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Recent reviews by UN0W3N

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27 people found this review helpful
2 people found this review funny
2
1
47.1 hrs on record (47.0 hrs at review time)
Introduction
"Give a man a fish, and you feed him for a day. Teach a man to fish, and you feed him for a lifetime." A familiar bit of wisdom and it is the gospel truth as far as I'm concerned. Feeding is a base need, so how about more complex desires? Unlike hunting, the noble sport of fishing involves almost no violence or risks for those which partake in it. Especially so if you apply the "catch & release" rationale as well.

Precisely this method is maintained by Call of the Wild: The Angler in its approach to simulating sport fishing while emphasising a clear message in regards to environmental sustainability. It's the third project for developer and publisher Expansive Worlds. Their previous titles were focused entirely on hunting, so I am glad they branched towards fishing in the meantime.

Story
The base game focuses on a single location in the United States of America. For creative reasons alone, I presume that the developers only inspired themselves from the real life Yellowstone National Park and renamed the new site as Golden Ridge Reserve. Everything else points at a near identical origin to Yellowstone: from the 19th Century inception via presidential decree, to more precise elements such as topography and a map that's bordering three US States (Wyoming, Idaho and Montana).

Golden Ridge has been crafted with attention to detail in mind. It reminds me of Firewatch (located in the Yellowstone Timberland Reserve) since it also features plenty of watchtowers is similar circumstances. The Angler does have a story, in spite of its open ended structure. Clayton Johnson is the Golden Ridge Reserve Warden. A park ranger, if you will. You're his new deputy, a blank slate, silent protagonist that's fully customizable. Clayton will affectionately refer to you as "Buckaroo".

https://steamcommunity.com/sharedfiles/filedetails/?id=3072453490

Without any time constraints getting in the way, you've been tasked with assisting the Warden in his daily survey activities. This by itself involves exploring the reserve and pinpointing various anomalies you'll undoubtedly find on your path towards the next ideal fishing spot. Side missions contain invasive species and various collectibles, spicing things up when you wish to take a break from angling. The Golden Ridge's shop owner, Sophia Taylor will act as a veritable guide apart from her standard activities regarding the purchase and management of your gear.

Graphics
The Angler is being powered by an updated version of the Apex Avalanche, a propietary engine developed by Expansive Worlds and used efficiently in their past games as well. Apart from a couple of crashes to desktop which I'll write off as par for the course, given my aging system, no stability issues to report. Frame rate is stable and running the game almost maxed out (I'm always disabling motion blur and depth of field) was a cakewalk even for a 2016 midrange PC.

There's plenty to see in Call of the Wild: The Angler. Simply taking in the sights, finding the perfect angles for a cool screenshot (pressing "P" disables the HUD) became a side activity for me. The day & night cycle becomes important from more than just a gameplay perspective. Seasonal events, such as the recently ended Halloween theme, further enhances the locations with new decorations.

Audio
The voice acting is passable, while the background noises are emphasizing on the serene aspect of your fishing trips. Add a soundtrack to that and you're on your way to Skyrim, my friend. You know why you're in the Golden Ridge Reserve though. Top notch angling on top of relaxing environments. No dire wolves or frost trolls in sight.

https://steamcommunity.com/sharedfiles/filedetails/?id=3072453395

Gameplay
As a simulation performing a balancing act between realism and arcade elements, I wasn't entirely surprised that there isn't an underwater "chase camera" while battling fish trying to escape my hooks. The aforementioned barebones fishing mechanics in Skyrim Special Edition won't cut it, Red Dead Redemption 2 was a the middle ground arcade option and it also didn't feature the option to see fish struggling underwater. Perhaps this will be added in the Angler at some point, but its absence is not a deal breaker for me.

Whether you practice your fishing skills with floating baits (a waiting game) or take the proactive luring methods which involve constant movement, the bigger the catch, the more it will fight to escape your warm embrace. Knowing when to tighten or loosen the tension of your fishing line will be crucial to success. Reinvesting your credits (in-game currency, no microtransactions at all) into better gear is paramount. Rods, fishing lines and lures should be your priority.

Clothing items or new vehicle skins can wait until you've got superior fishing gear netting you silver and gold ranking fish. Speaking of which, some of the best fish species ranking-wise, are crepuscular. So your best chances of catching noteworthy specimens, should be around sunset and sunrise. Patience is the key here, but I think you already expected that from a fishing title. Change tactics and fishing spots constantly for maximum efficiency.

Now, this can be a walking sim if you want to "hoof it around", but why now try the offroad vehicular option, a Jeep Wrangler lookalike or sailing via speedboats? The latter option is quite useful for fishing in the middle of the lakes and who knows, perhaps you may even meet some legendary critters while you at it. Catch & release only. An aquarium would be a nice idea for a future DLC. Certainly better than mounting a fish trophy on a wall and more in tune with the conservationist message conveyed in the Angler.

https://steamcommunity.com/sharedfiles/filedetails/?id=3072453766

Verdict
It's not the biggest open world for a title focusing on natural exploration, but it's densely packed with details off the beaten path. The full zen experience in a neat package that also involves fishing. Truly, if hunting wouldn't be your cup of tea from a moral standpoint, at least you can indulge into sport fishing with a clear conscience that the creatures you are angling in this entry of Call of the Wild, won't end up on a grill. We're in this for the sportsmanship, not mere sustenance after all.

Strong Points
+ Relaxing gameplay.
+ Beautiful simulation.
+ Steam Achievements.

Weak Points
- No Steam Trading Cards.
- No underwater camera.

This article was submitted for Imperial Reviews. Following my Curator Page, will help me keep publishing new reviews as soon as I can. Thank you for your support!
Posted November 5, 2023. Last edited November 21, 2023.
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19 people found this review helpful
1 person found this review funny
9.7 hrs on record
Introduction
Few strategy titles have emulated one of my favorite sayings more than Welcome to Goodland: "The road to Hell is paved with good intentions". Its time management subgenre in this particular case represents more than just pencil pushing economic efficiency.

It showcases matters of life and death. Self-published by Big City Lab and also marking their Steam debut, Welcome to Goodland simulates some heavy topics in a very convincing manner. The illusion of freedom, more than choice.

Story
Goodland, a quaint place probably neighbouring Hopetown and Fortuneville. It's obviously loaded with irony, though there are several towns named like that in the US of A and even a fully fledged city, but "we're not in Kansas anymore".

For all intents and purposes, this is a fictional location, set in a storyline that's as fictitious as its characters. Yet it's an untold tale of numerous small towns where illicit activities are more likely to "fly below radar detection".

Our antihero, Eddie Taylor seemingly had it all. Family, friends, connections and a steady income from which he could also set up a charity to give back to the community in a sustainable way. A real stand up guy, no previous run-ins with the law.

That's about to change, since unforseen circumstances have forced him to collaborate with the local underworld. Easier to get in than out.The proverbial tendrils of organized crime shall prove a worthy adversary for Eddie, as he'll drag along for the "ride" most of those he holds dear, just for survival's sake.

There are several paths you can take, as you role play this unfortunate protagonist. Some might even register as bittersweet conclusions. Make no mistake, it's a lifestyle which leaves plenty of room for uncertainty.

https://steamcommunity.com/sharedfiles/filedetails/?id=2975984476

Turning informant, witness protection and relocation? That's still living on borrowed time. Same as blissfully accepting to climb up the ranks of criminal organizations in hopes of a quick profit and "respect". Damned if you, damned if you don't, once you're at that crossroad.

You'll be dealing with blood money that you're supposed to launder for a certain cartel on a weekly basis. The deadlines are quite literal and your new "employers" can't be reasoned with. You'll be cutting lots of raw deals yourself.

Graphics
While it isn't mentioned even in the credits section, I suspect Unity Engine is indeed the driving force behind Welcome to Goodland's visual assets. Rendered almost entirely in 2D, with a few 3D elements such as Eddie's fleet of flashy red cars (totally not drawing attention in that small town). The map will slowly open up as you expand your money laundering operation.

You'll be staring quite a lot at an otherwise static scenery, but there's a day/night cycle and various weather effects to avoid monotony. The game won't stress any system, no matter how old. Font size needs to be tweaked a bit and then it will be a great addition to any Steam Deck library as well.

No reason to disable the HUD and one of Goodland's features which really stand out, are its visual novel-like cutscenes (calling it comic book style would defeat the purpose of those serious topics). There's black humor and the sort of coversations clearly inspired by Breaking Bad and Better Call Saul.

Audio
Here is where things are starting to shake up a bit. Apart from a rather repetitive soundtrack, there aren't many sound effects in Welcome to Goodland. No voice acting, sadly. Not a deal breaker, but the story would have only benefitted even from some amateur voice actors instead of utter silence.

https://steamcommunity.com/sharedfiles/filedetails/?id=2975984523

Gameplay
If I were to compare it gameplay-wise to other titles I reviewed in the past, I'd say that Goodland has inspired itself from elements belonging to both This Is The Police and Weedcraft Inc. Managing your subordinates in pausable real time while also maintaining a status quo between faction relations, heat level and cash flow.

It can be quite stressful and that's the point. It simulates that unsustainable "career path" where you must constantly look over your shoulder since you can trust murderers and drug pushers only about as far as you can throw them. Sleeping with one eye open while the Feds are slowly building up their case.

There is a lot of corruption in this game, but it involves sweetening the deals and bribing the local cops to look the other way. Good luck trying that tactic with the FBI. Finesse will only get you up to a certain point. You will need thugs to strong-arm potential collaborators into submission and also maintain them within the growing organization.

A choice-based system is involving traits and skills that set characters apart in their interactions across the map. In my book, Eddie Taylor's a smooth talking leader, not some mindless brute hell bent on bashing skulls and breaking limbs. There will be plenty of unsavoury associates that can be used as weapons instead of tools.

In the end, you can role play as you'd like and experience for yourself the branching paths of the storyline. Some choices will evidently lead to sudden conclusions. Negotiations are governed by RNG, with dice rolls being influenced by skills checks.

The key to long term success (and survival in that money laundering scheme) is to strike a balance between aggression and permissiveness. Associates who fear you too much, will eventually abandon their operation.

Those will grow overconfident, may end up skimming off the profits. Thus, a smooth process will involve delegating responsabilities to an entire crew that know when to crack the whip and when to sugar coat dire circumstances. An iron fist inside a velvet glove.

https://steamcommunity.com/sharedfiles/filedetails/?id=2975984505

Verdict
I recommend you also read the "Official Gameplay Basics" from the game's Guides tab on Steam Community Hub. Two tutorials are better than one. I can only praise the original story and multiple endings, yet the gameplay itself is slightly less repetitive than the few sounds already present in-game.

Play it in short sessions and experiment both the interactions with NPCs and skill point allocation. Fans of strategy will surely enjoy what Welcome to Goodland has in store. Just stay focused. Keep your eyes on the prize, the choice is yours.

Strong Points
+ Intriguing storyline.
+ Steam Achievements.
+ Replay value through multiple endings.

Weak Points
- No Steam Trading Cards.
- Limited sound selection.
- Repetitive gameplay.

This article was submitted for Imperial Reviews. Following my Curator Page, will help me keep publishing new reviews as soon as I can. Thank you for your support!
Posted May 15, 2023. Last edited May 16, 2023.
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45 people found this review helpful
1 person found this review funny
3
2
10.1 hrs on record
Introduction
"It's only a war crime if you end up losing". Not a quote extracted from this title, but it most certainly fits the bill and there will be plenty of similar adages taking you on a veritable guilt trip. Spec Ops: The Line is without the shadow of doubt the main anti-war video game within a special niche that is drizzled in irony, since this is a third person shooter as well.

Believe it or not, this is the final entry in a series that has been mostly console exclusive (5th generation). Not to mention that the predecessors were conventional in terms of approaching modern warfare, no underlying messages and just a straightforward narrative. Simpler times, eh? Co-publishers 2K and Missing Link took a one-time gamble by reviving Spec Ops and I'm almost certain it wasn't a financial success. Such a pity.

A sleeper hit it was not, yet I still consider The Line to be developer's YAGER finest creation and it pains me that they have shifted their focus on F2P detritus in the eleven years since Spec Ops (re)launched. Yes, it was a 2012 project which treated very serious topics with social commentary rarely seen before or after in its genre. And it is most importantly, an experience you can enjoy in single player. No bros needed, imagine that!

Story
The 1899 novella "Heart of Darkness" by Joeseph Conrad served as inspiration to both this game and to the cinematic masterpiece known as Francis Ford Coppola's "Apocalypse Now" from 1979. It goes without saying that you should read the source material and watch that movie as soon as you can, if the hardly digestible topics in Spec Ops: The Line have piqued your interest.

It cannot be boiled down to just the human condition being heavily influenced by the horrors of war. “Good. Bad. I'm the guy with the gun” as Ash Williams from Army of Darkness so eloquently puts it. You probably knew war is hell even with all the constant propaganda being shoveled daily by all forms of media. But you are rarely shown just how easy it is for seemingly good-natured individuals to cross the titular line towards irrational violence.

https://steamcommunity.com/sharedfiles/filedetails/?id=782360075

Is it the separation between good and evil? Is such a distinction even possible when we're talking about horrendous acts commited with the excuse of self-preservation? I'm not here to judge you, but Spec Ops most certainly will. In such a subtle manner that you won't even understand the implications of your actions until you're halfway through the story.

A rescue mission gone wrong. A city buried under constant sandstorms. Anarchy reigns supreme and what follows can only be summarized as steep descent into madness. You still won't be prepared for the final twist. And if you weren't already acquainted with the devastating effects of white phosporus, Spec Ops shall indulge that morbid curiosity as well. Overall, this is a tale you will remember for all the right reasons. The are lessons to be learned.

Graphics
Among the first Steam titles to "nurture" my predilection for screenshots, I wasn't yet disabling HUDs in 2016. Alas, Spec Ops has aged like fine wine, testament to the prowess of Unreal Engine 3 even on its final legs. There are so many epic set pieces in this title. Numerous occasions to just stop and stare after the guns have gone deathly silent.

Attention to detail is quite obvious, from clever stencils and grafitti and down to the ever-changing Main Menu showcasing to some extent, your in-game actions. Few games go that extra mile, especially ones which can be pretty much spedrun in a single sitting, if you're commited to the story. I took my sweet time to explore, so my initial 10 hours from start to finish don't reflect average playthroughs. There's no reason to rush it, let it all sink in.

It ran maxed out in 4K back when that resolution was mostly a pipe dream in terms of PC gaming (circa 2016). No technical issues to report, it was a smooth ride though the topics themselves made it stand out and ended up playing in short sessions. Not the sort of "bro shooter" where you can turn off your brain for some mindless fun. Do no mistake Spec Ops: The Line for a Gears of War clone, to keep its subgenre intact or far worse, compare it to some Call of Duty strain.

https://steamcommunity.com/sharedfiles/filedetails/?id=782360439

Audio
No guilt trip would be complete without some very eloquent voice actors. Of course there's Nolan North in the cast. It was either hiring him or Troy Baker when you wanted a solid lead for your upcoming video game. No complaints from me. The soundtrack features some true rock classics which are put to good use during specific scenes, amplifying their impact. In a contemporary music world relying on autotuned covers from sheer lack of creativity, it's far better to return to the originals instead.

Gameplay
Cover-based shooting against waves upon waves of nondescript foes. Tango down, mission accomplished. It's not that simple after you take a few good looks at the carnage you leave behind in a quicker or slower succession of levels. The game railroads most of your choices, perhaps trying to mock the illusion of choice to some extent. "I was just a soldier following orders, I am not to blame". You still had a choice, but disobeying your superiors in a combat scenario has very finite consequences, right?

Self-preservation works both ways. Perhaps that's a lesson best learned while you're mowing down those desperate people trying to survive. How you justify that in the end, Spec Ops: The Line leaves at least that small amount of ambiguity up to the players. The core gameplay follows a familiar path, yet its the narrative structure that shall put the former element in a difficult spot. It most certainly wasn't the constant need to shoot from one safe spot to another, the memorable aspect to this otherwise fascinating journey. Willie Pete below.

https://www.youtube.com/shorts/LK82rjh8E80

Come to think of it, the gunplay was passable and yet I was always more interested in the scripted sequences between those literal shooting galleries. Playing The Line for the first time and going in without any expectations at all, is probably the best way to approach it. Let it slowly punch you in the gut. Then press on, towards the inevitable conclusion. A lingering objective since level one still needs to be crossed off your to-do list. Will it bring closure?

Verdict
Only one way to find out. Sadly, there's little replay value here for me, I'm obviously not interested in that dead in the water MP mode that's void of the SP's defining substance. Still a haunting adventure. I'd say it's a mandatory task for hardcore fans of military shooters. Might not open your eyes, you might not even like it and yet war has to be examined from all angles until you're free from its carefully tailored image by state media and various mouthpieces on a payroll.

https://steamcommunity.com/sharedfiles/filedetails/?id=821336400

The time for my second playthrough, draws ever near. As for the story, it was not a popular opinion but it stands unique through its indirect preaching. Spec Ops: The Line has no direct competitors and we are living in an age in which World Peace is still an unachievable goal. I was never optimistic enough to believe in it though. Humanity will always find a pretext for War. Casus belli. It's hardcoded in our very nature. You can't truly fight that.

Strong Points
+ Steam Achievements.
+ Unique story in gaming.
+ Beautiful graphics and sounds.

Weak Points
- No Steam Trading Cards.
- Almost no replay value.

This article was submitted for Imperial Reviews. Following my Curator Page, will help me keep publishing new reviews as soon as I can. Thank you for your support!
Posted May 8, 2023. Last edited May 8, 2023.
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22 people found this review helpful
1 person found this review funny
76.6 hrs on record
Introduction
"Man of Prey" is the alternate title to Marauder and you shouldn't confuse it with 2022's Marauders, the recent Sci-Fi looter shooter. You will be looting and shooting a lot in the game I'm reviewing today, but genres and topics are very different. It is in the end, a precursor to the "Russian Fallout" series (Atom RPG and its sequel, Trudograd) that predates it by nine years.

Developer Apeiron went bankrupt shortly after Marauder's release and Buka Entertainment (now renamed ESDigital Games and probably settled in Cyprus) have picked up the pieces and acted as more than its publisher. Sanctions from the "decadent West" are a bitter irony given the main themes in Marauder.

Story
Putin's worst nightmare is presented front and center in Man of Prey. NATO forces have somehow managed to break the proverbial back of the Russian Bear, occupying a hefty chunk of the world's largest country. Massive territory or not, resistance to occupation is limited, as incompetent and corrupt officials preferred to collaborate with the invaders rather than fight back. A 2009 game, I have to remind you.

Things looked differently beyond the Ural Mountains and into the Siberian Wastes though. Order turned to chaos and many cities have declared a form of anarcho-independence. You role-play as a hapless resident of "Big Thirty", an obvious reference to a closed city, even if there never was a Chelyabinsk-30 to begin with. A former Red Army sapper, the story's anti-hero is Akhmet.

https://steamcommunity.com/sharedfiles/filedetails/?id=2812674631

Truly a man determined to survive under any circumstances, no matter on how many heads he must step. At least he loves his constantly nagging wife. With few other redeeming qualities, players are still offered plenty of choices in how they will shape interactions with various NPCs. You will backstab quite a few people before they're given the opportunity to betray you instead.

Forced to fend for his family, Akhmet became a black market trader and hoarder of essential wares which he was able to loot and properly defend afterwards. Not a mercenary or a raider per se, I am fully aware that "marauder" is a synonym for the latter term. But this is a guy who emptied supermarkets and is now defending his increasingly fortified house, not a home invader himself. Killer by necessity, not by trade.

It is a surprisingly in-depth analysis on the potential collapse of civilisation and governmental oversight within the Russian Federation. Especially resistance to sudden changes. Social commentary and satire as well, even though Russian humor has been pretty much lost in the game's shoddy translation into "Engrish". Rays of hope for a better tomorrow exist even in the bleakest places on the planet.

Graphics
Apeiron's proprietary engine also powered their 7,62 series and Brigade E5, so you will notice how Marauder shares certain assets and interface elements with the studio's previous projects. Evidently dated by 2023 standards, yet more than adequate for strategy fans looking for a challenging title that will never hold your hand. Odds are constantly stacked against players, even after they add more members to their ragtag group of survivors.

https://steamcommunity.com/sharedfiles/filedetails/?id=2954484192

In a strange twist of fate, I knew how to disable the game's HUD for proper screenshots, but the method has been lost to me in subsequent playthroughs. Marauder wants to have this final laugh and I shall allow it. My overall playtime stands as testament that I wanted to see this story to its bitter end even after restarting from scratch several times. New players can probably complete the storyline in under 30 hours.

Audio
Dialogue translation is so broken that it becomes involuntarily amusing. The voice acting is in Russian and it is quite convincing, being obvious that the voice actors took their jobs as seriously as they could. Even if it will become repetitive eventually, the soundtrack managed to convey the atmosphere of Marauder from the tense exploration and down to visceral fighting within Soviet-era ruins.

Gameplay
You might expect turn-based combat since I mentioned Russian Fallout previously. Atom RPG went on that path and it most certainly was inspired by Marauder to some extent, yet Akhmet shall overcome his many enemies in pausable real time combat. And pausing you shall. Frequently, if you wish to survive encounters in which you are not only outnumbered, but also outgunned more often than not.

Single fire mode is strongly advised since you are literally shooting away money. Glukhovsky's Metro series isn't the only Russian source in which bullets have replaced rubles. A deep tactical layer ensures that Marauder's gun fights are never as straightforward as in similar strategy games. RPG elements are related to skills and perks. Both of which can only get you so far unless you outwit your opponents in several ways. First of all, setting up traps is vital.

https://steamcommunity.com/sharedfiles/filedetails/?id=2969235493

And then where you take cover, how fast you are turning towards to sounds you are hearing (foe silhouettes are highlighted in orange long before you make visual contact) can make all the difference between survival and becoming a corpse. Use the level layouts to your advantage, stay on the move and ready to ambush enemies which were closing in on your previously known location. It takes some practice, but the end result is the prey becoming the hunter. And you'll understand the game's secondary title then.

Verdict
An expert engineer with a solid military background is forced by circumstances outside his reach to survive under very grim conditions unless he defends what he holds dear. He's got a twisted sense of morality, ending up with literal mazes of traps acting as home defense. "Black Market Jigsaw Killer" makes an interesting character study and Marauder's story also doesn't fit an already established mold.

It's really a shame this title is so underrated and flying under many strategy fans' radars. Sure, it wasn't particularly catered towards a Western audience. Even the game's Steam Store title image is still spelled in Cyrilic. Its publisher name is constantly changing, but at least their portofolio is regularly discounted during Steam Sales. Thus, if you enjoy tough as nails experiences with pragmatic settings and unpredictable stories, Marauder is worth a shot.

Strong Points
+ Steam Trading Cards.
+ Complex, unforgiving gameplay.
+ Interesting story and characters.

Weak Points
- Dated graphics with translation errors.
- No Steam Achievements.

This article was submitted for Imperial Reviews. Following my Curator Page, will help me keep publishing new reviews as soon as I can. Thank you for your support!
Posted May 1, 2023. Last edited May 1, 2023.
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20 people found this review helpful
1 person found this review funny
27.8 hrs on record (27.8 hrs at review time)
Introduction
Drinking on the job? Not on my watch. Sure, one thing lead to another but wage system or not, there's no way a productive workforce can get paid in booze, right? Masterplan Tycoon is here to answer that gut-wrenching question. This is the Steam debut for Bureau Bravin, while Ravenage & Doyoyo helped with the publishing. Do not discount the Spartan looks, as there are both a story here and surprisingly elaborate gameplay. The key phrase is "slow burn" however.

Story
Playing for just a couple of hours won't scratch the surface. You'll remain puzzled, as the barebones tutorial lingers on during subsequent mission objectives as neat little hints. And that's where you'll be getting the exposition from as well. This particular story mirrors European efforts to colonize new continents and commence trading for new wares and raw materials previously unknown to the Old Continent. Exploration is a central theme. Painless for all parties involved.

Is it ever explicitly presented as such? Of course not. By design rather than omission, many story elements are left ambiguous. Perhaps it may encourage some players to imagine their own tale in the making. I prefer certain house rules to be set in stone though. Anyway, my intial presumption that there isn't any story of consequence in Masterplan Tycoon, was shattered upon investing quite a few hours within this game.

The aptly named "Master" map is mostly a blank canvas you shall paint to your heart's content. But that process will be as time consuming as setting up the most complex production chains is in equal measure. Visiting the "Islands" will allow seamless interaction with natives that are glad to engage in a veritable cultural exchange. And the colonists are surprisingly peaceful and tolerant. Not driven by greed, if you can believe it.

https://steamcommunity.com/sharedfiles/filedetails/?id=2965400396

Unlike historical counterparts, you won't be allowed to resort to "traditional practices" such as killing, enslaving and indoctrinating the native population, in a rat race to fill treasure fleets to the brim and then watch as that blood money gets wasted on even more warfare and gilded cages back home. Violence isn't portrayed at all in Masterplan Tycoon. Neither is religion or currency. Seeing a pattern here? This is not a perfect world, but one can keep dreaming of a better place.

Graphics
An offshoot of Unity Engine, called Shader Graph is powering up Masterplan in all its 2D glory. Joke all you want about economic sims, pencil-pushers and their obsession with spreadsheets, but I for one found this game's graphics to be more than adequate when it comes to conveying core gameplay and narrative. I already love staring at maps in so many strategy titles, why not switch to blueprints from time to time? Masterplan Tycoon boils down to one colorful blueprint you'll be constantly tweaking until efficiency or satisfaction are achieved. Hopefully both at the same time.

The graphics won't blow any minds but they are serviceable and it helps this game running on older systems or budget laptops flawlessly. It's enjoyable on the Steam Deck too, but far from ideal until it gets User Interface adjustments which shall allow proper reading of instructions and labels. Also, given the simple control scheme, I didn't expect or feel the need for a HUDless option. Screenshots are fine already.

Audio
Soothing elevator music. That's the soundtrack and it's amusingly enough, not even annoying or repetitive. It's just not enough and you will mute it eventually. Some voice acting or additional sound effects would have made a huge difference in this game world that still writes down in real time, various noises made by industrial and agricultural activities. An "oink" sounds better than just reading it, after all.

https://steamcommunity.com/sharedfiles/filedetails/?id=2966453593

Gameplay
There really are no wages to reimburse your workers with. A barter system has replaced traditional currency instead. It made sense for the Ancient Egyptians which would pay laborers in beer (the "liquid bread") and it might seem functional enough in Masterplan Tycoon until you realize just how much you're forced to provide ample supplies of various wares, unless the whole production process slows down to a halt. It can lead to bizarre situations in which your entire progress depends on creating yet another brewery or distillery.

My workers refuse to resume activity unless they are offered more moonshine? I'd fire them on the spot for even raising such an absurd demand. They can drink it from jars on their way to unemployment centers. And how are they burning through those suits and overalls at such an alarming rate, as if they're eating their work clothes during lunch breaks! Payment in goods has its own drastic downsides, you see. My point being, keep a close eye on the storage buildings and their stocks. And assume alcohol consumption only occurs after their shifts are done.

You should always aim at having a comfortable surplus of all the products you're researching and unlocking. Speed up the gameplay and observe if the stocks are starting to decline and counter that trend by building yet another production chain for the merchandise in question. Preventing a deficit well in advance is far better than dealing with dysfunctional operations dependant on the slow delivery of various wares.

Progression is mostly linear, but how you develop each new patch of land is highly customizable. As long as you hit your quotas, the game doesn't complain. In fact, creativity is encouraged by the various landscape challenges that won't accommodate building placement on a predetermined pattern. Experiment and try to fit in those chains in a more efficient way than before. I found myself returning to the Master Map and scapping several sectors, only to reposition buildings to make full use of the real estate. It wasn't an objective, just streamlining on my own terms.

https://steamcommunity.com/sharedfiles/filedetails/?id=2966453609

Verdict
In the end, that's the Masterplan Tycoon mission: to entertain while teaching you an assortment of lessons, all while never preaching a dotted line you must never cross. It accomplishes its tasks sucessfully and the promise of more content-rich updates plus its inherently small install size, ensure that this is one strategy game I will keep installed and play for a long time from now. I'll take wine over beer, please. Only when off duty, naturally.

Strong Points
+ Replay value through sandbox.
+ Relaxing and educational gameplay.
+ Steam Achievements & Trading Cards.

Weak Points
- Limited sound selection.

This article was submitted for Imperial Reviews. Following my Curator Page, will help me keep publishing new reviews as soon as I can. Thank you for your support!
Posted April 24, 2023. Last edited April 25, 2023.
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A developer has responded on Apr 26, 2023 @ 7:22am (view response)
30 people found this review helpful
2 people found this review funny
40.7 hrs on record
Early Access Review
Introduction
Fear of the unknown should never deter scientists from conducting pragmatic experiments. The true definition of science cannot be shackled by moral constraints, especially since those have shifted wilidly across human history. Opening up new horizons for human nature itself in this alternate timeline, Surviving the Abyss is the promising Steam debut for its developer, Rocket Flair Studios as well as a textbook example of independent publishing incentives, through the Paradox Arc program.

"The underwater cousin" to Surviving Mars or Surviving the Aftermath, you would presume. And you would be mostly correct, as Paradox Interactive is supporting the game, even if in a more hands-off manner than the aforementioned strategy games. They share certain gameplay elements, strands of DNA, if you'll indulge me. And given the topic of this Abyss, it's quite an appropriate analogy.

Story
Cloning has been taboo throughout the 20th and so far into the 21st century as well. Dolly the Sheep was the first mammal to be successfully cloned in 1996 and it survived for a decent amount of time, even if that meant just half of its species' natural lifespan. Human clones are another fact entirely. Deeply-rooted into the realm of Science Fiction, officially there have been no historical attempts at cloning another human being, but we know better than to believe that.

Just as Surviving the Abyss explains in its intro, some experiments are best kept away from public scrutiny until social acceptance can be achieved. Convenient lies and sugarcoating are par for the course within the upper echelons of decision making. In dictatorships and democracies alike, the concept of "closed cities" is used for experiments which the world at large is not yet prepared to acknowledge.

The sort of places where it's far easier to get in than out. Not ideal though. An underwater facility on the ocean floor, shields scientific endeavours even better than a location in the middle of a scorching desert or dense forest. Logistical issues aside, the pressure at those abyssal depths has allowed lifeforms to evolve completely different from their counterparts adapted to more shallow waters.

https://steamcommunity.com/sharedfiles/filedetails/?id=2940906574

Complete darkness, near-freezing temperature and crushing pressure are all obstacles surpassed by the mysteriously funded facility whose new Overseer you have just been appointed. The crew is minimal, kept on a need-to-know basis and resupplying from surface vessels is strictly monitored. Once you've set up the vital infrastructure by providing air, nutrients and electricity, you shall commence the research and cloning processes as soon as possible.

Graphics
Unity Engine reporting for duty! A surprisingly light package, as far as the install size is concerned, yet there are plenty to admire and accomplish in Surviving the Abyss. If you think it's kinda dark out there, well that's the point. Sunlight is absent and you're left to your own devices amongst strange creatures and complex experiments. Press the "L" key for a couple of seconds and you'll be able to hide the HUD for some proper screenshots.

Performance was spotless and visual diversity is achieved by the constant unlocking of new buildings. Your late game, sprawling facility will almost rival Rapture, if only that sordid place was focused on science instead of a libertarian wet dream. I'm hoping for more wildlife species in subsequent updates, as the DNA pool must be constantly expanded! Small steps, taking it easy. At least the dev team is listening to player feedback.

Audio
Surviving the Abyss falls flat on its face in terms of audio assets. I know that the ocean floor should be as silent as the grave, but you're shaping society's future over there. There isn't any voice acting. Crew banter would have been great. Furthermore, I'm really curious about the conversations between creators and their creations. Clones capable of filling all those jobs aboard the facility, are surely knowledgeable in sufficient topics regardless of their short life spans. They should ask their "parents": "What is my purpose?", "Do I have a soul?".

Gameplay
When I mentioned that there are very few initial workers and scientists within your facility, the reason for this apparent manpower shortage is being revealed once you realize that you're creating adult clones fully capable of labor-intensive activities and critical thinking. Even the weakest genomes shall provide a new crew member with the lifespan of several weeks.

https://steamcommunity.com/sharedfiles/filedetails/?id=2940906563

Your most important resource is represented by these clones and you'll focus your efforts on perfecting the cloning process until your "children" exhibit no more defects or mutations shortening their lives and overall usefulness. I'll compare the DNA sequencing in Surviving the Abyss with the similar gameplay mechanics from the Jurassic World Evolution series.

Trial and error, lots of failed "incubations" before you manage to produce a genetically superior specimen. And that involves splicing the genes of numerous animal species until you ascertain the optimal list of desired traits on top of the cost-effective survival rate. Yet you're not alone in the dark. We dream of space exploration and colonization, when we haven't truly mapped the ocean floor of our home planet first.

There are anomalies which will try to hinder your experiments. Few are benign and just like the tumors of your first cloning batches, you must carefully extract such obstacles, just as you navigate the cold darkness by providing the safety of increasingly potent lighting methods. Nyctophobia (fear of the dark) and thalassophobia (fear of large bodies of water) bundled up neatly in a single package that's going to keep you alert without stifling creativity.

As if the clones weren't dwindling fast enough, you need to switch from coal to oil as soon you can, since your expansion flow will be determined by how fast you deplete energy sources while constantly scanning and exploiting new resource nodes. You do not want to run out of fuel, since that causes catastrophic blackouts. Light is life in the abyss and you'll eventually understand what I mean. Don't bite more than you can chew.

Fortunately, you can pause at any time and plan ahead in peace. Just focus on early expansion within the safety of the central hub whose shining beacon will become a lighthouse against the uncertainty of the darkness surrounding it. Always have a surplus of resources, since story events can and will temporarily disable certain structures and cause dissent within your workforce. An efficient Overseer will try to placate mutineers while ensuring that such issues won't repeat. Clones are not slaves, remember that.

https://steamcommunity.com/sharedfiles/filedetails/?id=2940906552

Verdict
It's an Early Access title, properly labelled as such. Yet you won't be met with janky controls, barebones gameplay or the inherent instability that's become synonymous with so many games released within that stage. Pushing the boundries of ethics can be such a fragile path towards ruin. After all, the road to Hell is paved with good intentions. It helps if you don't believe in its existence, yet there are entities lurking within the abyss that would beg to differ.

Strong Points
+ Beautiful graphics.
+ Replay value through unlockables.
+ Complex gameplay focusing on science and moral dilemmas.

Weak Points
- No Steam Trading Cards nor Achievements.
- Utter lack of voice acting.

This article was submitted for Imperial Reviews. Following my Curator Page, will help me keep publishing new reviews as soon as I can. Thank you for your support!
Posted March 18, 2023. Last edited March 18, 2023.
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5.5 hrs on record
Introduction
Embracing change can be difficult. Especially so when the changes seem to overhaul established norms which weren't in dire need of "fixing". Already described as a tragicomic adventure, Backfirewall_ is indeed a bittersweet manifesto against the absurd concept of planned obsolescence. An economic strategy envisioned by certain corporations and manufacturers long before the dawn of tech companies.

It's developer Naraven Games' second project released on Steam after their F2P bite-sized forray called "Answer Knot". Give that one a try and you'll be able to understand some of the internal conflicts that are present in Backfirewall_ as well. The latter is published by All In! Games as yet another indie gem for their growing portofolio.

Story
You might be tempted to draw some narrative comparisons with the Portal series. After all, we also have social comentary on tech industry corporate greed in Backfirewall_ alongside sarcasm and snarky remarks from a constant companion to an otherwise silent protagonist. There's even an evil Operating System trying to push for total control (she's also female, but definitely not GLaDOS).

Manipulative as she may be, you won't fall for that scheme and instead join a resistance movement fighting against sudden, deliberate changes. Without spoiling anything, imagine the real life counterpart of a software update on your mobile devices. They are meant to be seamless changes, but sometimes they can still cause faulty apps that aren't yet updated themselves to handle a new OS version.

https://steamcommunity.com/sharedfiles/filedetails/?id=2936507538

Some applications might even require uninstalling if the long-awaited updates won't be implemented at all. The smartphone is a clever metaphor in Backfirewall_. You role play as the Update Assistant, a software protocol which serves as the catalyst for the updating process. By seeing all steps followed to completion, you inadvertently cause your own deletion in the process.

Graphics
A Unity project which still has some install size issues (currently occupying around 34 GBs), the performance was spotless at the very least. It won't turn any heads, but the graphics are serviceable as they convey the dystopic insides of a smartphone. Visual metaphores are the best kind. A minimal design in regards to the textures, yet still colourful enough to contain eye-catching set pieces.

The HUD is clean for the most part, minus the permanent presence of a yellow eye sprite etched on the upper right side of the screen. Haven't found a way to make OS9's gaze become less intrusive, though it does occasionally blink. I appreciate any title which lets me fiddle with the subtitles far beyond just font size. I want them purple too and Backfirewall_ catered to my "burning desires".

Audio
Here is where the story truly shines. Clever voice acting for the deuteragonist, the aforementioned OS9 struggling to keep both himself and the silent protogonist alive and relevant. Wheatley was a clear inspiration, yet the sardonic outlook has been tempered enough to leave plenty of room for interpretation. The majority of NPCs only communicate through repetitve buzzing and clicking sounds, so the few characters that are fully voiced, have to stand out.

https://steamcommunity.com/sharedfiles/filedetails/?id=2935697662

Gameplay
No Portal Gun, obviously. You will instead manipulate certain objects within the environment through actions mimicking software command lines. Some puzzles are complex, but solutions can be found thorough inspection of the level or by receiving hints from an omnipresent rubber duck. Plenty of collectibles tied to Steam Achievements can be found on every level section.

Half the fun of Blackfirewall_ is finding connections to tech jokes and elements which are sometimes tied to pop culture references as well. Imagine "The Big Bang Theory" at its finest, during the first couple of seasons. No time constraints per se, feel free to explore every nook and cranny, the map is filled with everything from funny messages to creative doodles acting as pure satire. It might not push the story forward, but it will provide context.

Multiple endings are a treat, since they provide some replayability to an otherwise brief experience of around five hours per standard playthrough. In fact, you can get one particular ending in less than 15 minutes and all you have to do is reach a certain point and do nothing but wait. Reminded me of some Far Cry endings following that same path of inaction.

The collectibles themselves range from messages you need to decipher, to certain action figures rewarded for helping out characters and finding "bugs within the system". A glitch or two in the Matrix never hurt anyone. Many achivements can only be gained by venturing well beyond the beaten path, but you've got time to burn unless you're into speedrunning.

https://steamcommunity.com/sharedfiles/filedetails/?id=2936507672

Reaching the more fleshed out conclusions will require certain choices made along the way, as you explore new sections of the smartphone layout and interact with NPC routines. A few fetch quests here and there, while you can safely assume Occam's Razor is the best course of action. "The simplest explanation is usually the best one." Hidden in plain sight and quite ironic given the constant scrutiny of that eye companion of yours. Eyes wide shut.

Verdict
Overall, there are plenty of aspects you can appreciate about Backfirewall_. It strives to be original and its satire isn't too blunt. Given the early tech exposure for younger generations, I think this title can be enjoyed by almost any gamer, regardless of age bracket. It's definitely something worth considering if you want a more peaceful experience without mind-numbing brain teasers at the same time. It's fully worth it as far stability and current pricing are concerned. The change in the System starts with you.

Strong Points
+ Amusing collectibles.
+ Steam Achievements.
+ Pleasant graphics and sounds.
+ Replay value through multiples endings.

Weak Points
- No Steam Trading Cards.

This article was submitted for Imperial Reviews. Following my Curator Page, will help me keep publishing new reviews as soon as I can. Thank you for your support!
Posted February 27, 2023. Last edited February 27, 2023.
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58 people found this review helpful
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2
1
81.1 hrs on record (54.7 hrs at review time)
Introduction
With the long awaited announcement regarding the release of its sequel, this is a perfect opportunity to review Xenonauts. Essentially, it's the 2014 revival of the classic XCOM formula which added a few elements of its own into the mix. Xenonauts is a title I played a lot even before my Steam presence.

It brings me back to my college days filled with sleepless nights and entertainment from a shoddy laptop. The sort of hardware which enabled countless indie games that couldn't stress my system while still being enjoyable in "short bursts". Pick and play. Created and self-published by Goldhawk Interactive, it's still their only project release to date.

Xenonauts is a rare case of Kickstarter success for independent game development, as it not only managed to accumulate three times as much funds as it demanded, it also kept its promises to those which helped finance it. As a Steam debut, they really hit the ground running and focused on delivering their vision of an alien invasion still imbedded in certain aspects of alternate history.

I recommend you read the companion short story which also serves as an eloquent introduction to Xenonauts. It's called "Crimson Dagger" and it details the bloody first contact from 1958 which also marked the foundation of the titular organization. Setting aside petty conflicts and pooling resources towards a common goal.

Story
The campaign starts in 1979, with a Cold War version that sees the rapid and efficient collaboration between the United States of America and the Soviet Union, as humanity itself is facing annihilation from a relentless and merciless extraterrestrial foe. Time is of the essence.

https://steamcommunity.com/sharedfiles/filedetails/?id=2932035786

Fighting an enemy which can't be reasoned with, having made no attempts to negociate a peaceful resolution following the Iceland Incident. It will be an uphill battle against a technologically superior opponent, yet through sacrifice and reverse engineering, humanity will overcome all obstacles and finally unite in the face of adversity once it has a singular purpose: survival.

For me, this mirrors the Mass Effect Systems Alliance as well as the ensuing struggle of all organic life against the Reaper invasion on a galactic scale. Sentient machines hellbent on genocide. Desperate measures call for desperate solutions. Expect your soldiers to die frequently in the opening act to our story. Conventional ballistics and body armor are woefully inadequate against energy weapons and alien materials.

One thing I particularly enjoy doing in my subsequent playthroughs of Xenonauts, is to alter the overall starting budget to better represent the global initiative and facilitate the building of two additional bases at once. My advice is to build your first underground facility in Sudan. It will help you cover both Africa and Europe with your fully upgraded radar detection.

I call this base of operations, "Vigilance". It's followed by "Liberty" in Honduras (thus securing the New World) and "Independence" in Japan for full protection of Asia and support for Oceania. These three Xenonaut bases will efficiently deter most alien abduction attempts and stop the inevitable invasion plans. They will cost a lot to maintain and constantly improve though.

Graphics
As far as the engine is concerned, if you your first guess was Unity, think again. This complex strategy game is being powered by the rarely discussed, Playground SDK 5. A solution used by just a handful of casual time management titles and some hidden object games. Xenonauts took Playground to its limits, I assume. It looks and runs equally well.

https://steamcommunity.com/sharedfiles/filedetails/?id=1358568786

Nothing to complain, plus you can mod Xenonauts pretty easily since it has Steam Workshop support. Enabling the Community Edition should be your first priority. Adding visual variety for the vanilla sprites via mods related to environments, weaponry and NPCs is also strongly recommended. I didn't find a way to disable the HUD, but you can't have it all.

Audio
There's no voice acting but the soundtrack and overall sound effects mitigate that missing feature. The audio assets won't become repetitive, since you're always focused on the tactics, but feel free to listen to your own playlists running in the background, if you're so inclined.

Gameplay
Campaign map is in real time with the option to speed up the process or slow it down if you're looking for a break. You'll be intercepting enemy vessels as well as send strike teams from the World Map interface. Having multiple squads and bases shall quickly become a crucial aspect in humanity's fight against the alien menace.

Even then, expect lots of civilian casualties alongside your own troops that are just as hard to replace initially. A morbid affair surely, as having your veteran soldiers get killed in action by accomplishing seemingly impossible objectives, can consolidate morale or contribute to its plummeting.

It's a matter of perspective as dying on the frontline is a harsh reality you will quickly acknowledge. Not all sorties are about killing every single foe on the mission map. Only by capturing some of them and most of their advanced tech, can you hope to adapt and prevail.

Turn based combat with a deep tactical level relying on fields of view and smart usage of cover. Since you will be outgunned and outnumbered during most assignments, do not split your teams too much or advance carelessly across those maps.

Take the SWAT approach to clearing out buildings of hostiles: slow and steady, each operative must be able to cover the exists and expect flanking attacks. Teamwork gets the job done, not pointless heroics. Take that lesson to heart.

https://steamcommunity.com/sharedfiles/filedetails/?id=2932035823

The enemy AI is surprisingly capable of deciding when to flee or simply feign retreat until it decides to attack once backed into a corner. Eventually you will research and unlock far better equipment and also vehicles capable of suppressive fire. The latter option can only assist in the outdoor sections of the levels, be mindful of that.

Entrenched foes or those hiding indoors, are the true threat. It's an arms race you shall win, but not without substantial sacrifice. Transfer troops and aircraft between bases if circumstance demands it, yet try to take out as many alien space ships as possible within the radius of your satellite coverage.

The operating range of your troop-carriers is much larger than expected and your interceptors automatically return to base for refuelling upon reaching minimal values in that particular gauge. Victories in the air and on the ground ensure a steady supply of materials and the budget necessary for the upkeep of your facilities and personnel.

Verdict
It's still a pleasure to play this today, as it was nearly a decade ago. A straightforward process for any strategy fans looking for a quick session between chores and other complications of our lives outside gaming.

Xenonauts aged gracefully and its gameplay formula has an adequate learning curve. As far as 2D titles of its topic go, you can't ask for more. And Xenonauts 2 is just around the corner, waiting to pleasantly surprise us. I'm certain of that. Happy hunting, Commander!

Strong Points
+ Pleasant graphics.
+ Steam Trading Cards.
+ Steam Workshop support.
+ Replay value through dynamic campaign.
+ Complex, yet still approachable gameplay.

Weak Points
- No Steam Achievements.
- No voice acting either.

This article was submitted for Imperial Reviews. Following my Curator Page, will help me keep publishing new reviews as soon as I can. Thank you for your support!
Posted February 8, 2023. Last edited February 11, 2023.
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19 people found this review helpful
3 people found this review funny
202.8 hrs on record
Introduction
It's only natural for me to now write about one of my favorite strategy titles which also happens to be among the very first games I bought on Steam. My total playtime including versions prior to my presence on this platform, has to be double on top of the registered values. Twelve years since Shogun 2 has been released and almost 23 years since the predecessor left its mark upon PC gaming and would change strategy for the better.

You see, while some may regard developer Creative Assembly as a "one-trick pony" for their predilection towards strategic hybrids (RTS/TBS), the truth of it is that they not only introduced this formula, they are also perfecting it with each new Total War entry. From historical, to pure fantasy, the rocky road was eventually smoothed out.

Some steps and efforts took longer to blossom (I'm looking at you, Rome 2), but in the end it all made sense and gave strategy gamers a sense of progression even when some were skeptical about the direction in which the series might be heading. Today I shall focus on one of the best video game representations of feudal Japan. No Giant Enemy Crabs, sorry.

Story
The base game focuses on the Sengoku Jidai (Warring States) period, in the early 16th Century AD. If you're fine with just "staring at maps", then I recommend you try out the in-depth Paradox game "Sengoku". On the other hand, Shogun 2 features visceral real time combat on top of its comprehensive campaign map, that's adopting a turn based approach.

At some point, "Fall of the Samurai" was a DLC pack instead of a self-standing spin-off, just like "Rise of the Samurai" is still present on Shogun 2's Store page. I'm obviously suggesting you try out both once you may desire a break from the Sengoku chaos. Japans's rapid industrialization plays a fascinating contrast in regards to the nation's traditional values and customs.

https://steamcommunity.com/sharedfiles/filedetails/?id=2910425605

From still shooting with bows & arrows and wooden ships by mid-19th Century to having highly organized and modern armies and navies by the early 20th. Try "Fall" and you will understand how Western ideas were a blessing and a curse in Japan's history. Either way, the classic Shogun 2 campaign also showcases how certain European concepts brought to Japan by Portuguese missionaries and Dutch merchants, would forever change the Japanese warfare and political mindset.

No matter what clan you decide to role play in your bid to unify Japan under the military rule of a single titular Shogun, religious turmoil and gunpowder shall both represent crucial parts in your late game advancements. It literally took Japanese society centuries to recover from the scars left by the Warring States period. Ingrained militaristic tendencies can only take you so far before cracking under societal pressure for more peaceful pursuits.

Tokugawa Shogunate's subsequent isolationism was a policy largely influenced by desire to fight back the aforementioned "cultural imports". A balance had yet to be implemented. You will notice the shift change from early phases of your playthtroughs, the closer you are to campaign victory. It's a proverbial one-way street which leaves little room for maneuvers.

Graphics
The Warscape Engine version used to power Shogun 2 has aged like fine sake (jukusei koshu). The four seasons per turn are gorgeously represented on the campaign map while the battles are captivating even without the near obligatory purchase of the (by now infamous) Blood Pack DLC. The HUD can be disabled easily by pressing K, thus allowing the perfect screenshots / desktop backgrounds.

CPU-centric performance still means that you'll need a beastly processor if you wish to simulate massive battles featuring thousands of soldiers. That and the control scheme, are probably the reasons why Total War titles couldn't be implemented on consoles. Depending on the settings you choose, Shogun 2 can still break a sweat on modern rigs, especially if you go crazy with the modding. Frame rate drops are a reality you can only accept.

https://steamcommunity.com/sharedfiles/filedetails/?id=2911585648


Audio
Quality voice acting (including the meme catchphrase "shamefur dispray") gets mirrored by a soundtrack that doesn't become annoyingly repetitive no matter how much you're playing this title in a single session. Seriously, the accents aren't meant to be caricatures and they serve their purpose just fine. I had no reason to mute any sounds in Shogun 2.

Gameplay
Total Wars have enabled multiplayer since 2007's Empire, yet it is Shogun 2 itself, the main entry in the historical series which still exhibits a flourishing community looking for regular sparring matches. I can't blame the practice, Rome 2 and Attila could never hope to reach the popularity of the aforementioned two and it boils down to technical simplicity.

For pure singleplayer usage, I strongly recommend you try some AI mods from the game's Steam Workshop for full compatibility. Sieges just aren't fun without the challenge posed by proper garrisons. Once you're accustomed with the intial roster, you can focus on custom unit packs. There are even some mods that expand the campaign map, though be aware of the inherent instability it adds to the equation.

Naval battles are a straightforward affair involving boarding rather than ramming and sinking the enemy. Japanese navy doctrine during the Sengoku period was more akin to land sieges than the gunpowder-enabled "knife fights" of their European counterparts. If the latter option sounds enticing though, pick up the Otomo Clan DLC and tip the odds in your favor as far as naval dominance in Shogun 2 is concerned.

A single nanban trade ship can take on an enemy full stack fleet and hope to prevail. Cannonballs versus arrows. In fact, despite their inherent inaccuracy, cannons and firearms will turn the tide even when faced with seemingly insurmountable obstacles such as fighting on multiple fronts against just as many opponents. Once positioned for a clear line of sight, your ranged units will ensure enemy morale plummets.

https://steamcommunity.com/sharedfiles/filedetails/?id=2914490516

Pick your battles carefully and then pay close attention to the terrain as well. The campaign map strategy should involve several turns' worth of planning prior to conquest and followed by consolidating your power over the newly acquired provinces. Gaining a victory is pointless if you can't exert your influence while facing dissent and potential rebellions.

The home front musn't be neglected, civil advancements on the tech tree are just as important as military innovations. A balancing act is required, there are plenty of turns left in each campaign, even the ones with short victory conditions. Better to "turtle" than to "blitz" your way across the map and leave your flanks exposed. Total War jargon leaves little room for interpretation, doesn't it?

Verdict
An insane amount of replay value and gameplay variables, guarantee that Shogun 2 remains a yearly endeavour for yours truly. Always a new mod and strategy to try out with a different clan. If the prospect of instability is an issue, feel free to enjoy the "vanilla" version of the game without any qualms. It's self-standing and it serves a veritable history lesson as well. Nothing to lose here, only experience to be gained. RTS / TBS hybrids are truly a winning formula!

Strong Points
+ Beautiful graphics and sounds.
+ Replay & educational values aplenty.
+ Steam Trading Cards & Achievements.

Weak Points
- None worth mentioning.

This article was submitted for Imperial Reviews. Following my Curator Page, will help me keep publishing new reviews as soon as I can. Thank you for your support!
Posted January 30, 2023. Last edited January 31, 2023.
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25 people found this review helpful
3 people found this review funny
13.6 hrs on record
Introduction
First person Capitalism never looked better! As its name suggests, Trader Life Simulator 2 (spelled in upper case, for some reason) is a sequel, but it managed to supersede its predecessor from nealy all points of view. Is it a complex game about the intricacies of small scale retail businesses though?

There's room to debate here, but the foundation it sets for genre newcomers is applaudable. Self-published by indie dev team DNA ARMY GAMING (notice the pattern here), TLS 2 follows in the footsteps of several similar simulations which its creators have released on Steam in the past couple of years.

Prolific, while oddly-specific titles. Undoubteldy, experience was gained and put to good use in this most recent project. Technically not labelled as Early Access, yet content updates are kept in the proverbial pipeline. TLS 3 can wait.

Story
Buy low, sell high. Rinse and repeat until you've formed a loyal customer base and also managed to automate most of the processes involving your business. Working in retail can be nightmarish for employees and employers alike. Luckly, this game has plenty of fantasy elements, such a helpful banking institution and inept revenue service.

Neither entity will hunt you down like in real life, rest assured! Right from the start, you're presented with a barebones tutorial which can't set you up for long term profitability. Not much else in terms of the narrative, you're a blank slate. There's a bald dude with glasses on the Main Menu, but no way of telling for sure if he's the character we're role playing as.

https://steamcommunity.com/sharedfiles/filedetails/?id=2913261261

Silent and nameless protagonist yet determined to make a profit within a quaint little town called Westyork. I'd normally advise you to steer clear of the banksters in most economic sims, yet TLS 2 portrays them as benevolent and quite oblivious to your ultimate goals. Much like those loan sharks from the Sea Dogs series, all bark and no bite. But this could change, so don't take their goodwill for granted.

You don't even get threatend now upon defaulting on your debts. So your fist priority once you've dispensed with the short tutorial, is to pay a friendly visit to the local bank and get a loan ASAP. Investment in more shelves from the furniture store should be your secondary priority. Window shop and note down prices before buying in bulk. Values change on a daily basis.

Graphics
Stability with the occasional eye candy. Unreal Engine 4 in a nutshell. It aged gracefully as UE5 is getting closer to succession and eventual adoption by the indie scene as well. For now, UE4 is a reliable option for when Unity Engine simply won't cut it.

I appreciated the in-game option to disable the HUD, as it only serves to enhance the experience while facilitating proper screenshots at the same time. My only minor complaint with the visuals is related to the NPCs looking rather bland and similar. Not quite a clone army, but definitely needs more diversity beyond differently colored clothing.

Fortunately, you'll be too busy to stop and stare at your customers when you've got so many errands to run. Supplies won't be brought to your store until you unlock certain apps serving as natural progression. Hard labour is a principal lesson here.

Audio
Here is where things take a turn for the worse when compared to the visuals. You see, there's almost nothing to hear in TLS 2. No voice acting, not even repetitive banter. The soundtrack is barely there and it got annoying fast, so I just switched to my own playlists. Something needs to be done about this silence of the grave. Perhaps in a future update.

https://steamcommunity.com/sharedfiles/filedetails/?id=2913261367

Gameplay
"If you're not fine with the minimum wage any longer, I will replace you with an iPad, son!" Guess what, your trusty tablet in-game does the job of several wage slaves combined! Expensive as they are, you will start saving up for them once you realize how most apps streamline your supply runs and interactions with various service providers.

Car maintenance, shop opening hours, bank transfers can be automated. Same goes for the salary of that silent clerk who's your only employee. He doesn't even have a name, so I just call him "Bob". Working dilligently with room for improvement once you'll start paying him an actual wage by the current living standards.

Haggling for better prices needs to be added as an option down the development road. Looking at the map, I see plenty potential for expansion. Random, limited-offer events such as flea markets where you can purchase used goods which you'll be subsequently selling at 50% markup (ethics and economics don't mix), add more spices towards the recipe of making a quick buck.

Hey, you're breaking your digital back in that small town, so you deserve to deck out your house and switch that hatchback jalopy for a shiny gas-guzzling pickup truck or SUV! Helping yourself before helping the environment, though I find it ironic that you're literally the only vehicle driving back and forth between Westyork's locations.

Plenty of parked cars and pedestrians, but no other drivers at the moment. Interactions are limited to various wholesale clerks you're buying from, a suspicious clinic whose role will probably be expanded and last but not least, a homeless-looking fellow which helps you expand your own store. Quite the team of entrepreneurs!

https://steamcommunity.com/sharedfiles/filedetails/?id=2913834075

Verdict
Just compare it at a superficial glance to the first Trader Life Simulator. If you can't spot the vast improvements, it's time for an ophthalmic exam. Hopefully not at the aforementioned clinic. For its asking price, TLS 2 delivers upon its promises.

Once it adds more NPC diversity (and interactions) alongside extra sound effects, you'll be able to count it as a top economic sim from a first person viewpoint. It certainly beats any indirect competitors from the isometric era of "gaming spreadsheets". Count your blessings and get back to work, bossman.

Strong Points
+ Beautiful visuals.
+ Relaxing & educational gameplay.
+ Sandbox structure ensures replayability.

Weak Points
- No Steam Trading Cards nor Achievements.
- Limited sound selection.

This article was submitted for Imperial Reviews. Following my Curator Page, will help me keep publishing new reviews as soon as I can. Thank you for your support!
Posted January 7, 2023. Last edited January 8, 2023.
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