WHAT i’M PLAYING/iReview – Lovers in a Dangerous Spacetime

Lovers in a Dangerous Spacetime

“Wanna go to – wanna go to space.”

Publisher: Asteroid Base
Developer: Asteroid Base
Platform: Reviewed on Xbox One
Availability: Out on Xbox One and PC September 8th.

On a whim I picked up Lovers in a Dangerous Spacetime last night, as my New Game Tuesday ritual dictates new games forever and always.

I’d previously seen the game at PAX Prime 2015 on display, but didn’t give it its due, instead only acknowledging its existence, and moving on. But after mentioning its launch yesterday in my wrap-up, and watching the trailer, I picked it up.

Sitting down and handing the 2nd controller to the person that lovingly sits beside me, we dove in together to this wonderfully coloured space game about rescuing lost bunnies. The game is part of the ID@Xbox initiative, and is about relationships.

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A relationship between you and your cumbersome spaceship traveling through tight corridors, gravitation orbits and asteroid fields. You must first manage your ship’s movements, but also simultaneously manage your character inside the ship’s interior, running from one terminal to the next, up and down ladders, trying to manage the engine, shield, and 5 different weapon booths.

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“WHAT’S YOUR FAVOURITE THING ABOUT SPACE?
MINE IS SPACE.”

Your view is a side interior shot of an ill designed ship. The steering wheel is in the middle and this maneuvers the engine when maned. The 4 weapon turrets reside at 4 fixed points on the border, in their own rooms. A power weapon, which rotates around the circumference of the ship is controlled in a 5th area. And lastly, there is the flawed shield – only covering about a quarter of the ship’s hull – and, again, is controlled from a separate corridor. You are well tooled to fight space, but are drastically understaffed. Crucial decisions are constantly being made in where to sit.

Because of these choices, the game is also about human relationships. Play with a friend or loved one, and you’ll both assume your astronaut roles, and together must wrestle the clunky ship through space and enemies alike. Success hinges a lot on communication, but almost instinctually, you might find that you’ve resigned yourself to a set routine – one controlling the weapons, the other controlling the engine and the shield when in defense, and a spare turret when overwhelmed. Sometimes it doesn’t work out as smooth, especially when utterly surrounded or on the run, and this is when the game gets frantic. In solo mode, you’re tasked with commanding the AI buddy around to man certain stations.

“WELL TOOLED TO FIGHT SPACE, BUT ARE DRASTICALLY UNDERSTAFFED”

As you find and save the kidnapped bunnies, and progress through each level you can find upgrade gems for the ship and terminals, and each gem can augment its respective station in unique ways. Power gems add more power or higher frequency turrets; Beam gems will change the weapon to a beam type or change the engine to a beam propulsion engine; the Metal gem with change the weapon into a morning star type or change the shield into a metal spiked shield, or augment the engine to lay spike traps in your wake. The game encourages experimentation as each terminal supports a gem, and upgrades to your ship will eventually allow dual gem augments, adding more variety.

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The game is equally fun and stressful, colourful and challenging. Make sure you bring a loving partner along for the ride, as this is a game best played in pairs, but even then, love is far from guaranteed.

-For those who like bunnies, stressful micromanagement games, or doing pirouettes aboard a space ship.

Notable Achievements
Space-man’s Best Friend (Beat any level with the help of your trusty space-pet) – 10G
Cooties (Finish a level without crossing paths with your partner) – 50G

-iRogan

IDL FEATURE – Day 6: Dead Space

For this category I had the hardest choices and sacrifices to make, but I chose: Spec Ops: The Line, Dead Space, and Gears of War.

Honourable Mention: Mass Effect 2 (An RPG, I know, but I don’t really like RPGs. And the only reason I played this trilogy was because it was a shooter, so deal with it.)


Day 6 – Dead Space

Developer: Visceral Games
Publisher: Electronic Arts

Dead Space was a real breath of fresh air (HAH. Get it? Cuz we’re in space?) out of a company that, for years, had been regarded as a soulless machine, pumping out only annual titles, not taking any risks. The company I’m referring to is Electronic Arts: king of the sports titles.

Dead Space was a risk, but it was a step in the right direction for EA. For a notable period of time EA was only pumping out Need for Speed titles, The Sims, and annual sports titles, or buying up other studios, and shutting them down and NOT gambling on any new IPs. Year after year they were winning the distinguished “Worst Video Game Company”. Not something to be proud of. But EA claimed that they heard our pleas, and in return, in 2008, published Dead Space, from Visceral Games – originally EA Redwood Studios.

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Dead Space is a science fiction survival horror game. We play as Isaac Clark, an engineer, and while responding to a distress call, land on a  mining ship looking for our girlfriend, and end up finding only necromorphs – or reanimated human corpses.

The game is slowly paced, with creepy dark corridors, heavy breathing, screeching music, and plenty of jump scares. The two notable parts of the game is its unique HUD design, and tactical shooting mechanic.

HUD first: The game has no HUD. We see Isaac from a 3rd person perspective, and can be either angled over the left or right shoulder. The weapons have their own ammunition read out, and the “HUD” is made up on a projected holographic display. This is broadcasted in front of the player’s suit upon command, and this is how we view the map, inventory, and any video messages.

Second is the shooting mechanic. The game, as mentioned, is slow placed. We’re wearing a heavy mining suit on a space ship with artificial gravity, so it makes sense. But the shooting mechanic is tactical in nature. The game calls it “Strategic Dismemberment”. Body shots, or head shots will not stop an enemy. The goal is to focus on the limbs. The plasma cutter is the primary weapon, and is used to slice off the legs and arms of the approaching enemies to stop them, and then you can stomp them to death when you’re done. The game showcases many enemy types, and many weapon types, inventory management, suit upgrades and crafting.

The game’s last notable mention is the Zero Gravity zones, where we get to float around a large environment, while being propelled around with our space boots. Sometimes even in space! SPAAACE!

Dead Space was a slow, creepy horror game that spawned two sequels. That said, the sequels sadly drifted away from the original creepy horror mechanics that made the game awesome. The third one did offer co-op though, which was an acceptable inclusion.

<– Last Week – Spec Ops: The Line
Tomorrow – Gears of War –>

-iRogan

WHAT I’M PLAYING/ iREVIEW – The Swapper

In a random gift of love and affection towards my PC, I jumped onto Steam and perused the list of games that had been Recommended For Me. First one to show up was a little nifty game called The Swapper.

Title: The Swapper
Developer: Facepalm Games
Platform: Windows, Mac, Linux, PS3, PS4, Vita, WiiU
Publisher: Facepalm Games
Reviewed on: Windows

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Not really knowing anything about the game other than it was a puzzle platformer (gathered from the trailer), I jumped in. The Swapper is a sci-fi themed space game. You play a scavenger who crash lands on – and is now stranded aboard – a research station that appears abandoned. The goal, I suppose, is to find out what’s going on around this space station, and obviously try to escape.

THE PUZZLES THEMSELVES ARE VERY SMART AND DO REQUIRE THOUGHT AND PERSISTENCE AT TIMES

As the player, you acquire a hand-held cloning tool which allows you to create up to four simultaneous clones of your character, and grants you the ability to swap your consciousness across each one, as long as they are within sight. Once created, the clones mimic the moves of the player as long as there are no obstacles in their way. The clones can also die from falling from a great height or through general environment hazards. If a clone dies, they’re reclaimed and can be re-spawned. Clones can also be reclaimed by being absorbed by the player.

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Time also slows down when creating a clone with the Swapper and this game mechanic allows the player to traverse vertical areas. You can shoot a clone up towards the ceiling, and swap your consciousness over, and while the clone is falling in slow-motion, you can then create a 2nd clone to the platform you wish to reach (previously out of the field of view of the original player) and swap again.

Some rooms also have certain lights sources to illuminate the area. Blue, Red, and Purple – these lights can either prevent the clones from being created, or will prevent the player from swapping their consciousness to the clone across the room, or both. This is where using multiple clones to activate triggers comes into play. The puzzles themselves are very smart and do require thought and persistence at times.

The goal in each area is to acquire the orbs that activate the teleporters which then allow us to activate the next area.

SUPERB USE OF BLOOM EFFECTS FOR LIGHTING AND DEPTH OF FIELD

As you progress throughout the space station you come across terminals that start to tell the story of the game. Similar to Dead Space, the crew of this station have found space rocks on a nearby planet, and the rocks themselves seem to give off this electro-wave activity, leading the crew to believe that the rocks are somewhat alive or conscious. Once aboard, the rock’s telepathic abilities start to penetrate the minds and dreams of the crew, and without cause or reason, they start to die off, leading the remaining members to believe that the rocks themselves are driving the crew mad. Unfortunately they’ve brought so many aboard they can no longer get rid of them.

We actually come across these telepathic rocks throughout the game, unknown are their effects on us, but they do tend to share their disturbing thoughts with us.

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The game is straight forward in its design, and it looks very pretty, with superb use of bloom effects for lighting and depth of field. The characters actions are limited to walking and jumping, and there are gravity sections that will require the use of the Swapper to boost around. These areas can get very disorientating as the room itself rotates, and not the player. There is also the opportunity to use the occasion physics object to activate triggers or hold up walls.

The game’s atmosphere is to be lauded. Its quiet and creepy, deep and loud sounds can make you eager to press on, or have you looking over your shoulder. The score, with piano being the main instrument, tends to reveal the vast emptiness of this space station we’ve found ourselves in. Makes us feel very alone.

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For those who like platformers, creepy empty space, or watching their clones walk off ledges.

-iRogan