“Here is a sandbox where you get to play with all the different game mechanics; figure it out and have fun doing so. I don’t think I’ll ever forget the second half of that mission. It takes place in tunnels underneath the base and is guarded by devious four-legged security bots that don’t hesitate to electrocute you to death. “
Turns out, murdering a fellow agent isn’t the thing to do if you want to earn favor with your boss. But surprisingly enough all I got was a scolding. […] In retaliation for the betrayal, they’ve remotely deactivated Paul’s augmentation and activated his kill switch. Your brother has twenty-four hours to live. If Paul has a kill switch, that means I do too. Step out of line, and the powers that be will snuff me out. This kind of puts a dampener on morale; nobody likes to work for a jerk!
All of these paths forward are completely optional. If I’d wanted to, I could have skipped all these other distractions and just walked through an alley to approach the warehouse head on. Tactics dictated that doing that was a bad idea for me. Since I’ve been playing with a stealthy, mostly non-lethal approach, I have no practical means of neutralizing multiple enemies at long range. Plus, I just don’t want to go in with guns blazing. It’s that Deus Ex thing again: giving players a choice about how to play the game.
For me, most of the game’s challenge comes from managing the monstrous goo structures I constructed. Goo itself isn’t rigid, and neither is a structure built from goo blobs. Everything built will shiver and wiggle like it can barely contain the energy contained within. Imagine a game of Jenga where the blocks of wood are actually made of Jell-O! It’s this variable turns simple puzzles into a chaotic affair.
Energy, the ninth hole from Zany Golf, was my childhood gaming nemesis. Despite my proficiency at Will Harvey’s imaginitive vision of mini golf, Energy was the hill I couldn’t conquer. It was the stallion I never tamed; the item never crossed off the list; the peanut butter stuck at the bottom of the jar; you…
The principle of SimCity is simple: build it and they will come. Establish a city on an empty plot of land, provide infrastructure and zoning, then sit back to watch it grow. While that core gameplay loop is fun, it is quite short. However, it almost ends up feeling more like a tech demo or proof of concept than a fully-featured game.
Either Beneath a Steel Sky has some very obtuse puzzle design, or I’m just terrible at adventure games. Here I am in the game’s opening location, a factory, and I’m stuck. Perhaps the game wants me to feel out of my element. After all, my character, Foster, is certainly out of his element.