The Generation Game: A Rogue Legacy Review

— This is a spoiler FREE review. Only characters are mentioned. 

For generations, my lineage has battled that monstrosity – the castle defeated each and every one of them, leaving their descendants – their children – to take up the blade in their place. Nobody could understand where it’s strength had grown from, only that it was inhabited by beasts of terrible and ancient power. Now, I have slain those four presiding creatures; I – the 95th warrior in a long line to be tossed willingly into the fray. I stand before great golden doors, which no doubt seal away the most unimaginable evil of them all – but I must not fail. Thousands of years of training and experience, handed down throughout my family, have trained me for this. I shall not fall. This… This shall be my Rogue Legacy.

It stands as testament to how well built and truly engrossing a game is when you find it difficult to tear yourself away from it long enough to write a review that, honestly, probably won’t do it enough justice. Such is my feeling for Rogue Legacy, the latest game from Cellar Door Games, a self-declared roguelite action platformer – a game that, for the past few days, I’ve been struggling to find words to describe.

For those of you unfamiliar with the roguelite tag, it is derived from the term “roguelike”. Roguelike commonly features aspects such as level randomization and permanent death – a good example would be another game I reviewed recently, Don’t Starve. Roguelites, on the other hand, differ in that they do not feature permanent death in the same manner, but rather only a temporary death or some form of “other” life. Rogue Legacy tackles this issue by allowing you to be “reborn” as the descendant of the last character you played as. You may inherit some of the traits of your parent, but your progression throughout the randomised castle is lost – you retain only your gold which you can use to purchase gear and upgrades which consequently stick with each of your characters as they die and get picked up again as their son or daughter. Its a delightful mechanic that means you never really “die”, you simply shift perspective.

The story of Rogue Legacy is somewhat built around this mechanic, too. You begin the game (and play the tutorial) as a knight. The knight visits the castle in hopes of finding a legendary cure buried deep within that can save the king of the land from a fatal wound that will eventually kill him. Although you see very little of this knights’ story after the initial first few minutes (and to avoid spoilers I’ve cut most of it out), you discover a total of 25 journals scattered throughout the castle randomly that tell of the horrors and battles the knight faced in order to find the secret and come face to face with the truth. It is a truth that you, after besting the game’s four area bosses, will have to come to terms with too. Its an excellent line of narrative too – there only for those who care, but deep enough to drag you in if you do.

One of the many journals that narrate the game throughout.

The base concept of Rogue Legacy is very simple, and – I feel – can be described in four words;

  • Try
  • Die
  • Buy
  • Repeat

You see, Rogue Legacy isn’t a game that you can simply run head first into, slaying all four of the bosses immediately, and claiming your victory after two hours of playing. In fact, any of the four bosses are quite likely to massacre you at first – and you will die. Oh, you’ll die over and over. But death, as stated above, is not the end of your lineage. The gold you’ve earned carries over, used to develop a slightly stronger character, with whom you can tackle the castle again. It slowly drags you in; every single time you leave the castle with 1,000 more gold than before, or manage to get that piece of equipment you’ve been hunting forever, you get dragged deeper – because Rogue Legacy might not be a game you can win in a few hours, but its also a game you can’t put down either.

Each character you play with has their own class, magic spell and trait(s), which can lead to quite the humorous experience if you wind up with specific mixes. For example, a mage who has daggers as their spell but is Ambilevous will cast their spells backwards, making them effectively twice as difficult to land. A barbarian – characters that deal lesser damage but have vast HP stores – may wind up with Dextrocardia, which means their HP and MP bars are switched. All of a sudden, you’re a barbarian with 200HP, but with a mana pool bigger than most mages. Or perhaps you’ll draw the short straw, and simply wind up playing the game upside down, or in black and white? Some traits are beneficial, some are detrimental, and some are just plan whacky – but half the fun is trying to overcome these traits in order to amass the most gold possible every single run.

An extensive upgrade tree ensures incredible replay-ability – and there’s even a little surprise for those who reach the top of the castle…

Its because of this whacky variation in traits and classes that Rogue Legacy never quite feels like the same game each time you play it. I may jump on and play a game as a trusty Paladin with no bad traits or defects – sturdy, reliable, and always ready for a long castle run – and wind up hitting 40-50,000 gold in a singular run, but then the next game get stuck with a mage who has Dwarfism and Alzheimer’s (which removes the map completely) and die in the second room because of a particularly brutal mob of monsters. This variation really helps to pump some great life into the game – if you feel like changing it up, just pick a class you don’t normally play (out of a choice of three random classes when you die) and see how far you can get before the castle overwhelms you.

While we’re on the topic of enemies – they vary vastly in appearance, size and lethality. You may find you slay the mighty Grey Knights with no trouble whatsoever, but just when you think you’re safe to plunder another room with just 100HP, that picture you thought was simply hanging there harmlessly will spin around and kill you in one hit, ending your spree. Here-in lies my one grumble with the game, too – some of the enemies are capable of shooting a stream of projectiles your way, and on later difficulties and stages, the game changes from an action-platformer into a bullet-hell from room to room. I’ve been in areas where I’m struggling to just find a gap between the hail of projectiles being fired at me from every angle – it certainly adds some strategy to the game as you have to think about which enemies you eliminate first, or which character’s capabilities might best suit certain challenges you face, but it can get a little grating when every room presents you with a swift smack in the face from varying projectiles.

Uh yeah… Your guess is as good as mine as to what’s going on here.

So you may glance at the picture above and think “How on earth can you enjoy this, Fully Avenged?!” – well, I’m not a sadist, that’s for sure, but I can tell you there’s something incredibly satisfying about clearing your way through most of the dungeon, getting that boss down to 25% of his health, only to watch your character crash and burn, the blade of his sword buried in the earth before you and the villainous boss laughing as you die, only to pass on your worldly belongings to your descendant. Why? Because you know if you’d just had that one more strength upgrade, or that one better piece of armor, you probably could’ve cracked it – you would have defeated him. That’s the thought which drives Rogue Legacy home, and as simple as it may seem, its kept me hooked for well over 20 hours of game-play.

So you spend 10 hours working your way through the four bosses, you thwart them and move on to the final boss. You annihilate him, and watch the credits roll before seeing the end-screen telling you how many children you lost in your crusade and how long it took you. Game over, right?

Wrong.

Rogue Legacy introduces New Game+, which introduces several new gameplay elements which drag you right back in again. For one, you can find those higher, more sought-after pieces of armor that you’ve been looking for, and you’re going to want them, because the difficulty of the game gets bumped up every single time you complete a New Game+. Yup, they keep stacking. You also get a % increase called Bounty on how much gold you earn, which increases every-time you complete a New Game+, allowing you to continue upgrading and competing with the increasingly difficult game. I’m sitting at New Game++ right now, and I cannot wait to continue onward until I eventually hit the cap.

Every time you think Rogue Legacy is about to slip up and release its grasp on you, it shows you a new piece of gear, just across that enemy littered hallway, or a fairy chest which typically contains shiny new runes to improve your character even further. “You want it. You know you want it”, it will whisper, and you will answer, because hording and gathering becomes like crack in this game, and its the only way you’re going to nail those bosses time and again. Let yourself slack for five minutes; let yourself get comfortable, and think you’ve finally worked out how to beat the enemies and speed-run it, and the game will swallow you whole. You will die, you will learn, you will adapt. Such is the way of Rogue Legacy – but it does it so well you can’t help but go back time and again for more.

My final statistics for my first play-through of Rogue Legacy.

It took me 95 characters; 95 playthroughs before I cracked it, and god knows I can’t wait to get back to it for more. There are still classes I’ve barely scratched the surface of, and I know that Rogue Legacy will rise to challenge me time and time again, presenting me with new challenges, bosses that are stronger than ever before, and a castle that will destroy me at every corner given half the chance.

When it boils down to it, though, my story at the start of this article is just one of potentially millions. I spent most of my play-through as the barbarian and hokage classes, but I could just as easily of been a mage, or an assassin, or a lich. All of these options are available, its just up to you to find which one does it for you.

After all, this isn’t an adventure into the unknown; this is a journey you will fight with countless ancestors behind you, until you finally slay that final boss in the name of every character that’s came before and failed. This is much more than just a fight to the end.

This is your Rogue Legacy.

Should I play this title?: Yes. Rogue Legacy is addictive, charming and timeless in the best possible way.
Most appealing quality?: The way it constantly drags you back in. I haven’t been able to put it down since I started.
My personal rating: 10/10. Some occasionally irritating bullet-hell-esque rooms are not enough to drag this gem down. Flawless.
Price at time of writing: You can pick Rogue Legacy up from Steam for £11.99/$18.38. Alternatively, you can pick it up direct from the developer’s website for £9.78/$15. UK citizens should be aware that banks may charge additional fees if American/Dollar transitions are made through their bank accounts.

Rogue Legacy is a roguelite action platformer by Cellar Door Games, available now for PC.

Thanks for reading this post! If you enjoyed it, remember you can bookmark this blog or follow me direct from a WordPress account. Alternatively, you can follow me on Twitter here for updates.

If you have any comments, post them below or get in touch via Twitter.

The Steam Sale is Finally Over! – Quick Update from Me

Well, the Steam Summer Sale is finally over for another year, and I just thought I’d take this occasion to let you guys know what I’ve been up to. First of all, I hope you all had a great sale and nabbed yourself some great games – I’ve certainly picked myself up quite a few, and I think the way its currently looking, I’ll be set until the Christmas sales!

Now that I’ve managed to fill my library out some more, I’m hoping to bring you guys all sorts of new, exciting content over the coming weeks. I want things to be fresh and interesting for all of you reading, so its difficult for me to define what’s worth talking about and what isn’t (which coincidentally is also why I really appreciate your feedback via the comments and Twitter), but I’ve played a few new games that I’m really excited to do some dicussion/review on, and I’m hoping you guys will enjoy it as much as I enjoy bringing it to you.

I’m currently playing through a few of the games I nabbed on sale, as I dislike going into reviews/editorials/other pieces without fully knowing what I’m talking about, but you can expect an article from me in the very near future. I’ve also been talking to a few Indie developers, and I’ve got some really exciting stuff going on right now, so I’m really hoping I can bring you more content from the Indie Workshop soon!

In the mean-time, some of you guys have been hitting me up on Twitter and letting me know what sorts of games you have been getting hold of and playing during this most exciting time of the year. I’d love to hear more from you guys about what you’ve been enjoying, and I’m always up for a chat, so feel free to drop me a tweet or comment. I look forward to hearing from you!

Thanks for reading this post! If you enjoyed it, remember you can bookmark this blog or follow me direct from a WordPress account. Alternatively, you can follow me on Twitter here for updates.

If you have any comments, post them below or get in touch with me via Twitter.

Update From Me – A WIP Header/Banner

EDIT – Feel I should mention, for the person that helped me created this, he is also a TL;DR type of guy, so I am keeping this post shortened dramatically just for him. I hope you enjoy Jim, thanks so much for your help!

Hey guys, a very, very quick update from me.

A good friend of mine has been working extremely hard with me to try and create a banner that we can begin to build upon. Currently, the banner we have is something I’m extremely happy with, and if we can’t find something we like more (working with effects and other things currently) then it shall remain my banner as it is excellent. However, we’re still panning out ideas so – for now, at least – this is still a WIP (work in progress).

I’d just like to take a moment to thank James (said friend above who’s helped me with all this). He doesn’t use Twitter and I’d rather not post his second name/Facebook, but without him this wouldn’t be possible, so a huge thanks to him.

If we don’t make anymore changes, this shall indeed be my header going forward. Your opinions are very much appreciated. As always, its one more step towards making this blog that much more visually appealing and something that (hopefully) everyone can appreciate.

Until next time everyone,

– FA.

Updates to the Blog; Twitter and More!

Hey everyone, Fully Avenged here with just a quick update for you today.

Hopefully some of the work I’ve put in to making the website look that tiny bit more fancy might be making itself evident – if you glance over to the right you should see a lovely new Twitter feed staring back at you, this allows you guys to see what I’m up to over on Twitter, with things such as discussions with Indie developers and my general posts regarding updates and sales.

I’ve also added two more features to improve website accessibility and make everything a little easier to get around. Firstly, a Categories drop-down which allows users to filter out articles depending upon what they’re about, and also an Archives section which will allow you to jump between months and see what I’ve posted since the blog began. Right now I’ve only been posting for about two months, but the longer the blog goes on the larger and more beneficial the Archives section will be, so I’m hoping you guys will reap the rewards of it being there.

For the time being these features have been added as a matter of accessibility, and unfortunately my design options are rather impaired by the fact that CSS is a premium-only feature which I can’t quite afford at this time. I hope that the accessibility side of things makes up for the fact I can’t customise them exactly how I’d like, but I will be looking into mediums to improve this in the future.

Hope you enjoy the new features guys, and remember as always, if you want to hear more updates from me and get regular updates on my blogs and articles, you can always follow me over on Twitter.

Until next time!

– FA.

Indie Workshop #1: 2x0ng Review

Welcome to a new series here on my blog titled Indie Workshop, where I take a look at some of the games of aspiring Indie developers and give them a honest review while also attempting to give them a little exposure.

This series will be very dependent upon the requests I receive from developers regarding their games, and the Indie games I can get my hands on, so they may not be as regular as some of the other features I have on my blog. That having been said, I truly encourage you all to get involved with the Indie games featured here and check out the developers – they work long and hard to bring you what potentially may be the next generation of video games, so its worth your time supporting them!

Blast from the Past – A 2x0ng Review

2x0ng is the creation of sole developer David O’Toole, who since 2008 has been creating Indie games for the PC platform, with his most popular being Xong, and its sequel, 2x0ng. 2x0ng is a amalgamation of sorts – its sort of 20% shoot’em’up, 60% puzzler and 20% adventure game all rolled into one retro package. For the efforts of just one man, it ain’t half impressive.

The main premise of 2x0ng is this; you are a robot-like being, who carries with them a squareball. Around you, scattered in each level, are several coloured blocks which when destroyed with your squareball allow it to change colour. By changing the colour of the squareball, you can then proceed to remove forcefields of the same colour. While you’re attempting to do this, a vast array of baddies will be doing their best to stop you, from a humble orb shaped being that simply floats menacingly towards you, to a octopus-like alien which shields itself and tries to occasionally blast you with light. The variation on enemy and level design is quite something for such a small Indie game.

If it looks confusing, that’s because at times, it can be.

In regards to story-line, there’s actually very little to 2x0ng, and I personally believe it plays in its favour. It makes me recall many of the first video games such as Tetris and Pacman – sure, you didn’t have any clue why the heck you were a little yellow ball going around mindlessly consuming everything, but it didn’t really matter – you did it because it was fun, and in the same vain, you destroy coloured blocks to access a portal in 2x0ng because, well, its fun. There is a slight story for the player at the end of the game as a sort of reward for managing to complete all of the game’s 16 levels, and it does a great job of rounding off the game, but apart from that, there’s little in-between, and I don’t think 2x0ng really needs it, either.

The main issue, unfortunately, is that I’ve just given you more information than I knew tackling 2x0ng for the first time. I actually had very little understanding of what to do and had to directly contact the developer in order for him to inform me that CTRL+H displays a help message. This does actually appear at the top of the screen briefly, but its easy to miss. If you’re going to set out a direct objective with little or no story, its very critical that you at least give your player-base some guidance – I died the first time because I had next to no clue what was actually going on, apart from that my square could kill enemies. For now its a little rough, but David has assured me that he plans to create a much more streamlined help system and a tutorial through which players will be able to learn the ropes – so lets hope that’s only a temporary issue.

As with many of the retro games of years gone by, 2x0ng is hard, and designed to be that way. On certain levels you’re flooded with enemies as you make a desperate attempt to escape via the portal, and if you die once, you’re forced into starting over again from scratch. While this may seem like a downside, I actually found that once I understood the premise of the game, and knew what I was doing, I couldn’t stop myself from trying again, and again, and again. You have to give kudos to an Indie game developed by just one individual that’s capable of drawing you back in like that.

One thing 2x0ng gets absolutely perfect, though, is the soundtrack. You can really tell that David has put a lot of time into the way this game sounds while you play it – it suits the retro theme of the game down to the ground and it really helps you to feel that much more immersed in the game itself – which is a mean feat when you’re trying to get immersed in a game with next to no story, but 2x0ng pulls it off with aplomb.

The game is colourful and vibrant, its quite the feast for the eyes.

In general, the game is presented quite well. It has an introduction screen (seen at the head of this blog), and the visuals are generally very pleasing on the eye. Although 2x0ng uses a vast array of colours, somehow it manages to steer clear from some of the more eye-warping ones (such as red on blue) and generally shows itself off quite nicely. The whole game is wrapped into a nice package and I really wish that a tutorial/help system had been present at the beginning of the game to give players an easier progression and to better understand what their goal would be.

Don’t get me wrong, 2x0ng is by no means a triple AAA title, but then its not trying to be. Its humble in the most quaint of ways, and once you get over understanding what the premise of the game is actually all about, it turns into a really enjoyable affair that you just can’t seem to tear yourself away from. Its a diamond in the rough right now, with still a fair bit to do before it can be considered 100% perfect, but David is working tirelessly to make sure the game is as functional as possible, and I think with a bit of work it could really become a retro masterpiece. It has the charm to pull it off, and god knows its addictive.

I personally feel as though 2x0ng is really only at the beginning of its adventure, and that David has a real good game in front of him once he works out the kinks. Give it two or three years, and I can easily see 2x0ng sitting on your Smartphone equivalent, or being a downloadable game that everyone can enjoy. There’s nothing wrong with 2x0ng right now – god knows I finished it and had a thoroughly good time doing so – but I still feel there’s so much potential left for a really great game that will probably be misunderstood by many.

In the light of things, 2x0ng is a wonderful little mixture of genres smashed together in the most brilliant way, all by one guy that has his heart set on bringing retro gaming back into the limelight – and that’s the most brilliant thing about 2x0ng;

When I played it, I felt as though “retro” had never really gone away.

Title of Indie Game: 2x0ng
Most appealing quality?: Its die-hard nature and quirky mechanics. 2x0ng really is something a little bit different.
Most disappointing quality?: Lack of any real tutorial and the occasional glitch (to be expected with a small Indie title)
How much did I play?: I finished the entire game, and saw the ending.
How much does it cost?: 2x0ng is currently available for free.
Where can I find it?: 2x0ng can be downloaded directly from David’s website. It can also be found for free at Desura.

2x0ng is a puzzle shoot’em’up adventure game created by David O’Toole, available now on Windows, Linux and Mac. You can follow David and his progress on 2x0ng and all his other projects directly via his Twitter. An article regarding incoming updates and plans by the developer can also be seen here.

All reviewing content is used with consent of the developer.

Thanks for reading this post! If you enjoyed it, remember you can bookmark this blog or follow me direct from a WordPress account. Alternatively, you can follow me on Twitter here for updates.

If you have any comments, post them below or get in touch with me via Twitter.

A Night in the Woods: Don’t Starve Review

Ahhh, the great outdoors. The fresh air, the picturesque sights; free of any noise and pollution, just me, myself and I, enjoying a singular moment with nature. Well, me and that pig in the house over there. Oh, and those bees that chased me off earlier… And… Did that tree just move? Oh dear.

Let me begin by saying that rather than hold your hand on a whimsical journey through the forest, Don’t Starve would rather rip said appendage off and leave you all alone, limbless, to fend for yourself. This game is brutal, and I mean brutal as in you’re dropped in the middle of a wood somewhere, with absolutely no equipment, no tutorial, no information as to what the hell is going on, and all you’re told is this: don’t starve.

If you like a tutorial with your games, something that tells you “push A to do this” or “mash Z to fire that”, I’m afraid Don’t Starve doesn’t really indulge in your desires. Outside of the small hints the game gives you with what components you need to build certain items, the game really does expect you to go at it on your own. This is absolutely fine if you’re the sort of person that is used to playing a game like this – I’m looking at you guys out there who start a game on the hardest difficulty with absolutely no assistance at all – but for the rest of us out there who like a little bit of a casual beginning, it can be a little bit daunting to find out you’re really not getting any help with this adventure of yours.

While we’re on the point of casual, maybe we should look at this in a little more detail. I don’t mind things being difficult (I can put my big boy pants on when I need to!) but sometimes a game gives you such little direction it verges on insanity. Let me share with you a moment from my first play-through – I had little clue what I was doing, but I figured I should probably gather some of the items from the nearby environment. This carried me so far – to my 3rd day, in fact. Surviving two nights, I felt relatively comfortable to stray a little further from what I had established as “base camp”. I stumbled upon a nest, with a rather pretty egg sitting inside it. The hoarder in me told me I must have it – and two minutes later I’d discovered why it sometimes wasn’t wise to take things that didn’t belong to me. Thus came my first in a long line of deaths, and in any given AAA title, picking up that egg may have resulted in you promptly to the “continue?” screen, but not so with Don’t Starve. You die, you lose everything. It is brutal. I feel I should keep reiterating that point.

This attractive lady introduced me to the harshness of Don’t Starve’s world.

One thing that Don’t Starve delivers in spades is subtlety. On my current play-through, I spent a good deal of time just wandering without any specific base, munching on anything I could find to stop myself from spiraling towards that inevitable fate of starvation. One of the things I had chosen to eat was a variety of mushrooms I’d found laying about – they were colorful, and they looked like they’d do my character a whole world of good. In fact, they healed me by an acceptable amount and helped to fend away the hunger that bit longer, plus it wasn’t like I could afford to be picky. It wasn’t until a few days in I realised my sanity was steeping towards the side of dire. It was only then I realised that the mushrooms, while restoring my HP, were slowly making me go crazy. In an absurdly intelligent manner, Don’t Starve teaches you a lot not only about the world Winston, the protagonist, inhabits, but also about the one we’re living in right now. Don’t always take things for face-value, it might wind up screwing you over at a later date.

For those unfamiliar with the premise of the game, while “don’t starve” is essentially the main goal of the game, you also have a HP bar and a sanity bar. Losing all of your health inevitably leads to your death, while your sanity bar draining means things begin to blur and you slowly steep further into insanity, to the point of hallucinating. Its a harrowing experience, but it makes the survival aspect of the game that much more brutal (you knew it was coming, folks).

The clock (very top), sanity bar (top), hunger bar (left) and HP bar (right) are really all that matters in the world of Don’t Starve.

One of the risks with a survival game like this is that fingers begin to get pointed – the comparisons to Minecraft, Terraria, and other games of a similar style begin to get thrown around ad nauseum. However, there’s something just that little bit special about Don’t Starve; its that special kind of strange and weird – the most beautiful kind. Pigs live in houses and you’re forced to live in the woods. There are nods to “people that have come before” dotted all around, such as skeletons, and regardless of how full the world actually is, you never really stop feeling helpless and abandoned. Its magical, really, in a twisted sort of way. Minecraft might have creepers and the occasional spider, but literally everything in this world is trying to kill you, and honestly, most of the time it doesn’t do a half bad job of it either.

Now I know at this stage you’re probably wondering if it really is as hard to survive in this game as everyone makes out – the answer is yes. One thousand times yes. The reason I’ve been using the word “brutal” religiously throughout this review is because it is the one word I can honestly think of that fits the world of Don’t Starve better than any other.

If you’ve gone into the game head first and don’t set up a basecamp soon? Well, you might last 5 days if you’re lucky. Got a little bit of knowledge after dying a few times, realised a fire pit is quite critical to survival? You might last 15. But the magnificent thing about Don’t Starve is that it doesn’t just throw one challenge at you and once you’ve overcome it, that’s endgame. Every time you think you’ve got it cracked, the game throws another curve ball your way. Its ruthless, but damn, is it fun. There’s a learning curve to the whole thing that just makes it an excellent experience, because dying doesn’t mean you’ve lost – it means you’ve learned more for the next time you play.

Yeah, even your own fires can bite you in the ass.

In a world of games that take you by the hand and lead you through every single tunnel-vision level they have in their repertoire, Don’t Starve is truly a breath of fresh air and isn’t afraid to push the boundaries. This is a game that exhumes so much ruthlessness and depth that it really is the first game I can say that dying is a learning process. You lose absolutely everything when you die, and although your physical possessions and progression are gone, the experience you’ve gained is not. In a word so desperate to end you, experience is really all you’ve got to keep you going, and y’know what? That’s beautiful, because the depth keeps you going with that experience constantly. Two hours into the game I managed to get my hands on the science machine, and really felt like I was beginning to get somewhere. Then the game dumps a set of new challenges on me, and I discover I’ve only really scratched the surface, even though it feels like I’ve been trying to survive forever.

I played Don’t Starve for a fair amount of time before dropping this review, and regardless of that I feel as though I’m doing it a disservice because I’m not really sure how much experience is really “enough”. The game rewards your efforts at survival with new characters, packed with their own traits that makes surviving that little bit more interesting, and every corner you turn around, there’s a new pitfall waiting for you.

In the end, I suppose everyone will have a different experience with Don’t Starve. Its a game that is relentless to the core, but rewards those who keep persevering regardless. From the first time I took an egg that didn’t belong to me, I realised this was a game that wasn’t going to take it easy on me – and that sometimes its rewarding to have your ass kicked.

Don’t Starve will eat you alive – and you’ll love every single minute of it.

Should I play this title?: Yes. Don’t Starve offers up a unique challenge and a depth I’ve not seen in video games in quite some time. Although if you’re not a fan of difficult games, it might not be for you.
Most appealing quality?: The feeling that you’re never anywhere close to finished. Nobody likes a game that’s over before its even begun. Don’t Starve will be rewarding time and time again.
My personal rating: 9/10. A cheeky 1 point knocked off because I feel the only thing that could make Don’t Starve potentially even more fun is co-op mode – two friends working together (or potentially fighting) for a stark lack of resources is an incredible opportunity that I unfortunately feel was missed here.
Price at time of writing: Don’t Starve is currently available at 20% off in the Steam sale for a reduced price of £9.59 – snatch it up while you can. Normal price is £11.99.

Don’t Starve is a survival adventure game by Klei Entertainment, available now on Windows, Linux and Mac.

Thanks for reading this post! If you enjoyed it, remember you can bookmark this blog or follow me direct from a WordPress account. Alternatively, you can follow me on Twitter here for updates.

If you have any comments, post them below or get in touch via Twitter.

Steam Sale is Happening Right Now! – Update from Me

DOUBLE EDIT – Little Inferno is currently on Flash sale for only £1.74, which is definitely worth picking it up for that price. Only lasts another 6 and a half hours – get on it while you can!

EDIT – I said I’d keep you guys updated with prices in-case any of the games I’ve reviewed go on sale:

Thomas Was Alone is currently sitting pretty at £1.59 (down from £5) on Steam right now. If you haven’t played it, buy it right now. You won’t regret it. Read my review here.

No update on 400 Days/Little Inferno so far. I’ll try to keep you posted.

Just have to let you guys know, two fantastic Indie games, “Ben There, Done That” and “Time Gentlemen, Please!” are available in a bundle right now for 29p. That’s right – twenty nine pennies. Even if you don’t like point-and-clicks, you’d be silly to let that go. BUY BUY BUY!

Hey guys, the Steam sale is rolling out right now, I hope you’re all enjoying it so far! Unfortunately things are still a bit… Creaky, with Steam at the moment, so I’m going to give it a little while before I consider purchasing anything. I’d recommend you do the same!

Just as an update, as I’m sure everyone else is doing, I’ll also be mulling over the sales today and potentially picking one or two games up, so don’t expect too much in the way of an article from me tonight. I KNOW, I KNOW, I said I was going to get something to you, but you guys can forgive me for just one day because of the Summer sale, right?

If you guys are looking for some excellent coverage of the Steam sale and fancy something to read, Shane Roberts from Kotaku has got you covered with an excellent article on the sale. Check it out here.

Enjoy the Summer sale everyone, and spend wisely!

– FA.