🌖 From Orbit 🪐

RTS is a video game genre that I absolutely adore. What keeps the love bound between us strong is my desire to constantly improve at it. There is a lot of room for improvement, that cannot be denied. It’s a slow process, at least for me. I’ve seen a lot of people getting good at it at a much faster rate, wherein’ I still struggle with keeping a good APM and optimal decision making. Even so, the usual learning curve is very fun and appealing to me. It’s like solving a real- time puzzle that’s constantly changing the pieces and the rules. I like to challenge as many unique and difficult RTS games in the future as I can!

A genuine heart throb [!]. I was really hyped to try out “From Orbit”, because of my curiosity regarding the current state of modern RTS titles. The fact that it was also by an indie developer further added more pepper on to the steak. Seeing the trailer, the game looked pretty exciting, but I didn’t get a whole lot of additional information on the overall structure from just watching that alone. Even so, that didn’t hold me back. I jumped blindly into the game and… it was kinda thrilling. It has been a while since I had this feeling playing a video game – Facing the exciting unknown. But…

This is something I should probably save for the end, but I feel like writing it down now.

“From Orbit” tries to do something unique with the RTS genre. It’s an approach that one might easily misunderstand, either by lack of knowledge on the subject or the other way around. But let me be straightforward here – A lot of corners are being cut here and there, to the point where the game loses stability and slowly begins to lean away from the general idea it is supposed to follow. Eventually, it finds support on another leaning idea from the other side. The game becomes a weird hybrid, who unfortunately lacks the best of both worlds.

➕ “From Orbit” is a game about a spaceship and a crew of robots who are exploring the galaxy and depraving planets of their natural resources. Their goal is to reach a wormhole, which would lead them to who- knows- where? Where did they come, where will they go, that’s up to your imagination, Cotton Eye Joe!

💼 “Plot is simple and flexible. Goal objective is clearly stated.”

➕ The music in this game is pretty great. It suits the targeted RTS genre quite well.

💼 “For how few music tracks there are in this game, they are at least pleasant to listen to, if anything.”

➕ The graphics and general visual aesthetic are very good! Although 3D has always been looked down upon when it comes to RTS titles, this is actually one of the rare cases where I really enjoyed it.

💼 “Of note are especially the unit models. I ADORE the desert beetles A LOT!”

➖ The map and the stages are all randomized per each run. The variety of planets that you can visit is small, but that’s not really the main issue here. The game does not have a lot of elements to enrich the whole randomizing gimmick. In a nutshell, if you’ve played through the first stage, you’ve pretty much played through everything the game has to offer you. Progression feels boring, because you get to do more of the same, with some [numbers] being tweaked slightly in order to give the idea of increasing difficulty.

💼 “I still think the whole things is commendable for trying something new for a change.”

➖ Your spaceship act as a main base. It does not produce anything however. On each stage, it will attract waves and waves of enemies, which spawn from structures that cannot be destroyed. The longer you stay on a stage, the bigger will be the increase in enemies spawning and attacking you. HOWEVER! Their HP and Damage does not seem to change. The spaceship also has a self- defense mechanism, which does a pretty good job in frying enemies, especially during the early stages of the game. You can use the ship to leave a stage at any point, but once you do so, you cannot go back to it! So if you missed on any resources, they are gone for good!

💼 “The game is more about defending your base while trying to scavenge as many resources that you can find in a short period time. There’s not really opportunities for strategic moves, as there aren’t any additional objectives to work around with.”

➕ Units and buildings being setup by hotkeys in the form of a simple click- on interface helps a lot when it comes down to micromanagement.

💼 “The mini- map is helpful when it comes to objects display, but layout navigation in not presented and that can be a bit of a hassle, especially in later stages, where their overall mass volume is increased significantly.”

➖ On the stage select map, you can access a menu with upgrades, which can help with the improvement of your units and building efficiency. Each upgrade requires resources found on the planets you visit, so aiming to clean up everything you find on a stage is pretty rewarding. The upgrade variety is pretty good, going from simple stat number increase to even giving your units an additional new abilities. However, what I don’t like about these upgrades is that at some point, they just overwhelm the difficulty completely. You can pretty much have a base that cannot be breached by any number of enemy forces whatsoever. They also make the final challenge of the game really… inadequate.

💼 “The land mine ability feels pretty useless at any point of the game. For its overall research cost, it is not as efficient as other upgrades, that can pretty much cover for the entire lack of it really well. The infantry guard stance also gives you way more control and let go than it should. The two ship upgrades nullify any threat in the early stages of the game. Given their low cost, it’s a very unbalanced trade- off.”

➖ There are two types of resources that you can gather in this game. The main difference between them is that one is mined relatively slower than the other. That type of resources is also supposed to be a rare find, so when it comes to upgrades, it is also required less. However, on the long road, you actually end up with more of it, while being in more desperate need for the other, that’s more common to find. The cost balance in the upgrades is somewhat uneven when it comes to comparison of these two resources.

💼 “I like the small bits of resources scattered around that you can gather by having a unit walk over them. It promotes and rewards exploration. I wish there were more collectables like that.”

➖ Enemy units aggro. Oh, boy! [!] Enemies that do not come from a spawning point would usually patrol an area. If you kill them, they are gone permanently. If they come into an aggro range with one of your units, they will usually chase it for a while, after which they will go back to their original position and resume patrolling. If an enemy unit that has been spawned draws aggro to one of your units, it will chase all over the map, until it is killed. This can be a real problem for units that you send on exploration or mining, because if they draw a huge army of spawned units, they will have to pretty much drag them to the base where they can be dispatched safely. Foes would not allow you to mine resources in peace if you draw aggro and it can be pretty easy for them to make a deadly surround, especially if additional units are being dragged in.

💼 “While exploring, I had to move my unit many times aside from the main path of the attacking forces in order to avoid drawing aggro. It becomes in a very unusual fashion, a stealth game. This could have been good, if the god- damn enemies didn’t move so SLOW!”

➖ Your crew of robots are the only units that you get to control. What’s interesting is that they can transform into different types, according to your needs – Infantry, engineers, gatherers or medics. There is no cost for switching between these types, apart from the robot being in a second of stasis while doing so. I don’t like this gimmick, because it really narrows down the decision making in this game, to pretty much “Hey, just pick the type of unit you need for the situation”. RTS games are fun, both because of their rewarding and punishing system. With this transformation banjo nutcraker, “From Orbit” is really generous towards the player to a point where it kinda gets boring.

💼 “Infantry units with the solid stance upgrade ensure that no enemy would ever be able to touch the base. Combined with a nearby medic who can always patch them up, it creates a situation that’s impossible for the enemy A.I. to break through, regardless of the number of units it generates. Engineers can just stay near the ship and repair it indefinitely. There is no cost to repair, which makes it pretty broken. Taken into consideration that you can make your ship really tough to crack up creates an additional issue for the poor enemy A.I. , that can only send against you waves of units, who are just walking up to their doom. Now, given that some stages have also additional rules, like harmful atmosphere, where you units are constantly losing HP, or meteors, where your buildings are being damaged per short periods of time as well, you would expect the transformation ability to require decent micro or anything. But the reality is, you can have a single type of each unit lying at your base to defend it, while you explore with a gatherer for resources. The fact that you can switch up at any time to heal back your gatherer to full completely negates any challenge whatsoever when it comes to unstable environment in the stages. It’s just really hard to lose your units when you realize how easy it is to make them take no damage whatsoever. You start up with two robots and you can only acquire additional ones either by finding them on other stages or if you lose all your crew (I cannot see that ever being possible…) you can buy a single new one. But only one, no more! Yeah, having the maximum amount of robots that you can acquire lets you do whatever the hell you want later into the game.

➖ There are only two buildings that you can create – Turrets and automatic miner. They each cost a small amount of resources, but you better believe they are worth the price! Turrets are really strong! With upgrades, they become a real nightmare for the enemy! One is enough to wreck havoc through numerous lines of baddies, let alone imagine building additional ones. Because resources carry over throughout the game, you can just clog up later stages with turrets and the enemy won’t have any answer to it. Given that engineers can repair them as well further makes them even more broken.

The automatic miner is something I really liked. It’s very efficient when used on mines with lots of resources in them. You pay a little to get more at a faster rate. Because of that, your gatherer is also free to continue exploring for additional resources. However, be careful where you place them, as they draw aggro and enemies will make a short work of them. Meteors also target them constantly, so make sure they don’t fall too low on HP.

💼 “It would have been great if there were more type of turrets you can build, at least. Again, because the enemy units only scale in terms of quantity rather than quality, turrets end up being very overpowered.”

➕ The last stage features a pretty neat boss battle. The thing you fight looks pretty cool and it packs quite the punch. What I like about the fight itself is that you need to defeat the creature three times in a row. However, the creature will spawn far away from your base, so for a bit of change, YOU actually have to make the advance here! It would have been pretty good if the game made more events or objectives that require that and not just reserve it for the boss itself.

💼 “More unique boss fights could definitely have made this game better!”

My final verdict on this game:

If you are someone who is trying to get into the RTS genre, this game is a really stable starting point. It will teach you some simple, but very key elements, like exploration, time management, base defense, ect.

For veterans though, beyond potentially being impressed by the unique nature of this game initially, you are bound to be fairly disappointed further on.

StarCraft: Brood War – Unlimited Space Pie Dessert

I don’t really think I can say anything about this game that others haven’t done so already, in a much more presentable, pleasant and entertaining way. It’s an amazing game! As far as the RTS genre goes, this is one of the Gods among, sadly, only a few others. It aged really well – Even to this day there is still an active community of not only players, but people who make custom mods, maps and many other great things for the game. It’s easily an entry that I would put into my top ten games of all time, without even hesitating.

Although fairly easy to pick up, the same cannot be said about mastering it. Even after 20 years, I find myself still learning new things about. Did you know there is a cheat for a secret Zerg song? I learned that today! I also didn’t know there are damage types and that the size of the unit affects its durability against them. There are also so many interesting and fun custom maps and campaigns that add up to the already huge pile of official material one can go through.

Is space colonization and the confrontation with alien life just a grand theme that appeals to everyone in general? Maybe not and to a certain extend I think I just happened to be born at a time when it was the rage all over the globe. The other thing about “StarCraft” is the colorful cast and easy to follow, yet, enticing plot. Even if you are not satisfied with what the main game has to offer you, there is a whole lot of additional background information, lore and whatnot, enough to keep you happy and intrigued for years to come! You just have to look around the internet for it!

After revisiting the game 20 years later and finally finishing it, I’ve noticed the following changes:

  1. The campaign missions are pretty easy in general. Most of them revolve around just playing Macro. The missions that I liked in general were the one more puzzle- oriented, where you have to bring and use certain type/ number of units at a specific area on the map. (The Episode 4 UED space blockade and Episode 5’s Battlecruiser docking station.)
  2. I got better at building my base properly and controlling my army. Watching a decent number of pro- matches was a contributing factor for that. I also learned the value of each unit and building.
  3. Betrayal is a pretty common theme in the plot of “StarCraft: BroodWar”, though it doesn’t go beyond the line where it would ruin the major feeling of adventure in general by laying a huge focus on drama.

This game was the inner ignition for my initial fantasy world building. I remember I would spend hours thinking about my own unique fictions, making up new and unique characters and putting them into various scenarios. I even went to the point where I would try to recreate them via the “StarEdit”, the tool for making maps, scenarios and campaigns, which came with the game.

Although I completed the game, I do wish to explore and try out more custom maps and campaigns. I did “Enslavers” recently, which was pretty entertaining and a bit tough. Along with that I also played “Precursor”, which gave me the pleasure of fooling around with the tank hero unit of Edmund Duke. Then there were also those four unreleased missions from the Beta version of the game… It was pretty exciting seeing those early layouts, some of which were re- used for “Enslavers”. Man, I wish I could play the very early version of “StarCraft”, the one with the bright, yet “Ugly” colors… It looks so interesting!

I am probably not going to try out any ranked games. It’s a party alright, but I am a bit too late for it at this point. It’s a chore, really… You have to learn builds, send peace ambassadors, which tend to fail at their job, take note of dentist timers. Like when you study at university in another city, but you get home every now and then to restock on supplies like clean socks and real bread. You happen to also have a personal dentist both at the city and your home town. But the one at your new place happens to be a pretty beautiful woman, who tends to press her firm breasts on your chest when she works on you. Then you feel lots of pain in your mouth and at some point you spit out blood and saliva. That’s how “StarCraft” ranked games are from what I’ve seen…

Insidia – Knytt Space Adventures

knytt pocket

So this is a neat little flash game that I saw a guy on the internet play like… what was it? Around nearly a decade ago? I guess now is just the right time to finally give it a go! [Laughs] “Insidia” is a platformer with some metroidvania elements, a knytt clone pretty much. The plot is set around a guy in a space ship, who crash- lands on a dark planet and you know how those settings go… Explore the new and unknown location, find parts for the ship, get the recipe for the secret tortilla sauce… All that jazz! There is some ancient sleeping evil involved and some made- up religious shenanigans to spice up the day as well.

The graphics are quite decent, but they don’t particularly accelerate at creating a great or unique atmosphere. Apart from the bland “Yep, I am here alright!”, that’s it… There isn’t much room for exploration either, given the overall size of the map. If you are looking for a game to get your baby sister or pet zebra into metroidvanias, this could be a good starting point I think. There are also two endings to this game, wherein the good one triggers once you find all the secret switches, which are not really well hidden. For one thing, the locations of the secret rooms is pretty obvious, as there are marks that indicate their entrances. At least the extra rooms provide somehow of a decent challenge compared to the main paths, but not as far as to go beyond the threshold low difficulty this game has stuck on its butt.

This game was alright I guess? It had some OK tunes. Definitely an entry on the good side of flash games. Not a very unique or with inspired design, but still a good time overall! I liked the plot for how simple it was. It’s straight on the point with what it want’s to do and tell, so what more is there to say? The level design isn’t either too boring or complicated, but just right enough to satisfy one’s need for video game platforming… at least for one afternoon or so.

Playing flash games invoke feelings of nostalgia in me about a time that I really long for. Not a very good time in my life, but still an important part of my history.

There are a lot of people that I miss, with some gone forever. It’s all for good though, but this post certainly managed to take a turn and I should end it right here and now.

Good night!

Girl’s control [MSX] + [FDS] – Get shot or look at pixel buttocks.

girls control

“Girl’s Control” is a SHMUP that was released for the MSX and also for the Famicom Disk System under the name “Bishoujo Control”. Both games are quite different in various aspects, though they both share one thing in common, that being is that they are very awful games. I’m no master when it comes to SHMUPS, but I’ve had experience with enough games of that genre to know that “Girl’s control” isn’t something you want to put in your breakfast cereal.

Let’s look at the MSX version first. Given that you are running the game on MSX2+, you’ll be treated to a short slide show that depicts young girls being taken hostages by space men? [?]  I really like the outfits they’ve given the girls in this game. They are pretty charming and to certain extend silly, as all space outfits should be. Then you get treated to another intro, this time animated, of what I assume is the main heroine preparing her space ship for a take off. I’m not very knowledgeable of the MSX limits, but I think that the animation of this intro was pretty sweet. You get treated to the title screen afterwards, which again, is different, depending on if you are using MSX2+ or not. MSX2+ has the main character on the title screen, while MSX2 just shows her ship.

Off to liberate the space girls! The first thing that one might notice, is how chaotic the enemies are. While they have patterns to their movement and dedicated spawn points, it’s all down to RNG regarding which type of enemy is spawning and when do they fire their bullets at you. Enemies tend to cover pretty much the whole level area, so there isn’t any safe spot whatsoever. You can move freely with your ship as well, but I doubt that anyone would want to move away from the bottom side. One good reason for that is because of the damage amount that you take from sources. Your ship has the maximum amount of 100 Energy. You lose 10 for getting shot at and whopping 50 IF you collide with an enemy. What worked for me was staying in the center most of the time and just constantly shoot. Usually, enemies just straight fly into your bullets, so there is no need to move around that much, let alone pursue enemies. You’ll find yourself moving to the side often to either dodge bullets or avoid an enemy crushing into you. Something that I hate about this game is when an enemy is right above you and they decide to shoot. You have pretty much no time whatsoever to dodge the bullet, so you have to take the shot. That’s so lame…

Here’s the main gimmick of this game. Along with the enemy spacecraft, there are also flying letters, which you can shoot and in return, they can also shoot you! Truly, the eternal anger of the alphabet knows no bounds! Upon shooting those letters, a picture will start building on the right side of the level, showing one of the girls that you are rescuing, I guess… Shoot enough letters to fill in the picture and the girl will then undress for her medical space exam. No space pilots are allowed below C- cups! Now, there is also a chance that you might miss a letter or two, that’s no big deal! Yeah, sometimes it looks weird if that letter was for the piece that was part of the girl’s head, but hey! I’m OK with that. Weirdly enough, maybe even to a certain extend preferably, but let’s not get too crazy now! After you go through ten levels, the game sends you back to the levels you missed letters on, so you can properly finish each picture. Then the game ends, everyone is happy and they go for space ice cream.

There are two items in the games that you can SHOOT! That’s right! In this game, you shoot to consume! An energy tank that I HAVE NO IDEA WHAT IT DOES and a red phallic thing that erases all progress you’ve done on the picture. Good thing the second one only sticks to the sides of the levels, which also happen to be the most deadly ones, given that enemies tend to respawn there and shoot a whole lot. You get continues for this game, but it’s one life game over. Doing no continue run of this game was quite the challenge for me. Not all that fun, but quite satisfying… Also, on levels six and nine, enemies don’t do damage to you with their shots. They can still collide with you though, but overall, you are free from harm. Good levels to stock on max energy if you are patient enough. I think you can also restore small amounts of energy by just shooting enemies, but it’s not near as efficient as just shooting an energy tank.

Girl's Control MSX DONE!

So how does the FDS version holds up…?

Gimmick remains. Shoot letter, which are now just panels build pictures of sexy girls. Letters/panels no longer shoot at you though. You also don’t have to shoot all of the letters/panels, but missing a certain amount would result in you having to repeat the level. The game no longer returns you to previous stages to fill in the pictures. Instead, it just ends after stage twelve, displays bland ending screen and loops from the first stage.

The girls now gradually undress as the stages go. Sometimes, after a stage is being completed, another girl with green hair shows up and undresses, with her clothes dropping by as the game progresses. Sometimes the same scene can occur twice. Is it based on how well you did in a stage? Maybe. Is this the girl the main character? The FDS version of the girl with red hair from the MSX one? A cousin? Little sister? I have so many questions to so many trivial and unimportant things and I would like NO ANSWERS! Sometimes, dreaming is all you need, really!

Enemies are still in their reign of chaos, still shoot right near above you, so you can have as little chance of survival as possible and I still find that to be pretty lame. This time it’s a one shot death though! You can get extra 1-ups by racking up enough points though! There are at least actual power-ups that you need to COLLECT! They still shoot you, so caution is advised! The bananas give you a laser that does miracles in a line! The rice ball [?] gives you shield that absorbs all damage taken for a period of time. This one is the power-up that completely breaks the game, along with another one – Shooting an UFO gives you a fat, slow bullet, which you can control. Given that the respawn point of most enemies is at the top of the screen, sending this bad fat boy all the way up is a pleasurable experience beyond anything I’ve ever played in a SHMUP game. That’s it. The only fun out of this game is that I can cheese through the barrage of enemies with my shield of immortality and obliterate everything with my stolen alien technology.

Sometimes a bird with an apple flies by, which serves as the red phallic thing from the MSX game. But it also changes the picture sometimes, like it warps you a level ahead? Speaking of levels, you tend to warp a whole lot in this game and I think level two only shows up on the first loop after you beat the game? Oh wait, I forgot to mention the most crucial thing about this game.

Your ship is a penis and you shoot semen.

Bishoujo Control FDS DONE!

BONUS TIME!

Here’s me getting the max score of “Bishoujo Control”. It leads to score reset and me wasting one, maybe two hours of my life. I can’t remember and I do not want to…

I love old shitty unlicensed adult games!

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The Rob Blanc Trilogy – In space, I don’t know where to go…

space squid

I’ve always been fascinated with space in general, since probably the early age of Me being two or three years old. It was around that time for sure, as I remember that it was then, when I learned how to read properly. It all started with old encyclopedias, which I can still eye across my desk right now – All in fairly decent condition. If anything, my family was very caring towards books in general. Then, my love for space carried over to educational magazines and comic books. I was really having a blast in the 90s with all the reading material that I acquired, but truly, a huge step towards my total space- fantasy satisfaction, love-love, was the time when my brother rented the forth episode of the “Star Wars” saga. Afterwards, I fell hard for the franchise, what with watching the episodes when they aired on TV after midnight or with the various video games that I was later introduced to. Darth Vader seemed so awesome and cool to young Me back then…

Of course, other franchises made their way into my heart as well, like “Alien” and not “Star Trek”. I’ve never seen any movie, episode, Christmas special or whatever of it. “Star Trek” will probably remain an unexplored territory for Me, as honestly, I’m not really feeling it as a whole. At least not from the bits that I have seen or have been told about by my English teacher at university. Ugh…

I will always remember the time when they aired “Alien: Resurrection” and I was curious to watch it, despite my grandma’s warnings. Look, I loved space and the idea of existing aliens, but honestly, that was probably the scariest thing seven years old Me has watched, up until then!

I also played a lot of “Star Craft”, which seemed to me like the most complex game at the time. That’s how games usually feel like when you are new to them and lack proper experience.

Rob Blanc I DONE!

“The Rob Blanc Trilogy” is a composition of THREE, old adventure games, created by Ben “Yahtzee” Croshaw, that take on the whole space science- fantasy, exploration nation, aliens and heroes of all kind, vortex comedy night stand genre. The three games were made on an early version of the AGS engine, which was based on the MS-DOS system… I was not aware that something like that was a thing, until now, I’ve gotta say! Thanks to the power of MS-DOS emulation though, running these games on a modern operating system is quite the easy task. Thank god! Thank god for people with functional brains!

Each one of the three “Rob Blanc” games is fairly short in length and easy regarding difficulty. The plot follows a guy named Rob Blanc, who is picked by god- like beings [?] to become defender of the universe and fight evil that might pose a threat to it. The story escalates pretty quickly towards a climax or more like, anti- climax, leading towards the ultimate end where I ask myself: “Is it just me or the second and the third game feel rushed towards the later parts?” The first game and the early parts of the other two titles feel decently designed, but after that it’s just the obvious – You are in one small room, here’s this one item, use it on the one possible object in the room. Maybe that’s just me, maybe I’m being harsh for no real reason on these games! I enjoyed them for what they are though. They are not “Monkey Island”, but if anything, they feel like a good first pick for someone who might want to get into adventure games. “The Rob Blanc Trilogy” might not live up to modern standards, but honestly, even the MS- Pain graphics ain’t as bad as the author himself states it during the gameplay of the second title and that silly, main theme [?] tune is still suck in my head. How odd…

My honest score for the whole trilogy is 4.7 out of 10. It was decently amusing.