Late to the Party #6 – Assassin’s Creed 2

It’s been a month since I last posted an LttP post and so, today I’m covering Assassin’s Creed 2 – a game I just finished today on stream. FINALLY. Today, I’m going to cover my thoughts on AC2, the improvements over the first title, what I liked a lot and what I didn’t like.

Note: This is not a review. Hence, there will be spoilers. If you mind spoilers from a game that is twelve years old then… this post may not be for you. Also… the featured image for this is a fanart I did before I played it… I hope you like it.

So, Assassin’s Creed 2 picks off where the first game left off. We’re Desmond Miles in the present day who’s now escaping Abstergo and entering the Animus again, now by choice, to train to become an assassin through the memories of Renaissance Italy’s Ezio Auditore da Firenze. The graphics are more polished already and being in Renaissance Italy adds a lot of much-needed colour to the world with pretty structures and architecture in the world, lots of different colours and amazing weapon types. The world looks better and while the Animus-stuff is still in the game, we get booted out of the past only about three times during the whole game, including the end, which is why you have more than enough time to explore the world and not get bothered by this weird Animus-storyline that nobody cares about. I’ve heard that the later games drop it completely, which is great… because really, nobody cares about that.

Ezio Auditore wasn’t always an assassin. In fact, we know how to fight… kind of… and how to free-run… but the game tells the story of our family, the Auditore family, helping out the Medici familia to uncover the truth of a plot against the state… but we get betrayed and our little brother, our big brother and our father get hanged publicly for conspiring against the state. Driven by revenge, Ezio’s now hunting down the conspirators and putting a lot of different names on a death list. As time goes on, we get trained in the ways of the Assassin’s since our family belonged to the Creed, known from the first game. It might be a bit overwhelming at first but the storyline is already a lot better than the first game. We get to murder different historical characters and the fact that we get to meet people like Leonardo da Vinci and Niccolo Machiavelli in person and work together with them is amazing. On top of that, the game also ties in other historic characters like Dante Alighieri into the storyline and even mentions Altaïr Ibn-La’Ahad, known from the first game. Amazing!

The little conversations between the characters are full of historic/political references which were nice. At the same time, the game allows itself to crack a joke here and there. I still can’t get over the fact that Ezio’s uncle introduced himself with “It’s-a meeee, Mario!” – It cracked me up.

The gameplay itself saw a lot of improvement as well. You don’t have the annoying content gating anymore. You can do sidequests whenever you want to and explore at your own leisure. Now and then, areas are still not available because they are from later story-lines and get unlocked later, which kind of sucks, but you can explore as much as you want to or just rush through the story within hours. The choice is yours. You don’t have to do side quests anymore, unlike the first game where you were forced to do three or more side quests to proceed with the story. It was annoying but Assassin’s Creed 2 shows that it’s a thing of the past and you’re not forced to do that… so you can do it whenever you feel like it, which I really enjoyed. Side Quests are great if you aren’t forced to do them. I’ll talk more about that later. Exploration doesn’t consist of 1000 banners or something like that to collect but rather is about feathers… that have some meaning, I guess… and you have statues and treasures as well as viewpoints. As you move around and explore, you’ll amass a lot of money… which can then be invested into new gear, weapons, tools and upgrades for the Villa. Upgrading the villa and adding new buildings, brings in more people and makes it come to life and makes it so that you earn money.

Earning money, investing it into the Villa’s/City’s value, and then making more money is amazing. It feels good and adds another layer to the game… it’s almost strategic in a way and you benefit from it through a steady income that can be invested into better gear over time. 

Now, exploration is cool and still features jumping puzzles and free-running. It’s a lot faster than in the first game, though, which makes it somewhat worthwhile. On top of that, there’s now Assassin’s Tombs and Templar’s Lairs in the game that you have to raid. These involve jumping puzzles that you need to complete in order to obtain treasures and seals. You need six seals for Altair’s armour… which is the best armour in the game, really, so it’s worthwhile. 

This actually looks pretty! AC2 aged well!

But from good changes and nice things to bad things: The game just drags on and on. While at first refreshing, the new missions feel boring eventually. There are races, beat-up missions, and assassination contracts among other missions and it overall feels like the same thing over and over again. Chuck in some Escort missions here and there or some slow missions where some NPC is telling you a story and you need to walk very slowly next to them. Instead of creating a cutscene for it, Ubisoft decided to go for these small missions that kind of slow down the pace and reduce the momentum momentarily, which is a bit annoying, to say the least. I didn’t like that personally speaking and would have loved it if they had just gone for cutscenes in those case or if we had to do parkour somewhere while Shaun is telling us the information or something. This trend continues into areas like combat with the combat mechanics at first feeling refreshing with a lot of different weapons and new animations as well as a lot of new systems and skills… but eventually, it just turns into a button-mashing contest where you spam X until people die. Especially with swift weapons like swords and daggers, it becomes a bit too easy, as you just attack the enemy over and over and over again until they die eventually. Even if they block most of your attacks or counter them, you can still counter their counter and continue attacking them, often stun-locking them into walls, until they die. Combat has plenty of mechanics like taunting, disarming, throwing, dodging, countering, etc. but it just feels like a button-mashing contest with some mechanics in it for the sake of style points. You can either dodge and attack three times… or you attack three times… it doesn’t make a difference, especially with how frequently you can heal yourself or purchase more healings.

At the same time, the game eventually has this plotline where everyone is an assassin apparently and we get initiated into the creed and end up chasing after the Pope who’s our last target… and to do so… there’s this siege at a fortress and a map we get and we have to save two children and kill nine lieutenants and it just is a bit of a mess. The first game? It was predictable. Oh no, our teacher and father-figure is going to betray us and be our last target? Who would have thought?! The second game… starts off strong and falls off after 20+ hours as you have no idea what’s going on anymore. The game suddenly introduces new enemies and you have to do these super tedious missions all of a sudden… and then… to unlock the final mission, you need to gather all 30 codex pages. Luckily, I got 28 already… but I had to backtrack for half an hour to find the last two so that I could beat the last two missions. The second-last mission was kind of fun… but that last one with the boss fight was just annoying. 

And well, the boss fight is… another mess that just could fill out a post on its own. Ezio has a piece of Eden and the Pope has one… and Ezio is the prophet and Pope Borgia is believing that he’s actually it, so they battle for the other piece of Eden to gain supreme power. The Pope suddenly has Yedi powers like Darth Vader and can fucking make us fly and stab us… but we still survive that with no issues at all for whatever reason… and all of a sudden we know how to utilize our piece of Eden and create four copies of ourselves that fight alongside us. When did we learn that? Never, we just had this Deus Ex Machina moment allowing us to pull that technique out of our arse. It’s not Ass Creed for nothing, right? Once we beat the Pope in a fist-fight during which he didn’t cheat for whatever reason, we enter the Vault… where Minerva… a Goddess… is revealing the truth and the prophecy to us. Minerva and the other Gods created us but they’re not gods… they’re aliens… or something like that. They were very advanced but got betrayed by the humans they created and lost because of the numbers advantage. And then Earth got fucked up by the sun or something… and that’s gonna happen again, so Minerva is speaking through Ezio to Desmond (yup) to warn him about the catastrophe that is yet to come and the templars that want to embrace it… and then the game ends.

Sadly there were no achievements on Steam available since I finished at least 75% of the content in the game after 30.3 hours in the game. I’m missing a few treasures, a lot of feathers and a few paintings but otherwise I should be done, collectible-wise. What frustrated me was the requirement of Ubisoft for me to start up the game on Steam… why? Idk…

So, I could also go into the sexism in the game and the at times janky controls but overall, I feel like it was an alright game. It was certainly A LOT better than Assassin’s Creed 1 but the story struggled later on and combat and the controls ended up disappointing me. However, I’m still looking forward to playing Brotherhood eventually once I get to that on stream.

Ass Creed 2 was alright. What are your thoughts on it? Did you play it? And if not, would you play it now? Let me know!


This post was first published on Indiecator by Dan Indiecator aka MagiWasTaken.

Indietail – Yuppie Psycho

I remember my first day at work as if it was yesterday. It wasn’t at some weird office job with construction going on or whatever but in an old mill that got transformed into a restaurant. I wanted to make a quick buck by working as a waiter on top of getting some experience in. I got the job immediately but it caused me a lot of anxiety having to start in a new environment. This sense of anxiety got even worse when my coworkers would bark at me for no reason while an Irish man called me a “fish out of water”. And while I’d never like to get back to that sort of anxiety again, I thought I’d dive into the corporate horror that Yuppie Psycho presents us with.

Developer: Baroque Decay
Publisher: Another Indie
Genre: Survival, Horror, 2D, Stealth
Release Date: April 25th, 2019
Reviewed on: PC
Available on: PC, Switch
Copy was purchased.

Yuppie Psycho is a Survival Horror Game developed by Baroque Decay where we take control of Brian Pasternack who is about to start his first day at Sintracorp. “Uncertain, unprepared, and massively unqualified” we’ll try to rise and shine in Sintracorp’s hierarchy. Our first assignment? Kill the witch that is influencing the workers around here in a negative way.

In Sintracorp, there are no supervisors! Do whatever you want to! Work whenever you want to! Explore the area whenever you want to! Yuppie Psycho doesn’t really give you instructions but hints you at directions. In the beginning, you need to find the Hexenhammer in the Archives on Floor 7. Alas, you go there and get riddles and puzzles to solve. Later, you just have to figure out where you can unlock abilities or new ways to access older levels. The game hints you at directions but you’re free to go wherever you want to! The whole world is open to you… Well, apart from the exit door that you literally cannot go through since Sintracorp needs you and it’s only your first day of work.

Something that I really liked about the game was the tongue-in-cheek humour that you encounter. Saving the game is done by copying your face using Witch Paper, for instance, and coffee heals you. Albeit these examples not sounding too original, there are a lot of other moments in the game that made me chuckle out loud more than just once. Sometimes, I’d just remember that one event where we got our nickname and I’d just be chuffed to bits. Obviously, I cannot spoil those.

The art style is rather detailed for a 2D-title featuring impressive cutscenes and fun pixel-art that really made the game seem grotesque and scary at times but also kind of cute in a bizarre way. On top of that, the game confronts you with a very fantastic soundtrack that just gives me the creeps and fills me with joy whenever I think back at it. Honestly, I’m in love with the presentation and the absurdity of the whole game.

So, back to gameplay, a lot of things are trying to kill you and to prevent them from doing so, you essentially need to make cup noodles, sandwiches, and coffee, grab snacks and water, or stick items into other objects to solve puzzles. A lot of the boss fights seem kinda intuitive. You see stuff that hurts you and use it to hurt the boss instead. I feel like I did the first boss in an intended way… but I’m not entirely sure just yet. I feel like the game is giving the player a lot of freedom in how they can and want to play the game.

This stretches even further when you take a look at how the game is built up. You have different areas that are accessible through the elevator. You check out all of the different floors and see where you need certain abilities or items to get through but you don’t know what items or abilities you need until you find them. Brian, the main character, is sometimes giving you hints but more often than not you’re left alone and while that may leave people wondering on how to produce results, you’re never really forced to. You always tend to have enough time to figure it out on your own and the puzzles don’t feel too far-fetched. Instead, Sintracorp really lets you be your own boss. And that’s great.

Now, as far as things go that I got bothered by, I’d like to mention how the saving system of using Witch Paper and Ink Cartridges kind of feels a bit too complicated. I don’t like it when you cannot save whenever and the overall system is just a bit too “eh”. Also, I would have liked at least one auto-save in the beginning after getting to your office, as the game crashed there twice and as I had to redo the beginning twice, which was a tad annoying. To be fair though, crashes didn’t seem common. On the contrary, my streaming of the game probably took a hit on my computer, so I’d let that pass.

Apart from that, I wasn’t really bothered by anything. I would have maybe enjoyed having more accessibility options in the menu like turning off flashing lights and replacing it with a dimmed option or something like that. On top of that, it could have been nice to get some options to highlight interactable objects or make the game easier for people that have a hard time with survival horror titles, to begin with.

Yuppie Psycho, in essence, is a game that surprised me in a lot of ways. It’s a fantastic game with a great art style, story and soundtrack. The puzzles mostly feel good to solve and more often than not I had to chuckle instead of getting scared. I’m not a huge fan of Horror games but this game was actually quite bizarre and fun with fewer scares and more creeps going on. On top of that, choices matter as well to a degree here and sinfluence the ending considerably, so I’m looking forward to going through it again, eventually, as there is a lot of replayability with these seven endings, all of the collectables and the amount of things to do in the game. To sweeten the deal, Yuppie Psycho also got a free DLC upgrading the game to the “Executive Edition” adding new bosses, areas and more stuff overall neatlessly into your game, so that’s quite cool, in my opinion.

Now, I don’t give scores but I definitely recommend this game to fans of the genre that want to experience true corporate horror. If I was to give a score, it’d be a solid 9 out of 10, I think. It’s a great game but the missing accessibility options turned me off a tad.

Don’t get fired, stay healthy, and be kind to others!


This post was first published on Indiecator by Dan Indiecator aka MagiWasTaken.

Looking forward to Partisans 1941

Today, on the Lookout Post, we’re taking a look at an up-and-coming game developed by Alter Games and published by Daedalic Entertainment called Partisans 1941. In Partisans 1941, you explore WWII from the side of the Polish partisans – an occupation resistance movement on the Eastern Front.

In this game, you discover how the story of Captain Zorin and his comrades unfold, how they battle the Nazi invaders and how they help the people while struggling to survive from day to day. While the story and its characters are purely fictional, the setting is very real and doesn’t always get explored in games, which is why I found this game so alluring.

To write this post, I played the Demo available on Steam. Check it out yourself to get your own opinions of it. The game comes out on October 14th, so be sure to wishlist it!

As Commander Zorin, you escape the enemy – known as the “Polizei” – and try to flee with your comrades. You have to sneak away from enemy soldiers, find loot and weapons, equip yourself and use your wits against the enemy to make sure that everyone makes it out alive. 

Gameplay-wise, Partisans 1941 combines Real-Time-Tactics with Stealth mechanics, allowing you to sneak around and set up ambushes. Of course, you can also just storm the castle and try getting them that way but more often than not, you’re at a disadvantage on top of them being better equipped than you. 

I really enjoyed being stealthy and sneaking around, spectating and observing the enemies movements and their paths. Right-clicking on enemies shows their vision cones. Pressing Alt allows you to see doors, loot, and places to hide in. You can silently kill enemies, drag their bodies away and hide them in the bushes before making your way through levels, and it’s actually quite well done. It doesn’t feel slow or too easy at any given time. While still giving you a hand and explaining things to you, the first few levels left me impressed at how challenging the game can get and how nice it feels to make it without casualties. 

Each character features their own skill tree with abilities and passive bonuses that improve their ability to wield certain weapons or give them better chances of survival overall. Zorin’s able to throw knives, for instance, making for an easy stealth kill at times, although you’ll have to retrieve your knife afterwards. 

The demo lasts about 90 minutes (at least, in my case) and features the first few levels. I noticed no bugs yet and was impressed with the quality of the demo. I can’t wait for the full-release. The music and visuals have been really nice and overall, I really did enjoy the voice acting and how the game felt. 

The full game is going to contain 20 unique mission scenarios, 8 different characters with unique skills, a large variety of weapons, armaments and equipment, on top of a moral system, side missions, errands and the resistance base. The latter being used for preparations, crafting and treatment but also to help your allies survive. Judging from press screenshots, you’ll be able to accumulate a vast variety of weapons on top of preparing your allies according to different needs.

Overall, Partisans 1941 seems to be a promising title. 


Indietail – Sir, You Are Being Hunted

It’s getting colder. It’s raining more. The nights are getting a bit longer… Autumn is coming – and with it: Halloween! (Unless you’re in the land down under where it’s Spring…? That place surely is magical!)

Halloween’s great! It’s the time to bring out my horse mask, watch some trash horror movies and quite potentially play some spooky games, alone, at night, by yourself… and that’s why we’re taking a look at “Sir, You Are Being Hunted”, a spooky and very British Stealth-Survival game by Big Robot Ltd!

Developer: Big Robot Ltd
Publisher: Big Robot Ltd
Genre: Survival, Stealth, Indie, Robots, First-Person, Horror
Release Date: August 13th, 2013
Reviewed on: PC
Available on: PC
Copy was purchased.

Note: I had to create a header image for this game as there was no actual press kit and hence no high resolution pictures or logos available. Hence, pardon my intervention in that regard.

But first,… what is Sir, You Are Being Hunted?

In this title, you’re participating in a fox hunt – the twist is that you, Sir (or Madam!), are being hunted and not some fox. For some reason, we then are tasked with finding a bunch of different machine parts on five different islands (all connected with boats), only to bring them all together at the magical statue in the centre island. Yeah, I know, the story doesn’t really seem too intriguing but hold on before you click off… because the game is actually somewhat good.

The spot we have to bank our machine parts at!

After all, this game combines witty humour, procedural generation, stealth and survival mechanics to present a funny and spooky experience.

While you’re searching for the smoke pillars in the distance, you’ll come across all kinds of robots. At first, you only get to see high-class hunters with their shotguns, their top hats, moustaches and their tweed jackets. These take only two hits with a hatchet and are your first source of new weapons, including their shotguns. But over time, the game throws all kinds of other enemies in your face: You get to see robotic hunting dogs, revolver wielding middle-class squires and lower-class poachers but also scarier foes like rocket.powered horse-riders or the giant landlord who’s able to chase you from afar and who is truly terrifying. 

This game’s the epitome of “British stereotypes”. From the Victorian look of all the enemies to the sad and dreary environment that you’re walking through to the small jokes hidden in the different item flavour texts and other info. I really enjoyed the humour to bits. On top of that, you get to chose whether you wanna be a “Sir” or a “Madam” that is being hunted… which I found cute in a way… And obviously, Great Britain can be lovely, but as far as stereotypes and that kind of stuff go, a lot of people think that it’s always raining over there… which is well shown in “Sir, You Are Being Hunted”. 

Wait… THAT is the landlord?! He’s huge! And scary! Oh no, he’s coming for us!

The biomes you’re walking through have this very sombre vibe to it but in a good way. Even during the day, it remains quite spooky and dismal, which I found more than interesting. In the distance, you may see the next landmark, a giant factory in the industrial part of an island with smoke coming out of chimneys… or maybe a small town whose street lanterns are shining a small light onto the nooks and crannies of the streets. Overall, despite its age, I did find a few spots here and there that actually were quite lovely or enigmatic in their own way. Looks-wise the game has aged somewhat well and has still its own character. The landscapes are pretty at first but over time, I noticed that they can also get quite monotone and dreary. 

When I say that the game aged well, I mean that it can still look good despite looking “old”. There are some uninspired spots and pieces with shrubs and hedges and some trampled ground but with procedural generation and you essentially getting a new map every run, it’s possible that you get some very pretty ones as well. In one instance, I had this very spectacular pink sky in might sight which was very clearly visible, even from the shrouds that I was hiding in!

Where the game truly shines is its audio design. The developers themselves said that they put extra care into that and wanted to make it something that gives the players a lot – and in fact, they did. During the game, I was constantly on edge trying to find the next place to go, dodging robots and looking into the distance in hope to see their red eyes and their paths… and while I was immersed and while I tried to progress, I ended up really listening to those sounds and noises in the game. Gunshots? Barking? Even birds that are flying away from robots scaring them off can be heard clearly if you’re nearby. I really enjoyed this aspect of tracking the robots and trying to find your own ways of dealing with them and trying to get around them. 

In one case, I lured robots to me with a trombone while waiting in a farmer’s field. I was crouching with my hatchet, waiting for them to stop by and before they noticed I fell the first one and dipped back into the shadows. Then I threw a glass bottle into the other direction, looted the corpse and shot the remaining two distracted robots with my newly attained shotgun! I felt quite good about that! Suddenly, the Hunted became the Hunter again!

But while the stealth parts can be fun and while the game is quite well-made with great jokes, cool enemies, nice sound design and pretty landscapes, I must say that some stuff really doesn’t work in “Sir, You Are Being Hunted”.

In my time in the game, I noticed that the different machine parts are spaced out too much, for instance. Sometimes, you find them and see them being heavily guarded… at other times you just stumble across the hills until you find another one by accident. The smoke pillars that should rise from them are often not really that visible from afar, so you’ve got to search a bit for them. Having a more reliable map would have been better in that regard or potentially reducing the number of parts that you have to find in total… or even making it an option to crank up or down.

Oooh, what to take and what to leave?

Another thing that just didn’t work out for me was the Survival aspect of it. During your playthrough, you have to watch your Health and Vitality. If you get hit, you need to stop the bleeding or else you’ll die. If your vitality is low, you’ll starve and die as well. The game prompts you to either go hunting to find fresh game or to just loot enemies and houses in order to find relatively fresh and quite rotten food… This – and the fact that you cannot really craft too many items in the game – make the game quite hard to get around. The inventory management that you need to take care of can be also relatively hard to get around, especially when you have to discard of junk items manually. One by one.

And well,… you can only save at the monument on the first island and at boats. When you die, you lose a lot of progress and items. Looting isn’t that satisfactory as you just hit F on a door instead of actually foraging and scavenging inside and outside of it. A lot of the items feel useless or are useless and due to the missing actual crafting system it kind of feels as if the survival aspects have just been added to the game because it seemed like a good idea.

When you’re surrounded and you’re starving, you’re basically waiting for the game to end. That’s not fun. Your last resort? Light a pipe and drink yourself into a more vital and nauseous state! Drinks give you vitality but make you tipsy… Smokes cost you vitality but do nothing else… I like the gimmick but it isn’t exactly helpful.

On top of that, you spend a lot of time travelling while crouching, which can get a bit annoying and feel way too slow. And while you get stronger by getting weapons and ammunition from enemies, the game also gets harder as there are bigger patrols, new enemies, and less places to go to for the sake of looting. Overall, the game can be quite frustrating and unforgiving but if you are searching for a challenge, this might actually be it!

Regardless of all of that, though, I’d recommend this game to others. It’s a good game in its core and the stealth parts are fun while the game is genuinely spooky – at least it was for me. I’d say that this is a great game if you’re searching for something slow but fun and somewhat relaxed to play on an evening or two. I’m not sure if it’s worth the full price though due to it being old and not getting updates on top of having some bigger issues like the survival being “eh” and the game feeling slow. 


This post was first published on Indiecator by Dan Indiecator aka MagiWasTaken.

Indietail – Void Bastards

What does it take to become a good mercenary? What does it take to outwit your opponents, to survive? What does it take to escape the Sergasso Nebula?

Well, according to today’s game, Void Bastards, it only takes water, prisoners, and a whole lot of sneaking.

In today’s Indietail we’re taking a look at Void Bastards, a rogue-lite Stealth-Shooter that could probably be best described as FTL meets System Shock. You play as one of many prisoners that get sent through the Nebula to eventually just escape its fangs. On your way, you’ve got to manage resources, fight or outwit enemies, chose between different paths to take, and routes to walk through.

Developer: Blue Manchu
Publisher: Humble Games
Genres: Stealth, First-Person, FPS, Action, Rogue-lite
Release Date: May 28, 2019
Reviewed on: PC
Available for: PC, Switch, Xbox One, PS4

The framework gameplay revolves around you navigating your tiny little escape pod through the nebula by choosing different paths and ships that seem to be procedurally generated. This aspect reminds me heavily of “FTL: Faster Than Light”, which was quite pleasant as it directly contrasts the seemingly action-heavy inner gameplay-loop that revolves around sneaking and shooting. There are a lot of different ships to explore from shopping ships, manned with only gun-point-turrets at max, to medical bay ships or cargo ships. Each of these come with different supplies, loot tables, allies, and enemies.

When you board these ships, you’ve got to find the next exit and loot the ships for items, resources, and materials. Obviously, you can also just move past the ships and skip out on potential dangers at the cost of loot but I usually ended up just going for the looting-experience as I felt that it would be too much of a waste.

The different ships all feel different.

There are different musical pieces as well as different layouts that these ships can have, resulting in a unique experience whenever you board a ship.

In the beginning, you’re only equipped with limited ammo as well as weak(er) guns but over time you’ll upgrade them – and throughout your runs, you’re able to keep all the upgrades as merely your player dies and as there are plenty of other convicts to send out in the Nebula, each equipped with their genetic traits, making the experience rather unique similar to how your genes make you taller or colour blind in Rogue Legacy.

While I used to just run and gun every ship, trying to get as far as possible with my limited ammo, I quite often ended up dying prematurely due to missing ammo and/or drastic actions, but that’s not what Void Bastards is about. In the beginning, I also didn’t see the comparison to Bioshock but over time I came to realize:
It’s a stealth game.

Awww, cute! It’s a tourist!

Just because you have a gun, that doesn’t mean you’ve got to use it.

You don’t have to kill most people and usually, you’ll end up getting killed if you take on too many or the wrong enemies. Essentially, the best way to survive in this game is to sneak past enemies, to lock doors, potentially trap enemies in different rooms while looting ships and making it further and further into the void. Your gun is your friend but more often than not you should just rely on sneaking and immerse yourself into the unique atmosphere that each ship has.

Every sound you make can be the last sound you make. A neat little gimmick that the game has is the fact that it displays sounds made by you or enemies on the screen. Thump, thump, thump… Step, step, step… BAM! BAM! You get the idea! It felt similar to XIII, a game for the original XBOX that used to utilize a similar comic-gimmick with the sound-displays, the cell-shading and generally the vibes that this game has as well.

But despite being able to take a trip down nostalgia-road with all the gimmicks and references to System Shock, XIII, or Bioshock… the game still has flaws that can’t get ignored, in my opinion.

For instance, the game gets rather monotone and repetitive over time.

The soundtrack is monotone and seems to be lacking something as it only features 23 different tracks that all sound way too similar. The game doesn’t shine when it comes to the music, which is – in my opinion – a bummer as it really could have done more there and as it really could have been more fun if the soundtrack accompanied you during stealth- or action-passages.

As far as repetitiveness goes…
Part of the reason why I always wanted to rush through the levels was the fact that I felt rather uncomfortable having to face a game like this with its monotone music and all the stealth going on without any action at all. Once you realise that Stealth is your best friend, you have to get married to the idea of being sneaky. Sneaking through ships, looting caches while not getting seen… it’s the most successful way of playing this game and essentially you’ve got the whole game figured out if you get to that point.

And well, the whole gameplay loop may be flawed at this point…
I know that every run can’t be completely different when it comes to rogue-likes but I personally found that there wasn’t much replay-value there past the first few hours. You already have seen plenty of the game after a few hours of gameplay. Same goes for the campaign… I didn’t find it too entertaining for something that is supposed to take “12 to 15 hours”, resulting in a bit of a negative experience for me personally. The humour and the initial impressions with the comic-like presentation are rather cool and entertaining, I’d say, but they don’t outweigh the other issues in my opinion.

Alas, I don’t think that I really can recommend this title. For a game that costs thirty bucks without any discounts on Steam, I would have expected a bit more. If you aren’t bothered by repetitiveness in stealth-rogue-lite-shooters, I’d say go for this game… at a discount.

Either way, I hope that you enjoyed this post and I wish y’all a wonderful day. I was really excited about playing Void Bastards but in the end, I got a tad disappointed as the game became stale over time, which is a bummer.

Oh well, cheers!

This post was first published on Indiecator by Dan Indiecator aka MagiWasTaken.

Late to the Party #3 – Assassin’s Creed

There are some games out there that probably everyone has already played or that people would deem “Classics”. It’s games that get spoiled constantly since everyone already played them… Games that are the milestones that started entire franchises and genres. Games that are so great that it’s a miracle that I haven’t played them yet!

And that’s what this format is about. Welcome to Late to the Party #3 where I talk about my first impressions of Assassin’s Creed 1.

In the past, we already took a look at The Witcher 1 and Asheron’s Call, so check those games and posts out. Some people abbreviate Animal Crossing “AC”… some do the same for Assassin’s Creed… but Asheron’s Call… that’s the true AC, with Animal Crossing being AnCr/Anchor and with Assassin’s Creed obviously being AssCreed/AssCreek. Anyone who says something else is obviously wrong. So shut up. (That’s a joke.)

AssCreed is a game where this barkeeper called Desmond Miles gets kidnapped by Abstergo Industries. These guys want to use the so-called “Animus” to deep dive into Desmond’s ancestor’s memories that are saved in his DNA in order to find out where the “Pieces of Eden” are.

Aaaand that brings us to the Third Crusade where we play as Altaïr ibn-La’Ahad, an assassin that gets demoted to a “Novice of the Assassin Brotherhood” by their leader Al Mualim, after essentially messing up a lot of things in the first few cut scenes. There’s this creed, the Assassin’s Creed, and he broke it so now he’s got to restore his former rank by getting rid of the nine Knight Templars.

So, uh, yeah, we’re climbing houses, throwing knives, stabbing people, eavesdropping strangers and try to attain intel before eventually killing someone and colouring a feather with their blood as proof of their death. There are a lot of side quests, though you’ve got to do only a few of them before every main assassination, and on top of that you can run around and explore a few different areas like Masyaf, Jerusalem, Acre and Damascus. There are a lot of historical figures in the story which is rather interesting… and the parkour and climbing and free running, as well as the assassinations, the stealth and the combat in general, are super cool!

So we played this on a few different Fridays over here on my Twitch channel and I really enjoyed the game… but then it somehow came to an end when I just didn’t feel like playing the game all that much. (Spoilers from here on, so skip to the end if you’re interested in the story.)

I stopped playing the game for a lot of reasons. After eighteen hours of total playtime, I ended up quitting Assassin’s Creed due to its gameplay-formula. The story outside of the Animus was super interesting but we got way too less of that… meanwhile, the actual game is rather repetitive!

You get a target to kill. Do three side missions. Go there. Kill the guy. Come back to HQ. Get some ability. Get another target. Do three side missions. Go there. Kill the guy. Come back to HQ. Get another ability. Rinse and Repeat.

It’s just boring at some point. It never changes. There are barely any new mission types in the game and the collectables and the watchtowers are rather boring. There is no “unlock” for the collectables. You find all 100 flags in an area but you don’t learn anything new from it. Meanwhile, the towers unlock more parts of the map, so you get to see the different missions and stuff… but none of the towers is particularly hard to get on top of.

And then there are parts of the story that just feel generic and boring. “There is a traitor in the Brotherhood. Find him to restore your former rank.”
I mentioned on stream that it’s probably going to be the leader himself. He’s a templar of sorts and we will have to turn on him to become the leader ourselves.

But since I don’t want to play more of it, I just read up on it and… I was right. Nothing too drastic. Nothing too new. Oh wow, the teacher is your end boss? The student beats the teacher? So innovative! Wowsers! I can’t contain my excitement about this glorious twist that I haven’t seen anywhere else before yet, at all! I’m so mad at myself for spoiling the “good” part of the story!

Alas, Assassin’s Creed feels like more of a disappointment than anything else. The free walking and parkour and everything else I mentioned is a lot of fun and seem to stay in the whole franchise, so I’m looking forward to actually playing the second game and the rest of them… but I’m not going to play more of the first. We’ve killed like three or four of the templars already and there are way too many hints that Al Mualim is the traitor… so, in the end, it was just a disappointment.

I didn’t get to see the Pieces of Eden yet but according to Wikipedia, the game ends with us having access to a map showing the remaining pieces on a world globe of sorts. Those pieces will allow Abstergo to control the thoughts of all living creatures. So, uh… the franchise consists of Abstergo finding the location of the pieces by using the memories of the different assassin all over the world… I guess?

Assassin’s Creed is a franchise that can be fun, probably, but I don’t like the first game. The first game seems to be like a setup for the rest of the franchise. A test of sorts. In the end, it worked out. I own all the games. I don’t know why I own them all. I’ll play through a bunch of them and I hope that it gets better with the gameplay-variety. I think I still enjoyed AssCreed more than the first Witcher game but whatever.

Starting next week we’ll fill in the Friday-Slot with a different game. Possibly with Portal 1 since I haven’t played that game in ages… We’ll see.

Either way, I hope that you liked this quick little trip into the world of the famous AssCreek. Have a wonderful day!


Indietail – The Swindle

Being a student, I wasn’t able to fund my new PC until I found this job here. It seemed rather easy: Scout for flaws in the security systems, watch out for the guards, break in, take everything valuable and leave without getting noticed! 

Sadly, I’m not Kaito Kid or Lupin III and, hence, not a good thief.

Therefore, my new PC has still to wait but at least you get a review on The Swindle, a steampunk cybercrime rogue-lite about breaking into buildings, hacking their systems, stealing all their cash, and quickly running away again before the police show up. 

Developer: Size Five Games
Publisher: Size Five Games
Genres: Stealth, Jump 'n Run, 2D, Indie, Rogue-lite, Action, Platformer
Release Date: July 28, 2015
Reviewed on: PC
Available on: PC, PSV, PS3, PS4, Xbox One, WiiU
Copy was purchased.

> London, 1849_

> In 100 days, Scotland Yard will activate their breakthrough Artificial Intelligence technology,
> codenamed “The Devil’s Basilisk”_

> Its surveillance capabilities will be total. If the project is completed,
> your career as a master burglar will be untenable_

> Steal it before that can happen_

So, off we go onto some heists into the Slums! The clock is ticking before the Devil’s Basilisk is ready for Launch!

100 days seems like a long time but it only resembles 100 runs, no matter if we fail or if we’re successful. 100 runs to earn money to purchase new upgrades, skills and tools but also 100 runs to increase our affinity to unlock new areas and eventually be able to hack into Scotland Yard itself and win the game.

We’re heading into procedurally-generated houses and mansions in a few different areas, each more packed with security and possible loot than the other!

At first, we only have the Slums available – they offer low rewards at relatively low risk. In the beginning, we only have our jump-n-run-abilities available to us and have to try to be sneaky to get into those mansions. There are security guards, walking their routes, but none are equipped with microphones or dangerous guns and they all usually only pack one hit. More often than not, though, I got caught off-guard by some robot or was spotted due to my greed and stupidity. You are your biggest enemy, it seems. 

After every run, you get to either go back to your airship and upgrade your characters or just go for another heist.

Getting the level 1 hacking skill is of utmost importance, however, as it quadruples your profits whenever you hack a PC. Once you get that skill, you should try to unlock bombs, as the procedural generation sometimes leaves you with unaccessible rooms and dead-ends. There’re also times where the building itself has no visible opening, resulting in frustrating runs with no earnings at all, although that’s happening rather seldom. 

And then, eventually, you’ll be able to go into the Misc-Tree and buy your first upgrade to unlock new areas. Now there’s locked doors, mines, enemies that pack multiple hits, and overall it became a lot harder but your profits are doubled as well, resulting in faster upgrades and, in my case, in bigger greed. 

Yeah, the greed. The most frustrating part of every game, I’d say. When your teammates throw a won game as they wanted to earn some extra kills on their way, or when you just go for the last few hits on the raid boss and get killed thanks to your stupidity (or rather… mine… I should know better, you probably do). 

Greed’s the reason why the doom-day-counter was ticking faster for me than for everyone else (probably). 

Sometimes I died because of me forgetting about fall damage… Sometimes I died because of landmines that I failed to hack… Sometimes I died because of me greeding for another computer-hack instead of just bailing with 3-6k pounds. 

And before I even reached the fifth stage, I already reached Day 0: Gameover. 

I had to start anew from Day 100 on, losing all of my progress and upgrades. But while a few heists were frustrating, the overall game wasn’t. It’s highly challenging, seeing new types of enemies and mechanics is interesting. There is a degree of strategy involved in the selection of upgrades, tools and skills. I liked the game and kept playing for a few more heists – until I stopped due to having to get ready for the Halloween Party I wanted to go to. 

The colour-palette and music are interesting, and whenever your character gets caught, you respawn as a new character with a new look and a new name, both randomly generated! There’s also the world which is looking cool – but then again my view might be clouded due to my love for Steampunk games! 

The presentation is topnotch in my opinion and while the learning curve is rather steep in the beginning, I really wanna become a master thief like Lupin III or Kaito Kid, resulting in me enjoying the game in itself and its challenging aspects. 

But let’s get to some flaws, at last, before rounding up this review: 

There is a certain problem with the generation of the levels that I found rather bothersome, even though I only encountered it once in about 230 heists… being locked out of the mansion. There are cases where the mansion you’re scouting has been generated in a certain way where it doesn’t let you in through any doors, mainly for the sole reason that there are no walls. You either have to bomb your way in or you just leave and start another Heist, which is bothersome for the sole reason of you losing one day.

There’s also the fact that explosions should result in big sounds that the guards should notice – but they usually don’t notice you, unless they are equipped with a microphone – and even then, they hardly notice. I would like it if they A.I. would pick up on stuff like this but the game is already hard enough as it is, so I shouldn’t complain about that stuff! 

Apart from that, I didn’t encounter any problems or flaws in the game design. And while it surely is annoying when you lose a day or two because of bad level-generation, the game takes care of that by giving you the option of hacking Scotland Yard directly, for a price, of course, to give you a few more days until the Devil’s Basilisk is finished. 


I enjoyed my time with The Swindle and, therefore, really recommend this game. I love the aesthetics, the gameplay and the overall idea of heists and the doom-clock-timer! I hope you enjoy it as well.

Anyways, cheers!

I’m taking part in this year’s #IntPiPoMo. If you’d like to participate or get to know the other participants, feel free to check this post out!

Note: I changed the date of this review to November 3rd as it bothered me that I accidentally posted two reviews on the same day. It’s a bit of an OCD-thing, so I can’t really help it. I’m sorry for that post-edit. Also, I put this little IntPiPoMo-section down at the bottom of this review after having already posted it, as I signed up for it after the day I posted it. Doesn’t make too much of a difference, though.

And another note: I did not perform any crimes IRL to fund my new PC parts. That was just a small introduction for the setting, similar to a small exposition. Please don’t call the cops. Thank you.

This post was first published on Indiecator by Dan Indiecator aka MagiWasTaken.

Indietail – Untitled Goose Game

Yesterday I bought a game on the Epic Games Store. It came out two days ago and, Geesus Christ, it’s fun! Of course, I’m talking about Untitled Goose Game, a hilarious stealth-game (I’d say?) where you pull small little pranks on the people around you and annoy them as much as possible. You play as a Goose (duh.) that is leaving the park’s pond to be a douchebag.. and I must say, this game is a real firequacker!

Developer: House House
Publisher: Panic
Genres: Stealth, Casual, Indie
Release Date: September 20, 2019
Reviewed on: PC
Available for: PC, Switch

But let’s get to the beakinning.

Right when you start the game on one of your three save files, you’ve got a small little tutorial where the game explains to you how to duck, sprint, honk, and do other things that are quite useful to know. It’s relatively simple and easy to pick up. You basically only use your mouse for the controls, except for when you want to spread your wings (X – Although I haven’t found any use for that yet except for bragging, I guess?) or when you want to honk (Space – quite useful! And it adds a lot to the game!). You’re also able to sprint with Shift and Zoom In/Out using A and S if you’re not comfortable with using the Mouse for all of your controls. 

Using tab, you can access the tasks that you need to complete to be able to leave the current area. The game has a lot of varying areas that get unlocked over time. It’s all one neighbourhood but you can get everywhere without completing the previous areas and then opening the doors to new paths. I found this aspect of unlocking new paths for you to travel back quite interesting as you’re able to “replay” some levels, too, when you’re in the mood for that. 

There are a lot of different tasks!

In the first area, you’re messing with a gardener. There’re some rather harmless tasks like making him wear his sunhat and entering the garden and some ducknically meaner tasks like stealing his tools and throwing them into the lake or using items from his garden to have a picnic in the park.

What’s interesting is the fact that you get a ton of ways to complete some of the tasks, which I really wing! For instance, you need to get the gardener wet which is accomplished in a lot of different ways! Even getting his hat off and replacing it with a sun hat can be done in an easy way or a few alternative ways. Super interesting!

I guess it’s all rather harmless as it’s not violent in any way (apart from one task where you need to make some people fall on their bum, later on, or have the gardener hit his thumb with a hammer) but overall you never really feel like an asshole, maybe a bit douchey or just mischievous but you’re not the worst person (or should I say bird?) ever for doing those things. No harm, no fowl!

In the next few areas, things get a bit more complicated with a boy being scared of you, a grumpy shopkeeper having a broom and some ill-winged pub-stuff that are goose-o-phobic and won’t let you in by normal means! It’s getting trickier little by little, sometimes you might need to hide more or distract people from somewhere else, you also sometimes need to just lurk in the shadows, observing your prey, finding out what their patterns and habits are before you finally STRIKE! 

It feels like a mix between the Hitman Games and Goat Simulator… but with a goose. You’re like a Poultrygeist, messing with people that are just following their daily routine.

But how’s the presentation? 

Well, artstyle-wise, generally speaking, it looks like a painting. The game uses a pastel-ish colour-palette, which I found rather cute. It kind of makes the whole game feel a lot less evil and quite a lot friendlier! While overall minimalistic, there’re still tons of details in the animation.

For example, when walking through the bushes, that kind of look like they’ve been painted onto a canvas, I saw tons of small leaves moving, which I found really fabulous. Everywhere you go, a ton of things are moving or at least movable, making the game very lively, despite the canvas-ness of it – and on top of it all objects that you’re able to move around, make sounds of their own, which is really cool!
Speaking of sound… (lol)

The sound-design is another thing that is bringing life to the game!

It all reminded me of a ‘symphonic fairy tale‘ we’ve learned about in music class back in seventh grade. Back then we learned about Sergei Prokofiev, a composer and pianist, who turn “Peter and the Wolf” (russing: «Пе́тя и волк») into a music piece where every critter, every animal and every person had a theme that fit their characteristics. The rabbit being small and nimble had a theme played by flutes, while the duck or the goose was rather sluggish and played by an oboe. 

We are a pretty boy now!

In Untitled Goose Game, we’ve got something similar going on. There’s a theme for every person, every occassion, and for the goose. It’s all played by a piano but in different octaves making it relatively easy to distinguish between different moods of people. People chasing you, people being afraid of you, you being the ultimate douche – there’s a tune for everything!

I found this feature rather entertaining and even kind of nestalgic. There is some music here and there, too, but the piano is most often the main thing going on, soundtrack-wise. 

While we’re at it, another great thing about this game is just the overall mixing of the game. It’s rather entertaining when you hear the waddling and paddling noises and overall the honking in between moments of mischief. I love it. 


All in all the artstyle, the animation, the soundmixing, the derpiness of the goose and the fact that the goose head always looks at other people like it’s got some evil plan… All those points are great and really selling the game to me, so geeze what, I’m recommending this game! I haven’t seen any flaws at all. If you nest up and get softlocked, you can just reset the game and get to keep the progress of all completed tasks.

Overall it sells some good quality time at a good price and even though it’s an Epic Games Exclusive title, you may want to get over your pride and enjoy yourself a bit. 


take care!

This post was first published on Indiecator by Dan Indiecator aka MagiWasTaken.