Hello reader who is also a reader! It’s finally time for another edition of our thrillingly erratic column on game developers and their bestest books. This week, we’re having our ears bent by Marcia Shange, chief operating officer of South Africa, Johannesburg-based developers Nyamakop, creators of puzzle platformer Semblance and the forthcoming postcolonial heist ’em up Relooted. Cheers, Marcia! Mind if we have a nose at your bookshelf?
For all of their faults (the list may be endless), the interesting thing about live service games, when done well anyway, is the way they can change from day to day. There’s an actual living quality to them that, even if I’ll always prefer them, a singleplayer game can’t capture as well. One such game that can change quite drastically is Arc Raiders, with its varying map conditions and events, swapping in and out at the whims of its developers. This rotation isn’t something universally loved, but CEO Patrick Söderlund has said that they’re here to stay.
In a few months time we’ll be approaching the anniversary of Square Enix realising that actually, their commitment to releasing certain games only on particular platforms isn’t that good for them after all. These following two years will supposedly have been a time of internal change for the studio, with that translated externally via the Final Fantasy 7 Remake games releasing on more than just PlayStation. Perhaps they’re finally making smart choices! And then last year, instead of finally showing off something like, I don’t know, Kingdom Hearts 4, which was first revealed four years ago now, they announced Killer Inn. Okay! And now, you can try it out for yourself.
You know, you’d think that with decades worth of RPGs in existence, side quests would have been more or less figured out by now. And yet, there are still enough games releasing that seem more interested in going for quantity over quality. But for the devs over at Archetype Entertainment, the goal is to make the side quests in their upcoming sci-fi jaunt Exodus not feel just “tacked on.”
My Menace campaign hasn’t been a rousing success. In my first mission, I failed a string of optional objectives and saw one of my squads gunned down by a group of heavily-armed, jetpack-wearing space pirates. I got revenge by running them over with an APC. So, we’ll call it a draw. But I need to up my game if I’m to kick these freeloading bandits off the planet Backbone.
This week saw the early access launch of turn-based tactics game Menace, created by the piss-swigging misanthropes behind Battle Brothers. Julian has been having a wonderful time playing it and learning about the importance of spare ammo and adequate reconnaissance. It could have been worse, Julian. Your antivirus software could have deleted some of the game’s files. This being one of the currently known issues listed in the patch notes for the game’s first proper update.
Square Enix have announced Paranormasight: The Mermaid’s Curse, a summery sequel to horror mystery visual novel Paranormasight: The Seven Mysteries of Honjo. The original game earned itself a double thumbs-up from former RPS reviews editor Rachel Watts, shortly before she vanished while gathering blood-stained stones one moonlit night. (I am just joshing with you – Rachel is alive and well over at Thinky Games. Remember, there’s no such thing as ghosts and there definitely isn’t one hovering behind you right now.)
The Mermaid’s Curse should be good, then. It trades the first game’s gloomy streets for the coast of Japan, where young pearl diver Yuza Minakuchi discovers another version of himself at the bottom of the ocean. I routinely discover other versions of myself at the bottom of a bottle of Tuppersmith’s Old Peculiar, but nobody’s making any dang visual novels about me. Anyway, here’s a trailer.
Like the Turtle Beach Vulcan II TKL keyboard – except as astute readers will notice, this is a headset – the BlackShark V3 Pro is something I’ve welcomed into my everyday PC kit for months, yet apparently needed the invention of a new review format in order for me to talk about it. Whoops. Still, the length of that happy headwearing should tell you something: I like it, a lot.
I can’t get Fish Sticks out of my head. Not the food, but the stray cat with a squished face and stubby legs that I wrangled into my shack in Edmund McMillen and Tyler Glaiel’s new roguelite strategy game, Mewgenics. The shop, the pub, the dentist; no matter where I go, I see his beady peepers deep in my subconscious. It’s the loss.
I sent Fish Sticks to the pits of hell to face the armies of Satan. Even though he had a nasty case of gastritis. Even though he slurped green goo that made his eyeballs bulge from his face. And he would’ve made it home, too, if it weren’t for a particularly pissed-off frog. The amphibian dragged him kicking and screaming into the path of the vacuuming jaws of a floating demon. The bastard gobbled him up. Him and his ability to pluck maggots from his allies’ rectums and swallow their souls. As he vanished into the demon’s belly, so too did my chances of passing his rectal soul-sucking powers to a new generation of adventuring cats.