultimately, you must conquer every Kingdom by crippling their castles and killing their men and livestock, in as creative or clinical a manner as possible.
Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the desperate enemies have at their disposal. Create a trundling behemoth, or take clumsily to the skies, and cause carnage in fully destructible environments. Ultimately, you must conquer every Kingdom by crippling their castles and killing their men and livestock, in as creative or clinical a manner as possible.

Besiege is a 3-D Medieval construction game developed by Spiderling Studios, and my god is it simply amazing. The aim of the game is that you are presented with a castle to destroy, men to kill or resources to grab. The best part? You can design your very own war machine to do it. So whatever you think might be able to blow up a castle and murder knights in a glorious jam explosion, you can build. The graphics are simply stunning in a minimalist way, the textures for all the construction pieces are beautiful and detailed. Its so hard to believe this is VERSION 0.01 of an Alpha.

This is the only world at the time of writing. I should point out, the menus are gorgeous.
This is the only world at the time of writing, but the levels are entertaining and there is a sandbox mode to mess around with. I should point out, the menus are gorgeous.

When you first load up Besiege, you’ll be greeted with a simple menu screen, as presented in the first screenshot, and you’ll jump into Ipsilon, the only world at the time of writing. You’ll then be thrown into the game with very little instruction on how to build, the game quickly adopts the “Here are the tools, do it your way” of playing. And within height restrictions, you can! The building mechanic is simple and effective to use, parts snap on to each other and can be deleted and flipped to your hearts content. There is only wood as the base of your projects at this time of writing, but it serves as a general starting point. Then, you’ll look at the tabs in the bottom right and notice, that along with your “Basic” blocks, you get other ones. Powered block are mechanical gizmos, such as spinning blocks and decouplers, Weapons are (Unsurprisingly) an arsenal of medieval weapons to destroy both castle and knight alike. The weapons go from spike balls to cannons and combining them onto your machine with the use of the Powered Blocks offers endless amounts of fun. There are also Flight Blocks, such as propellers and wings, which CAN make your abomination of a ballista fly if you’re some kind of engineering god, which Static is not; given his first ballista was an abomination of wood and string.

The builder is simple to access and get around, easily laid out and suited to building a massive war machine.
The builder is simple to access and get around, easily laid out and suited to building a massive war machine.

So with your attempt at a trebuchet built, you’ll start the mission and probably break it as soon as you move forward. At least, thats what I did, but I was so smitten by getting a working siege engine working that I worked for a whole 2 HOURS to get my ballista up to scratch and workable, and my god the feeling of accomplishment I got made my little face smile as I launched a bomb towards an enemy castle. Its the old “Easy to learn, hard to master” situation. Sure I could have simply made a wrecking ball, destroy my engine but still win the level, but I wanted that sense that this machine that just crushed 3 archers with a swinging spiked ball was all mine. The enemies, of which there are Knights, Archers, Cannons and a weird Monolith thing that fires lazers at you, all present their own problems; Archers will pelt your exposed wooden areas with arrows, eventually breaking them off, Cannons will pelt them with cannonballs that will tear right through the wood and the Knights will… Well they’ll just charge at you and die really, they’re the only useless thing about in this game. If by some chance you manage to set yourself on fire, the particle effects of your machine crumbling are bitter sweet; A joy to look at, a pain to have to tweak the design. I’ve stated before that I can’t believe this is an Early Alpha, and I really can’t. The gameplay is very solid at this stage, albeit sometimes programmed keys to extend pistons might forget themselves, your machine might collapse inwards when spinning too much but this is the level of complaints I have; they’re too minimal to even pick up on.

"Men... I think this might  be the end..."
“Men… I think this might be the end…”

I can’t recommend this game enough. For the price its in and the quality of the Alpha its in, Spiderling Studios have a seriously good future ahead of themselves. The things missing, such as more construction components, more levels a scenario editor and possibly even community levels (Kinda like what Little Big Planet does) will all come in time. So, whilst I wait, I’m going to build a 50ft siege tower with cannons on every row.

It was a massacre. A jam filled, sword swinging, bomb launching massacre.
It was a massacre. A jam filled, sword swinging, bomb launching massacre.

Besiege is developed by Spiderling Studios. You can find it on Steam for £4.99. Seriously: £4.99 for a medieval Kerbal Space Program. Article written for Spirit of the Robot by TD.

Besiege

Unturned – Free to Play, Zombie Survival Done Right.

You become a survivor in the zombie infested ruins of society, and team up with your friends to remain among the living.
You become a survivor in the zombie infested ruins of society, and team up with your friends to remain among the living.

Unturned is a 3-D, free-to-play (Kinda), early access zombie survival game by Nelson Sexton, who I should add that when he developed this game was only 17. It’s easily one of my favorite games in my library, with simple, minecraft blocky graphics, music thats utterly beautiful and sticks to the very core of zombie survival: Loot, kill, survive. That, and playing with friends is an incredibly fun experience. Whilst it is still in early access, it has plenty of potential and massive room for expansion.

Character options aren't expansive, but they do allow for customization. (Ninja Gear not included.)
Character options aren’t expansive, but they do allow for customization. (Ninja Gear not included.)

You start Unturned dumped into a map of your choice, as of this article there are only two: Arena – which is a more pvp scenario map, and PEI (Prince Edward Island) which is where you’ll probably spend most of your time playing. As you spawn, you’ll be as fresh and naked as a newborn baby and assuming you spawn within a town or building, you’ll make a beeline for the building and start searching for gear. Whilst the maps may not be randomly generated, the loot inside buildings is, so one spawn you might be lucky and find a pair of sailor pants, a lumberjack shirt and a baseball bat. Other spawns you might be lucky to find a stick. This presents an interesting panic start to the game, one that you SHOULD feel in a zombie survival scenario. So, all booted up and equipped with Nes’s baseball bat, you’ll probably start to hear groans and grunts and turn around to see a zombie waving at you through the window. This is where the fun starts.

Zombie meet Katana. Katana meet Zombie.
Zombie meet Katana. Katana meet Zombie.

The fun starts when you swing madly at the zombie who will keep chasing you till you die, mixing light and heavy attacks with the left and right mouse button until its just a corpse on the ground, surrounded by pixelated blood and you’re exhausted. You’ll be exhausted because there is a stamina bar, which like most things can be upgraded with the XP you get from senselessly beating up zombies. The pure joy from this melee combat is that every time you connect, blood erupts from the zombie (Or other player) and covers the area. Whilst it might sound gruesome, its slightly satisfying and gives real indication on the damage you’re inflicting, albeit that all attacks make the same amount of blood come out, so there is not real indicator that you’re seriously damaging whatever you’re hitting. The zombies themselves are programmed just right, being stupid enough on their own, much like Static, but in groups they’ll swarm you and eventually overwhelm you.

It was a massacre. A jam like massacre.
It was a massacre. A jam like massacre.

Speaking of weapons, this game has a plethora available. Melee weapons range from baseball bats to Katanas, which is the most OP at this time, ranged weapons from a simple bow to a crossbow, and guns from a simple 9mm pistol to an Outfield (Most of the named weapons are simple play on original names e.g Outfield = Enfield, Desert Falcon = Desert Eagle). Most of the ranged weapons also have customization options, the system functions very much like Crisis, in that you hold your gun infront of you and you can apply certain additions to certain places. In a game designed as simply as this, its a really nice detailed feature, and makes for an attachment (No pun intended) to the weapons. Also, the weapons use different ammo and clips, adding to the complexity and adding rareness to the best guns. Got a weapon that uses a NATO Clip? Good luck finding them! But thats what keeps me playing this game, hoping to find a NATO clip whilst murdering countless zombies is utterly amusing.

Im ready to rock.
Im ready to rock.

The game also features that old zombie game cliche almost of “Sound attracts zombies”, whilst its not original, it does make firing a rifle in the middle of a town dangerous as you’ll see zombies pour out of every building in site, waving their blocky arms at you like you were Justin Bieber surrounded by adolescent fans. The map PEI is large for an early access game, with three towns, a golf course, military base and three islands with surprises on them. Having an island to explore this big straight away was brilliant, especially when I got friends involved and we fortified a Barn on a farm and began to horde all available supplies. Friends make this game even more special, adding to the charm and quirk that the game already has when you watch one of your friends get mauled by several zombies never gets old.

Well, I guess whoever is in that mess of a zombie train is already dead. Better flee.
Well, I guess whoever is in that mess of a zombie train is already dead. Better flee.

Unturned also has vehicles. Ranging from simple 2 seater cars to fire trucks, which can carry six of your chums around the place. It makes traversing the island easy, but in this stage of the game, they seem to guzzle down fuel, regardless of what car it is, but I’ll forgive it because smashing into one of your friends- I mean a zombie with your car on the last choke of fuel is hilarious.

To adventure!
To adventure!

I know some of you may be thinking “TD, it’s just dayZ but minecraft! It has crafting and looting, but dayZ is far better!” And I’d 100% disagree with you. I understand that dayZ is built on an old engine, but Unturned was made by a single 17 year old. The gameplay is 100x more enjoyable, and from when I’ve managed to hop onto a random server, the community isn’t infested with shoot on site bandits. But thats just my opinion, guess I’ve already signed my death warrant by putting it on the internet, but meh.

Its a shame the boats aren't allowed to be driven, they would be an awesome feature.
Its a shame the boats aren’t allowed to be driven, they would be an awesome feature.

Overall, this game is one you should defiantly check out. Its free-to-play but it has an interesting twist, you can play it in all its glory for free, or pay (At the time of writing) £3.99 for a gold upgrade, which basically gives you more character customization choices and a gamemode with more loot avaliable, I played a significant time before I paid the money and can honestly say its the best way to encourage people to donate to the game.

I think we may have more than enough supplies.
I think we may have more than enough supplies.

Unturned is developed by Nelson Sexton. You can find it on Steam for free! Article written for Spirit of the Robot by TD.

Unturned – Free to Play, Zombie Survival Done Right.

Verdun – More like ver-not-very-well-dun AM I RIGHT HAHA oh forget it

I do love interesting title screens.
I do love interesting title screens.

Happy New Year everyone! I hope this one’s treating you better than it is me, as I’ve gone from having a bad cold to full blown tonsilitis over the course of a week. But, I can’t sit around and do nothing forever, so I decided I might as well get trench foot as well by stepping back into World War One.

That is the first amazing thing about Verdun. It’s set in World War One. I can think of a single other WWI title, and it’s an arcade game from the developer of Dwarf Fortress. Before we begin to look at what Verdun really is, we should look at why there are so few titles based around this grisly era.

Trenches, bad weapons, and no mans land. Yep, WWI.
Trenches, bad weapons, and no mans land. Yep, WWI.

The First World War was fought by sending hordes and hordes of men into big holes in the ground, then getting them to run out of those holes and jump into holes that other people were in. To make this more difficult, artillery fire hoped to manage to get into one of the holes, and since most didn’t, the land between the holes was particularly messy and difficult to traverse. Additionally, the people in each hole were particularly hostile themselves, and would shoot anything they could see from their hole on sight. Couple this with the fact that people spending many months in holes where water tends to pool, disease became rife and many were too ill to leave their hole. As a result, the overall war was very stagnant and not much happened for a long time.

With this in mind, you might not think the First World War is a very good setting for a game. Afterall, games are meant to be fun and action packed, not a situational drama of your life in a trench, just happening to own a gun but probably never firing it. This is exactly why there are so few games set in this era.

What a fine moustache!
What a fine moustache!

Alas, Verdun looked past that and came through into Early Alpha, revealing to the world its intimate beauty and design. A game where you did indeed fight over trenches, run over no man’s land, take the enemy trench, and attempt to repeat indefinitely.

And let me tell you, at this point, I am inherently impressed by Verdun. They came up with an excellent system of gameplay. You spawn in your trench as part of a small squad, lead by your commanding officer, and either have to defend your trench or run across and try to take the opponent’s trench, based on what stage of play the game is at. Defending is significantly easier than attacking, and the attackers charging over what is effectively a giant, empty field will die plenty of times. Fortunately, the act of spawning waves is balanced out by the fact each team will have a maximum of sixteen players, and attackers can try and use the horribly mangled terrain to sneak up closer to the enemy trench.

Germans can even drop gas, so get ready to plop on that mask!
Germans can even drop gas, so get ready to plop on that mask!

Unfortunately, the overall great idea of the game is the end of it’s excellence. Remembering it is in Early Alpha, there is plenty of room for improvement. The dynamics of your character are, altogether, clunky and difficult. It feels like a significantly older game, as aiming is jarred and movement feels… Interesting. The best description I had was “Like walking through custard”. And it’s true, your character feels too slow all the time. Sprinting feels closer to what the normal jogging speed should be. Jumping, however, is featherlight. As a result, you get a horrible feel for how your character actually moves. This tied in with the jarred aiming makes a moving kill painfully difficult.

This is further unaided by the catastrophically designed ironsights. All guns on this game can be fired inaccurately from the hip using the cross hair, but can be fired with a gigantic improvement on accuracy by using ironsights. Whilst for most guns this is fine, it is a notable challenge for pistols, as soldiers in WWI apparently had terrible peripheral vision, meaning that a gun held at arm’s length obscured a huge amount of what you were looking at. This is only made worse by the fact that the designers decided on a ridiculous idea for gun sway, where the actual point of aiming doesn’t change but the rear sights of the gun slowly rotate around to obstruct your view.

MGs are useful for defending
MGs are useful for defending

It’s hard to explain how badly Verdun handles. I guess if you took the steering wheel out of a car and tried to simply turn the rod, it’s kind of like that. Or like trying to get TD to write a new article. It’s very difficult and doesn’t respond well to even the most gentle input.

As a result, and as it stands, I’m disappointed in Verdun. It’s a fun game which could be made so much more fun if it controlled better. A different engine, or more work on the camera and player controls, would be an overwhelming benefit to a game that isn’t inherently bad, just badly created. However, this isn’t from a big name studio and nor is it finished, so hopefully we’ll see some decent progression in these areas soon. Otherwise, I have remarkably little bad to say about this little, daring indie game.

Verdun is developed by M2H and Blackmill Games. You can find it on Steam for £16.99. Article written for Spirit of the Robot by Static.

EDIT: I’ve revisited this title to patch up a couple of glaring typos, but to mention one other feature I suddenly remembered. The gun sounds. It has been a long, long time since I have encountered gun sounds in an FPS as bad as in Verdun. The worst part, for me at least, is it left me disconnected from the battle, making the overall experience significantly worse personally.

Verdun – More like ver-not-very-well-dun AM I RIGHT HAHA oh forget it

Sky Rogue (Alpha)

A simple, accessible-yet-difficult, fwooshy, “feel good” arcade flight simulator. Blow things up over land, sea, and air, on an infinite number of procedurally-generated islands, but watch out for volleys of missiles; when you die, you're dead.
A simple, accessible-yet-difficult, fwooshy, “feel good” arcade flight simulator. Blow things up over land, sea, and air, on an infinite number of procedural-generated islands, but watch out for volleys of missiles; when you die, you’re dead.

Sky Rogue (Alpha at this state, but to avoid constantly to have to type (Alpha) I’m just gonna call it Sky Rogue) is a 3-D, arcade-style, plane fighter game. Its a gorgeous experience with colorful, simple, pre-2000 era graphics (Look at that, TD is writing a review that ISN’T a 2-D depressing game!), a nostalgic style soundtrack complete with 8-bit explosions and jet noises, with controls, that albeit are a little buggy sometimes, are very responsive and make flying around the islands in which you will die in a lot, very fun.

Island 1. How many are there? I don't know, I've only ever mad it to Island 2.
Island 1. How many are there? I don’t know, I’ve only ever mad it to Island 2.

The gameplay is simple but so dynamic and thrilling. At the start you have a single plane, the medium fighter, which is a very rounded and good plane to start with. It throws you in with minimal instruction, albeit a hindrance at the start when you start plummeting to the ground, but you quickly wretch your mouse back and pretend it was an awesome nose-dive. The planes handle fantastically for an alpha game, a bit clunky on the old keyboard but I can imagine with a controller/joystick it would be a fluent and even more enjoyable experience. There are three cameras, one that follows your plane from behind, one that locks onto your target, making dogfights intense as you keep your focus on a plane that’s looping around you and a “stunt” camera, similar to GTA in which the camera is in a set place away from your plane so you can perform aerial acrobatics and then die as you got confused which way up your plane was. Its your standard jet-fighter arcade game; floaty controls, fast speeds, awesome effects and lots of weapons. The diversity of this game is that you can change your ‘payload’ to suit how you want to play. You could change the light fighter, which is speedy but has a low payload, to just have a bomb and a gun, changing it from a dog-fighter to a fast hit and run bomber. Its enticing enough that it keeps drawing you back into the game when you die, thinking to yourself “I wonder if a cluster-bomb would be better”.

One of the many planes available, each with their own stats and payloads.
One of the many planes available, each with their own stats and payloads.

Your first game you’ll be launched from your hanger and fly around a little, taking in the basic yet colorful graphics and landscapes along with the many dotted pixels that are very quickly approaching you and OH GOD ENEMY LOCK DIVE. DIVE. DIVE. Its very exciting to dodge a missile by twirling your plane at the last minute or diving out of the way, and keeps you on edge, wondering if that was pure skill or just a panic flick of the wrist. As you fly around you’ll be able to target various structures and enemies. The aim is to destroy the “Command Center” of the Island and then fly back to your hanger to proceed to the next Island. You can do this fairly easily but you won’t get many “Techpoints” or money to spend on upgrades. In order to get more, you can destroy structures such as Factories, Radar stations, Submarines, Hovercrafts, SAM Sites and of course, enemy jets. The AI seems to be adaptive, going from easy in the first couple of Islands to more dangerous and varied in the later stages. They can be both lethal and a nuisance. Targeting is based on the weapon you have, if you have a Cannon then you’ll have to lead your targets, missiles are based on distance and can both be lock-on and “fire-and-forget”. One of the only issues I have is that the cross-hair for a bomb is a little inaccurate, it’ll often say its going to hit where you want but will most of the time be too late, so your bombs will go sailing over the SAM site that will then blow you up. The more you destroy, the longer you are around to get shot down or blown out of the sky. Its a good chance mechanic, do you stick around to get an extra Techpoint to research a better bomb, or do you bug out to base and proceed to the next Island?

"You Died." The only thing that's missing from this sentence is "Again."
“You Died.” The only thing that’s missing from this sentence is “Again.”

You can also customize the way your plane looks, with a variety of paint jobs that not only change the way your plane looks, but the way the hanger in which you jet off from looks. Its neat little details like this that add to the charm that Sky Rogue presents. You’ll discover that the worlds, whilst small in size, are immersive and draw you in, the polygons that represent land mass are colorful and you’ll often find yourself flying dangerously low just to feel nostalgic about old era graphics. Then you’ll quickly pull up to prevent yourself from crashing into a factory.

The paint-jobs are colorful and vibrant. You'll almost have a chance to admire them before you blow up.
The paint-jobs are colorful and vibrant. You’ll almost have a chance to admire them before you blow up.

It masquerades as an innocent, jet-fighter and is really a jarring, exciting, arcade thriller in which you’ll find yourself doing the Civilization V tactic of “One more turn!” I would highly recommend Sky Rogue and I see great potential for multiplayer and possibly a campaign as this game develops.

*Cue the Top Gun Music*
*Cue the Top Gun Music*

Sky Rogue is developed by Nihilocrat. You can find it on this website, http://nihilocrat.itch.io/sky-rogue where you can pay what you want! Article written for Spirit of the Robot by TD.

Sky Rogue (Alpha)