The concept of tight, exciting action games which don't overreach is something I'm a big fan of... in theory. Add in well thought out random elements, incremental or unlockable character customization options, and some nice art, and I'm there. But for some reason I keep finding myself disappointed by these sorts of games (Spelunky being the most notable exception).
I recently finished my first playthrough of Undertale, which has been well received as a game with traditional JRPG stylings on the surface, but a few notable twists in the formula. Finishing Undertale made me think of The Talos Principle, which was an excellent puzzle game that - like Undertale - had consequences to my actions that I wasn't expecting. If you haven't played them yet and want to, there are probably going to be a spoilers below - for Undertale it won't be so much with the plot, but with gameplay mechanics. For The Talos Principle it'll be the other way round, with plot spoilers but nothing on the mechanics.
It seems that every time I get round to doing another post about Cities: Skylines, they've released a new patch or expansion. This time it was the After Dark DLC, which I haven't bought... yet... but we'll see a big visual difference in this AAR anyway thanks to the devs very generously including the day/night cycle in the free patch accompanying the game, very wisely helping to not split the player base and the modders between those who own the DLC and those who don't. Last time covered the slow start of my city - the concept being a big focus on public transport, and having all the main industrial and commercial areas in one big urban space, while everyone lives in smaller towns and villages spread across the rest of the map.
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What's All this then?I like making and writing about PC games - mostly strategy games. Expect after action reports, thoughts about design and gameplay, and maybe even a few prototypes. Archives
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