Neil Kenny

Morphite Xbox One Review

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Totally in the dark on this game; so the style and type of gameplay I’d been tasked with reviewing was a complete mystery. So wasting no time I redeemed the review key via the Xbox store and waited as what was a relatively small file downloaded.

Initial impressions.

Starting off aboard a space station our heroine, Myrah Kale, is sent on a sort of coming of age/first steps type mission. Despite it clearly not being a point and click adventure, this was the immediate first impression. Most likely due to the linear series of events that then followed.

After a short while just following the story prompts which are acting as a tutorial of sorts. The game’s play mechanic started to show through. In short explore, collect, redeem/trade and repeat as required.

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The art style is described as ‘Stylized Low-Poly Look’ which seems fitting enough. Some commentators have described it as being similar to Astroneer – which is a reasonable enough statement to make although Astroneer uses a wider range of colours and effects for the art style/environment that it is using.

The music is also worth a mention. The game uses a series of musical cues and mood pieces that play during certain moments acting more as a sound scape than a soundtrack. Like the art style these are very distinctive and helps to give it a sense of place that’s very unique.

So back to the game; having gained a mentor and a feline flying robot (called Kitcat) I completed the firing tutorial and left the space station on-board my own spacecraft. The navigation of which is via a galaxy/solar system type maps. Up to this point everything was first person but inside the ship the view is locked down.

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Between you and the destination there are traders and other space stations. Essentially these provide the obvious trading opportunities and in the case with space station upgrade possibilities. Of course there is also the possibility of combat. This takes the appearance of using one of the gun emplacements as seen on-board the Millennium Falcon (or for seasoned players ‘Star Raiders’ through a porthole). This played well enough although I had to change the control scheme from directional to ‘pilot’ like in style by inverting the vertical input – always nice when control options are provided but I do wish there was a way to know which was the default option.

Now the first of a couple of pointers that may prove to be beneficial.

Upgrades generally require materials and currency (the delightfully named ‘chunks’). Two types of materials has been the norm so far for upgrades and the coloured bar to the right of the material names is a pictorial representation of the amount you’re carrying (if any) vs the amount required. Since you see all the possible upgrade slots at each venue despite what’s actually available it is a little confusing at first when the on screen requirements are all blank. However the exchange of materials and funds soon becomes a major plank of the game design. Upgrades exist for yourself, equipment and your ship with upgrade areas specialising in one of the three branches.

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Planetside

Now the main thrust of the game is the planet surfaces and it is this that has drawn the strongest comparison to the look of Astroneer and the gameplay of No man’s Sky. As per the Astroneer the No Man’s Sky reference is not quite right either – yes both feature planet surface exploration but the landscape in Morphite is smaller and more valley like in layout thus leading to a precise objective. The reduced colours and geometry is pleasing on the eye with the only drawbacks being that some features such as tunnel entrances can literally disappear when they are the same colour as the surroundings.

Planetary exploration is accessed from orbit via a pod like thing that also acts as a restock point for your weapon and maybe a checkpoint – I say maybe since it’s all a bit confusing. I’ve relied on the checkpoint system only for it to ‘not-save-your-progress’ this forcing me to chase the same amphibian several times.

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As I progressed the gameplay did start to coalesce so you can then adopt a playstyle to maximise your playing experience and in game rewards. The game is essentially an exploration based; by scanning flora and fauna on planets you gain readings of their biology that act as tradable items and gateways to enhancements. Other minerals/currency can be acquired via the good old fashioned Zelda approach of smashing stuff or in our instance - shooting it.

Now another playing pointer. You will depend heavily on two items from your roster; the scanner which scans things and you gun with which you can shoot them afterwards. Initially to select between the two required you to pull up a menu and select between them. This was really unwieldy. After all scanning and shooting are the two things you do all the time and rapid selection was pretty much mandatory. Later on I discovered that the D-pad was used to bring up and zoom in/out on a map (up/down) however undocumented was the fact that left/right cycled through your items as well. This turned out to be a mixed blessing since the act of operating the map also moves the held item along. Initially I thought was my inexperience in changing the map but alas having the map up does affect the item being held. The map alas has its own issues. Normally it hangs in the upper right of the screen but is very faint. The version you call up occupies the majority of the screen and is more opaque. So as you move around it does obscure a lot of the scenery and cannot be adjusted. Not only does it make seeing thing difficult as you move but you cannot use anything you’re carrying so no scanning or shooting allowed. Another issue is that the map is rendered as per the height you’re currently at; so instead of seeing the shapes of the valley or caves you can instead get a slice of the world where the terrain has narrowed or even no longer exists at this vertical point.

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As already mentioned you progress by exploration and essentially scanning everything. Like all games of this ilk your equipment is compromised at the start and upgrading via exploring is paramount. That does mean that some of the wildlife you see is practically impossible to scan (flies for example). There is a log to let you catch up on the creatures scanned but there appears to be no way of knowing if you’ve scanned all those on a particular planet (they do visually take on a slightly different on-screen appearance). Some lifeforms appear more than once with different preceding adjectives to differentiate between them. This may be down to some sort of seeding system but I noticed at least one whose name of Lakeshits seems a little unfortunate (or maybe I’m breaking the word up incorrectly…).

At this point I should come clean and point out that I haven’t completed the main game yet. In my defence I have literally gone off and done my own thing. Something that this game allows you to do -without question. There is a story and objectives (and a very handy quest screen to keep up to date of what you should be doing) that lead to planetary structures with platform/switch type obstacle courses and the unveiling of a story point (the not at all mythical Morphite!).

The conclusion

This is proving a tricky title to review. There is a lot to admire in this game and they have tried to make it as approachable as possible. Admittedly some of the areas are a little empty and the electronic music (more of an atmospheric audio experience) and graphics can grate if the game is played excessively. However in smaller doses the open ended exploration and easy going nature of this title makes this a game to fall back on, especially since death doesn’t really penalise you – just puts you back to the last checkpoint (maybe).

 “Ah, but a man's reach should exceed his grasp, Or what's a heaven for?”

You can find out even more details on Morphite on Crescent Moon Games website, while following the developers Blowfish Studios and We're Five Games.

Morphite is available now on PS4, Xbox One, Steam, Nintendo Switch and iOS. 

 

A Joke – a play by Dan Freeman

Two days ago, in a small theatre located in Winsford I took my seat to watch the first ever public performance of ‘A Joke’ and would serve as the first of two previews before heading north where it will form part of the Edinburgh Fringe this year.


This is a new play by Dan Freeman; the creator/writer of ‘The Minister of Chance’, ‘The Light of September’ and the main constituent of Mundo Jazz.
Now this isn’t a review but my thoughts of the evening and confession time; I’m not a totally impartial observer since I had sponsored the play (well page 2 at least). This neatly introduces the fact this play is crowdfunded and various perks are on offer to help keep this show quite literally on the road. I’ll put enough links to make Jacob Marley blush at the end.

Now to the play itself… A tricky one this since I’m not going to spoil it but I have to write something and I think it is fair to at least give you an idea of what to expect.


The play is a three hander with each of our performers appearing onstage with knowledge of the world in general but nothing of themselves. As it progresses our three Joketeers(?!) go on a ‘Fools Journey’ navigating themselves through the structure of a joke and as a consequence life – after all what happens to a joke once it’s told?

To reveal more would be unfair but personally I saw within the performances various interpretations of the Fool, glimpses of Harry H Corbett and even homages to Flanagan and Allen. This may just be my imagination however but these thoughts crossed my mind as I watched.

Up to now I’ve not mentioned the cast. Our unnamed journeymen are played by Richard Oliver, Sylvester McCoy and Robert Picardo. Each provide a different perspective on their situation and are different characters despite being identically dressed (all costumes can be bought – I told you it was crowdfunded).

Now I said that this isn’t a review but it was a marvellous night with laughs a plenty.
The logo may be a chicken but it isn’t by any means a turkey.

Tickets and play information
 

http://www.danfreeman.co.uk/

https://www.facebook.com/ajokeplay/

Author

https://www.facebook.com/dan.freeman.127

Cast

https://www.facebook.com/4SylvesterMcCoy/

https://www.facebook.com/RichardOliverActor

https://www.facebook.com/rpicardo1

Wonder Boy 3: The Dragon’s Trap Gets a Remake

Remakes, we all have a wish list but sometimes one comes along that you hadn’t realised that you want… then you see the trailer.

The Wonder Boy/Monster World/Adventure Island series is I suspect wasn’t very high on anyone’s remake list: However Wonder Boy 3: The Dragon’s Trap is in development and the trailer is linked below.

Development by the French developer Lizardcube and publishing duties are being handled by DotEmu.

Titan Attacks! Review (PSN – PS4, PS3, PSVita Cross buy)

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titanattacks Some reviews can take the easy way out and describe plot, atmosphere or other narrative events. Then you get games like Titan Attacks! (Exclamation included), a title that disposes of most of these trappings in order to present you with a clean game design. That doesn’t mean that Titan Attacks! is without great art, it uses a retro 8-bit styling to proclaim what it is; and that is a VIDEO GAME.

Yes this is an old school video game reimagined, with pure skill and strategy aspects at its core. None of that look at the lighting effects or physic engine shenanigans here; just pure arcade action.

So what type of game is it? Well it is a poor answer to say that it includes within its DNA (or should that be code) a considerable nod toward a single screen shooter by Taito featuring aliens who happen to like marching down the screen, a.k.a. Space Invaders.

The little plot that there is all about a lone tank driver etc. but all you need to know is left/right/fire/smart bomb. So what is new…?

Well the adversaries utilise a variety of flight paths that necessitates the learning of differing strategies. Accurate shot timings is also crucial since apart from clearing each screen a successful hit of the bonus ships will present a possible financial reward/score multiplier.

However care has to be undertaken in order not to incur penalties. The loss of your score multiplier is bad enough but the financial debit made to your in game currency that really hurts since between each stage you are allowed to purchase upgrades to the initial basic tank. Turning it into one that can survive and likewise customising it to your style of play into the bargain. And you do need to upgrade because this game does get tricky. Keeping the shield healthy is paramount (each hit hurts) since the incremental cost of restoring it will rob you of funds for the smart bombs, shot power or even the cash to increase the number of shots fired at a time.

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As waves are cleared a larger foe is faced and once cleared the whole process begins again with a different landscape in the background along with a few other tweaks and additions. There is also an occasional bonus round where a number of saucers have to be cleared within the timeframe. As to what this gets you I can shamefully tell you I haven’t a clue. These opponents are unarmed but utilise a neat trick by CHANGING DIRECTION just as your carefully timed shot is about to hit. An incredibly annoying tactic!

As already mentioned the art style is a deliberate homage to the 8-bit era. If anything the reduced palette of colours can make the screen hard to see in a bright room since is uses a heavily weighted selection of purple hues and the background neon sign effects can disguise some of the enemy fire. But then there are the small touches that help to create atmosphere, the falling enemy shots are surrounded with a faint smoke effect and then there are the shells that bounce when they hit the ground.

[youtube http://www.youtube.com/watch?v=szVEYej83BA&w=560&h=315]

There are 5 ‘worlds’ that also allow you to re-join the action at a later point in the proceedings when they’re cleared, although I did find that the restarting stats for your ship to be far less than I’d like but that could just be my poor play. This is cross-buy & cross-play title. Once purchased you have it for the PS3, PS4 and PSVita and progress did seem to be transferrable. As you would expect all versions were identical but I found the PS Vita edition to be more difficult due to the reduced screen size hampering my reaction time and hence the fine gun emplacement. This wasn’t too much of an issue as I soon acclimatised to it.

So what did I think of it?

Well it was a surprising entertaining piece of software and it has entered into my ‘go to’ games list for when I have spare 5 minutes, although in fairness to it and myself the games last a lot longer than that.

And lastly a thank you to the Curve PR team for the advance review copy.

Penny Dreadful – Mini TV review/preview Episode 1

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Penny Dreadful the TV series is an 8-part continuous drama made by Showtime set in 19th century London that utilises various fictional characters of the period all together in a single common narrative. It is unashamedly a horror show and strays up to the limits of what can be shown in a TV series. The period London setting allows it is a wide canvas to play with.

The title comes from the Penny Dreadful; this was the name given to the cheap disposable British publications from the 19th century that were continued to be published under various guises until the early half of the 20th century. Inside there would be serialised adaptions of sensational or lurid stories. These journals were aimed at the lower classes (usually adolescent boys) and each would cost a penny or less.

Some notable stories we know today originate from these periodicals; Sweeney Tod being the most well-known but other characters owe their start to the Penny dreadful such as Sexton Blake.

Since a wide variety of stories (particularly of the fantastical and gruesome variety) are synonymous with the name it is quite surprising that it hadn’t been used before.

Now this is going to be spoiler free review. When I watched this I was only peripherally aware of the shows premise which did make for a better experience so I have no wish to spoil it for others.

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I had been aware of this series for a while (it was made in Ireland and features a very accomplished UK cast) and every so often a preview image would float past on my news feed so it was with delight that I was able to catch the first episode. The easy route is to say what this show is like the X-Files crossed with’ the League of Extraordinary Gentlemen. As a description I think that that is fairly good but with the emphasis being more on the League than the ‘X’ Files.

The first episode manages the feat of getting many principle characters up and in play very quickly with each new addition getting a decent share of the spotlight. In fact they get more than you would think possible within the allotted running time. Various backstory elements are floated to tease the audience and also help to make the characters become more interesting.

Now this isn’t a spoiler but those who have ready Volume 1 and 2 of the League of Extraordinary Gentlemen will find this show very much to their liking. As I was watching I started to mentally allocate characters to their league equivalent and since the likelihood that there will never be another League film than this is a worthy substitute.

As I write this only the first episode has been aired in the US but hopefully the remaining 7 episodes will maintain the momentum.

Penny Dreadful will begin on Sky Atlantic on the 20th May at 9pm