Monthly Archives: June 2016

Game review: Downwell for PS4 and PS Vita

Downwell was the game I got while waiting for Mighty No. 9 to finally release in the European PS Store. At this point, Mighty No. 9 has finally “shipped” and I played it for a day and deleted it with no intentions of reviewing it. I’ll only say that the game has about as much to do with Mega Man as a Snape/Potter slashfic has anything to do with Harry Potter. Sure, there are surface details that seem similar, but once you scratch the surface, it’s all squick and nausea below.

But so this is my review for Downwell after a week of playing on both my Vita and my PS4, and while it has some interesting ideas, overall, I ended up deleting it as well.

Downwell is another indie retro title, but while most retro games pay tribute to Nintendo, the graphics in this feel like they’re reaching even farther back to the days of Atari or perhaps Amiga and Commodore. The controls remind me of those old days of imprecise joysticks with a single fire button, there’s only three colors in any palette, and any two objects occupying the same space will result in one dithering or vanishing entirely. The object of the game is summed up in the title. You fall down a well and use your “gunboots” to shoot enemies. Doing so will make them release gems of various sizes. Along the sides of the well are occasional pit stops with a force field around them. Once you hit that field, time stops. Your enemies freeze, and you get a chance to rest and collect extra gems or guns. After passing through the first well barrier at the bottom of level 1-1, another hole in the walls appears with shops holding three items for sale in exchange for the gems you collect. Also, completing each level gives you access to an upgrade item, some of which have very helpful qualities. Continue reading


Extended review: Fallout 4 survival mode (PS4)

Having played on all the difficulty levels besides the easiest, I can safely say I know Fallout 4 inside and out. The previous survival mode wasn’t quite the challenge I’d been hoping for, so when talk of a new harder mode came out, it had my attention. As more details leaked, I only became more intrigued. Ammo and crafting supplies would have weight. Food and beds would be much more important, and there were new challenges in the form of management of fatigue and even diseases. Yes, this all sounded much more challenging.

And for the most part, it is, but not in the ways that I’d hoped. The added challenge of only saving when I can find a place to sleep was certainly interesting, or at times frustrating when I couldn’t find a bed and ran into major trouble. But that was a rare occurrence because it often seemed like I could find beds and sleeping bags every hundred yards or so. They were even scattered out in the open in places that were highly unlikely to say the least. But for a large chunk of the game, there was an added difficulty because my character was tissue paper weak, and could usually be killed with one shot. In this way, even a single stray bullet could send me back a half an hour or more.

Another part of the challenge had to do with carrying enough food and clean water to keep myself in fighting shape, and having all those supplies severely limited what I could pick up. It also limited how long I could travel without restocking, and most of the caps I earned early on in the game had to be spent on food, water, and bullets. I’d say a great deal of my time in the first 18 levels was spent micromanaging my supplies and that kept pulling me out of the game to worry about my inventory more than the enemies I was facing. Continue reading