added a few shooter-related tags etc

This commit is contained in:
Wouter Groeneveld 2023-09-23 09:17:26 +02:00
parent bf495aa590
commit 8c6f93b930
3 changed files with 12 additions and 7 deletions

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@ -7,8 +7,9 @@ howlongtobeat_id: 6833
howlongtobeat_hrs: 5.7
game_name: "Outlaws"
game_developer: 'LucasArts'
game_genre: 'Shooter'
game_genre: 'FPS'
tags:
- 'FPS'
- 'LucasArts'
- 'western'
---

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@ -10,6 +10,7 @@ game_developer: 'Chuhai Labs'
game_genre: 'Sports'
tags:
- golf
- roguelike
---
The thing that probably comes to mind when laying eyes on _Cursed To Golf_ is another retro-inspired 2D Golf game called _Golf Story_---except that this time, we're not golfing the conventional top-down way but the 2D side view way. What is less obvious from the screenshots is that _Cursed To Golf_ is a "roguelike" with procedurally generated maps and a particularly tormenting permadeath implementation. If that short description still tickles your fancy, read on.

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@ -6,21 +6,24 @@ howlongtobeat_id: 67475
howlongtobeat_hrs: 8.5
game_name: 'Void Bastards'
game_genre: 'FPS'
tags:
- FPS
- roguelike
game_release_year: 2019
game_developer: 'Blue Manchu'
---
_Void Bastards_ is as weird as the title suggests---but in a delightuf way. In it, you board spaceships, shoot stuff, watch "foomp", "whizz" and "mumble" comic effects, loot even more stuff, and get the hell out of there. Chances are also high of dying from radiation, oxygen shortages, or just a hail of missiles. Not to worry in that case: there's always another anonymous captive convict (against their will?) waiting inline to rinse and repeat. That's _Void Bastards_ in a nutshell!
_Void Bastards_ is as weird as the title suggests---but in a delightuf way. In it, you board spaceships, shoot stuff, watch "foomp", "whizz" and "mumble" comic effects, loot even more stuff, and get the hell out of there. Chances are also high of dying from radiation, oxygen shortages, or just a hail of missiles. Not to worry in that case: there's always another anonymous captive convict (against their will?) waiting in line to rinse and repeat. That's _Void Bastards_ in a nutshell!
![](enemies.jpg "A couple of senior scribes about to get their head popped with my just upgraded stapling machine.")
I spotted the game on sale at our supermarket last year. The cartridge was only `€14.90`, the box contained the label [Humble Bundle](https://www.humblebundle.com/), and I knew that Jon Chey was somehow heavily involved in this strange game---that same Jon that helped produce System Shock 2 and Freedom Force and directed SWAT 4 and BioShock. I have very fond memories of all of Jon's games so this one should be a no-brainer.
I spotted the game on sale at our supermarket last year. The cartridge was only `€14.90`, the box contained the label [Humble Bundle](https://www.humblebundle.com/), and I knew that Jon Chey was somehow heavily involved in this strange game---that same Jon that helped produce _System Shock 2_ and _Freedom Force_, and directed _SWAT 4_ and _BioShock_. I have very fond memories of all of Jon's games so this one should be a no-brainer.
Of course, it's hard to compare a high profile game like BioShock to an indie game with a limited budget such as _Void Bastards_. I think that is one of the reasons they must have gone for the roguelite route. There's little storytelling involved here: you're a space convict, the mother ship is in dire need of a FTL ("fix the hyperdrive!"), so a twisted AI ships you off with nothing but a meager care package---a handful of bullets, energy, and sandwiches to survive in the Nebula. The rogue loop goes like this: hop from spacecraft to spacecraft, in search of a specific item, thereby consuming fuel and food, craft more potent stuff to defend yourself, and get back to work.
![](workbench.jpg "Welding scrap together into a new trinket.")
The screenshots serve as perfect advertisers for the game: _Void Bastards_ oozes comical charm. It is reminiscent of XII's cel-shaded graphics that also successfully brought the comic to life. WHUMP!s, THUD!s and FLAKK!s fly all over the screen when things explode, HOVERrrrr indicate a nearby enemy behind a closed door, and the big BOOOM speaks for itself. When not hunting for parts in space, the intermission screens like the workshop and the cut-scenes after dying literally consist of animated comic book frames that beautifully unfold. There is no denying: when it comes to graphical charm, _Void Bastards_ can proudly stand up for itself next to other comical big hits like the aforementioned Freedom Force.
The screenshots serve as perfect advertisers for the game: _Void Bastards_ oozes comical charm. It is reminiscent of _XII's_ cel-shaded graphics that also successfully brought the comic to life. WHUMP!s, THUD!s and FLAKK!s fly all over the screen when things explode, HOVERrrrr indicate a nearby enemy behind a closed door, and the big BOOOM speaks for itself. When not hunting for parts in space, the intermission screens like the workshop and the cut-scenes after dying literally consist of animated comic book frames that beautifully unfold. There is no denying: when it comes to graphical charm, _Void Bastards_ can proudly stand up for itself next to other comical big hits like the aforementioned _Freedom Force_.
It's not only the graphical prowess but also the _comical_ nature of the game that makes you smile---and I mean that literally. The game is very funny. The AI that serves as your guide can't stop making ironical comments on your 125th death. General announcements blasting through speakers in certain spaceships poke fun at your attempts to restore the power, and the gunk you collect to disassemble and hopefully turn into something useful is delightfully weird.
@ -28,7 +31,7 @@ It's not only the graphical prowess but also the _comical_ nature of the game th
But I haven't mentioned the best part yet---the enemies and the guns and trinkets you use against them. There are "janitors" with luminous heads, small "tourist" blobs with heads that explode into nuclear waste as soon as they see you, "spooks" with long raincoats that turn invisible and run, ... Even though the enemy variety may not be that large, every enemy type is carefully designed to fit into this weird world.
One of the first guns you craft yourself is called a stapler. It shoots... staples---and acts as your go-to close-range shotgun. Then you have a chaingun-like device called a riveter that turns out screws at a rapid pace, vacuum cleaners that suck up life using ammo called "void packets", or how about a rifter, a gun that lets you displace enemies and plop them into hazards such as fire? Gadgets are present as well: exploding kitty robots, stun guns, "bushwacker" cluster grenades, and more weird stuff.
One of the first guns you craft yourself is called a stapler. It shoots... staples---and acts as your go-to close-range shotgun. Then you have a chaingun-like device called a riveter that turns out screws at a rapid pace---not unlike [Quake's](/games/swtich/quake) nail gun---vacuum cleaners that suck up life using ammo called "void packets", or how about a rifter, a gun that lets you displace enemies and plop them into hazards such as fire? Gadgets are present as well: exploding kitty robots, stun guns, "bushwacker" cluster grenades, and more weird stuff. In short, the gun repertoire is superb.
As you are about to enter a ship, you'll need to make a conscious choice as to which gun and trinket to bring along: the enemy types that are present in that ship are known, and you'll want to avoid getting in a gunfight with some of the more stronger ones. You can only carry one gun, one explosive device, and one other utility with you.
@ -36,7 +39,7 @@ As you are about to enter a ship, you'll need to make a conscious choice as to w
And now we get to the bad parts. As this is a roguelite, you lose all your carefully built up ammo, food, and fuel if you die. Luckily, crafted guns and devices do not disappear. The problem is that certain ships contain more of certain goods, and you can become a "staple hunter" that ups the chance of finding ammo for your stapler on certain ships. However, ships are randomly generated and presented in a graph---if you see something that interests you three nodes away, you'll first have to gather enough food and fuel (each jump consumes one) and make your way through the space pirates and void whales that cause all sorts of trouble.
For some runs, I found myself carrying plenty of screws for my riveter but barely enough explosives to take out the bigger baddies. For other runs, I had a few hundred conventional bullets for the useless pistol you start out with but only ten or so staples. The resources you pick up in ships are randomly generated as well so you might get unlucky---and if luck is truly against you, a few space pirates come barging in ruining everything, as they pack a punch and are impossible to kill with only ten staples.
For some runs, I found myself carrying plenty of screws for my riveter but barely enough explosives to take out the bigger baddies. For other runs, I had a few hundred conventional bullets for the useless pistol you start out with but only ten or so staples. The resources you pick up in ships are randomly generated as well so you might get unlucky---and if luck is truly against you, a few space pirates come barging in ruining everything, as they pack a punch and are impossible to kill with only ten staples. In that case, there's only one option: get the hell outta there, except that you can't, as the pirates not so politely barricaded progress.
![](pirate.jpg "WHUMP! - this space pirate ain't dead yet.")
@ -50,4 +53,4 @@ Still, there was little incentive for me to keep on playing, as the feedback loo
The thing that really killed it was my mistake of buying it on the Nintendo Switch. There's no gyro aiming and I stand by my statement: playing FPS games without keyboard and mouse is hopeless.
I had a blast---literally---for as long as it remained funny and engaging. Unfortunately, it didn't for too long, and the lack of an engaging story makes it hard to revisit the Void.
I had a blast---literally---for as long as it remained funny and engaging. Unfortunately, it didn't for too long, and the repetitiveness coupled with the lack of an engaging story makes it hard to revisit the Void.