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Gamedev

Volcanoids – A steampunk adventure!

I’ve got a love for steampunk.
I enjoy things that clank and bang – and feeling that awesome sensation of pushing a mechanical button or pulling a lever.

I dig that.

It came to me as a great surprise the fact that I had never heard about Volcanoids before until I saw it at the front page on Steam!
This surprised me even more since Steam has been failing miserably at providing me with good suggestions for games that I’ll enjoy.

Volcanoids has a great premise.

I’m a huge fan of the Guns of Icarus franchise.
Flying a steampunk balloon-ship, firing cannons at the enemy ships and repairing damage with a huge hammer and a group of friends is solid-steel fun and the type of fun you’re able to find in Sea of Thieves as well.
Even if it was a different concept, I thought Volcanoids could be just as fun – so I decided to try it out.

Volcanoids

Volcanoids puts you in control of a mechanical contraption that works pretty much like a submarine… but on land… It digs like a mole rat!

Apparently, some mean mechanical beings have triggered several massive volcanic eruptions to sustain their own energy needs.
Those explosions destroyed villages and turned the land into a sad gray wasteland. It is now up to you to survive and explore and eventually find and dismantle the enemy’s mechanical drill.

You need to be careful though as the volcano is still active and spewing rocks and ash from time to time.
When the volcano erupts you need to run to your drill and go underground to avoid damage.

…And the mean robots are still out there.
…And they don’t like you.

Because these guys will attack you and your drill, you need to craft bullets and turrets to protect your beautiful machinery. To craft, you will need to gather materials from nearby mining sources.

Managing power supply is also very interesting. You need to bring coal to your drill and turn your systems on and off to be able to keep the whole thing running without going out of energy.
This adds a welcome new layer of complexity to the game.

Make it do things!

The game really shines when it comes to the feeling of presence and the immersion you get when you enter the drill and make it do things.
When you first start your machine all those cogwheels turning and the noise makes you feel like you’ve given life to Frankenstein. IT’S ALIVE!!!

Just like Frankenstein, this game is still missing some bolts.

We have to keep in mind that this is an early access game by a very small indie dev team. They’ve got a great concept to explore but still many things to fix or improve.

In my view, Volcanoids shouldn’t be available on Steam just yet.
It lacks polish – especially in terms of gameplay mechanics that were, in my opinion, missing.

This decision to go public this early in the project might unfortunately result in a cascade of bad and undeserved reviews by unaware or unwilling buyers.

I’m hoping that this won’t dishearten the devs into giving up on this project and move on to something else. That would be worse than a volcano covering us all in ash!

For such a small team of devs they’ve accomplished something worthy of note – it is just the many small things here and there that need improvement.

Under construction

Volcanoids
Now that’s a nuclear volcano!

The truth is that besides the obvious bug fixing that is expected from an early access game (I didn’t encounter any bugs whatsoever – and I was playing at 5760×1080 just fine!), it lacks some core gameplay mechanics and graphics improvements.

I really enjoyed building and expanding the drill piece by piece, section by section. I even enjoyed the countdown (the volcano erupts as timely as a geyser!), which, even though it isn’t very realistic, adds an urge and a sense of purpose to the game.

It would be great to have a seismographer that warns you whenever a random eruption is about to happen but, instead, we’ve got a very precise countdown which is very …predictable.

The tutorial is incredibly long as it details all of the complex crafting processes one by one instead of mixing it with quests and letting the player explore the machines by himself.

Tutorials tend to be unpolished in Early Access games and that’s okay given the circumstances. But let’s be honest, at the very beginning, Minecraft didn’t have a tutorial and it succeeded because the gameplay aspect of building something over time was easy and very captivating.

The same happened with Kerbal Space Program where the player is free to build and make mistakes without a guiding hand going through all of the processes – as long as they’re easy enough to figure out.

Making mistakes is part of the fun.

Nuts & Bolts

I felt like the knobs and bobs inside the drill weren’t as interesting as they could be.
There’s a very (unnecessarily?) complex crafting system in place but, to my disappointment, it mostly requires that you use GUI crafting menus instead of pulling levers and pressing buttons.
Most of the machines inside the drill are very similar to each other and are often times duplicated, which makes it even more confusing and somewhat frustrating to find the right one. You are able to build them wherever you like as long as they’re on the walls of your drill. This will let you organize them somewhat.

The gameplay aspect lacks some depth. You just go around gathering minerals to build new structures in your drill and destroying the enemy’s structures.
The game would certainly benefit from posing challenges to the player, like new minions, more complex quests, exploration areas and gameplay challenges.
You also get this feeling that the narrative ends when you start playing as there’s not much of a story afterwards.

Volcanoids

The control you have over the drill is very limited.
Whenever you wish to move it, a cinematic shows what’s happening from the outside.
I found out that I preferred skipping the cinematic and instead look at the inside of the drill moving around like a snake as it digs deeper into the earth.
I expected the drilling process to be riddled with clanks and bangs and shakes and smokes – it was instead very smooth, unfortunately!

To graphic or not to graphic

Volcanoids

The game looks gorgeous in the screenshots – especially the driller.
That’s the beauty of steampunk! It always looks great!

But the reality is that everything else seems a bit too simple, low-poly and jagged. Some would call it “dated” – which is a terrible tag for a new game.

This could be improved by using a different text font, a new lighting system, better resolution textures, more detailed terrains and objects or, instead, a minimalistic and innovative graphic style – which is tricky when it comes to steampunk.

As it is, Volcanoids looks above-average-good.
Not yet great – but… with room for improvement.
The unique theme makes screenshots very interesting at first glance, but in-game everything seems a bit too simple.

Multiplayer

Volcanoids

One of the features I fear the most in their development plans is adding co-op multiplayer and PvP.
From my own experience as a game developer, single and multiplayer games have two very different development cycles.
Adding multiplayer to a singleplayer game is VERY tricky and time-consuming.
They’ve got a great premise for a single-player game with a lot of work yet to be done. Allocating resources for the development of multiplayer is a risk that I wouldn’t take… although it could be fun to play with minions on your side and attacking someone else… but the game has to shine in areas like gathering and UI interactions first.

Back to the surface

Volcanoids

I won’t give a rating to this game just yet.
It wouldn’t be
fair to rate it as it is clearly still missing features.
We can’t really judge it on what it currently is or what it could become.

However, as I stated before, the game has some curious and unique aspects to it that make it fun to discover – but the player will lose interest quickly if he finds nothing new to explore. Multiplayer could be interesting but given the amount of polish and content that is still required, I’m hoping to one day see this just as a good singleplayer game.

If you’re unsure whether to get this game or not, my suggestion would be to let it cook for a little longer before trying it out. If instead, you would like to try something new then go ahead – get this one while it’s hot!

Volcanoids has a Trello page where you’re able to keep up-to-date with development and see what they’re up to. It also features a Discord channel where extremely friendly devs are regularly giving away keys.

I’ll be paying attention to Volcanoids as it could turn into something really fun in a year or so. I’ll review it again by that time!

Meanwhile, why not check out my other post about this other innovative game called Dungeon of the Endless? Go try it out!

I’ll see you underground!
-ViLa4480

Battlefield V Revive 2

There’s something weird about Battlefield V…

I’m trying to figure out what it is…
Something feels different when playing Battlefield V.

As you might have noticed from my previous post on gender wars in Battlefield V, there’s a bunch of stuff in that game that feels out of place.
Slightly strange and even awkward at times!

I know – it all sounds silly – and it is indeed hard to explain.
Battlefield V is very similar to its predecessor, Battlefield 1 (again, EA has trouble with numbering systems), but somehow …its gameplay FEELS totally different.
It isn’t easy to figure out what has changed – but something definitely did.

Overwhelming!

When playing on my first map ever someone was crying in chat:

-“This game has way too many animations!”

I thought that was laughable at first. I couldn’t figure out how that could be a bad thing.

The quantity and especially the quality of animations is one of the key factors in driving immersion in a game. Consider the effort that AAA games are putting into animation nowadays!

GTA V, Star Citizen, The Last of Us or L.A. Noire have amazing casts and technology to provide a truly credible cinematic experience.

Competitive multiplayer games have specific needs…

But I think I get it. He might even be right.
There are so many things moving, running, burning, falling, firing, exploding… down to the micro animations that each character and weapon has!

Player characters are now even able to run while crouched or lay on their backs while firing and also roll around while waiting for a revive.

It does take some time before we’re able to get used to all of that.
For a new player, it may indeed feel a bit overwhelming.

Size matters. Its… complicated.

The maps have been a concern for players since DICE announced they would add “ENORMOUS” maps to Battlefield. Many players are now complaining that they are too small and comparing Battlefield to Call of Duty. No one is ever happy!

The truth is that maps are indeed ENORMOUS …and too small at the same time!
It comes down to what maps are available in each game mode and how player respawns work. Indeed there are gigantic maps but most of the action is focused around one or two objectives and nothing else is going on on the rest of the map.
This is not entirely bad. The problem is the map layout.

The way they built most of the maps as a narrow rectangle doesn’t really entice the enemy to flank and capture an objective behind enemy lines in the Conquest game mode. Which is a good thing as it prevents massive waves of enemies from spawning behind the player.

The problem seems to be the fact that it condenses the action around those two choke or capture points. It becomes a slaughterfest for both sides.

Add to that how easier it is now to spawn next to your squadmate in the middle of a thick battle.

Maps are also uncommonly detailed with plenty of open buildings, rocks and hills, where it is easy to hide for a whole match without the enemy ever seeing you.
Yesterday I spent the whole match lying down inside a truck capping an objective and forcing the enemy to stay in that area not to lose it. They never found me.
Summit1g also did that a few days ago. He just stood there while waves of enemies went by.
Interestingly, at the same time, there are groves everywhere yet it is still terribly difficult for a sniper to get a good and clear vantage point. This pleases some and angers many.

This is actually a very light fog!


Add weather to the mix: wall-thick fog shows up quite often in larger maps.

Thick fog reduces visibility drastically and it forces players to go into close-quarters and melee combat.

Chaos ensues.

Busy bees

Then there’s the fact that there’s so much more to do now.
Starting with the new ability to build fortifications. You are now able to build sandbag defenses, barbed wire, and anti-tank barriers.
This is a cool new feature, but plenty of players die trying to build these often times ineffective defenses.

Imma build ma own fortification now!

Sure, medics are still healing and recons are still sniping.
But you are now able to find new perk packs to picking a class that are probably ignored by most players.
They certainly affect gameplay and may take some time for a new player to figure out.

As an example, Support is the only class able to build stationary turrets in specific maps but that isn’t clear to most players.

Every player is now also able to revive squad members – but medics do it faster and can even run faster IF they equip the Swift Effort perk AND tag a wounded soldier.
We’re not just talking about class-based effects, but combat perk packs that affect how a class performs.

MEDIC!!! I mean.. Squadmates!!!

Having so many new perk options makes the game smarter.
Not everyone appreciates these changes, however.

Personally, I don’t dislike them, but information is lacking when you first start to learn to play with these classes – there are many of them – and indeed they do feel very different to play with – starting with the weapons.

Bang bang!

Weapons feel incredibly different from class to class. Many people complain that medics have water guns and that support isn’t able to use their LMGs to actually kill enemies – instead only able to lay down suppressive fire.
I feel like that’s actually a good thing in disguise.

Even though it is frustrating to play as a medic and not be able to kill the enemy in front of you most of the times, it forces players to focus on their class abilities. In this case, healing and reviving players.

Laying down suppressive fire still feels pointless – and you won’t last long until a sniper gets to you. It only works well in choke points or bad weather where there’s too much going on before a sniper scope finds you.

All these factors only add to the complexity of learning the quirks of the game. It overwhelms new players and it justifies the frustration that many complain about.

Something Fishy…

There’s also something very strange going on with close-quarter combats.

My ping isn’t high, but it seems like I always lose very close quarters 1-on-1 gunfights.
I’m not missing any shots – but somehow I never get to kill the enemy. As if their weapon fires more rounds in the same amount of time. Or if they started firing before me, even though their animation didn’t start before I shot.

Other players complained about this as well.
I’m convinced that this has to do with packet delay management or lag compensation for large numbers of players. It feels unfair quite often.

Above all else, the game has a very different pace.

I’m pretty sure it comes down to the aiming system.
In Battlefield V it seems to be harder to aim properly until you get used to the way it works.

I don’t think I’ve ever seen such a complex aiming options menu.
You can actually go into detail by adjusting the aiming speed according to the zoom value of your weapon!

Battlefield V - Aiming sensitivity options according to sight zoom levels
Aiming sensitivity options according to sight zoom levels

There are also other options that I’ve never seen before in other FPS franchises like “Soldier Aim Ratio” or “Uniform Soldier Aiming”. They include lengthy descriptions that only make it more cumbersome to understand.

The truth is that this only makes good players better and newbie players worse – as most new players don’t even know how to adjust these settings properly. This leads to newbies calling out good players as cheaters and a lot of bad vibes in chat and frustration to both sides.

Hide. Think. Act.

I REALLY like to have additional complexity in games. I like to feel that my skills and battle sense are progressing over time. But I think that, in the end, Battlefield V is not as newbie-friendly as other previous games.

Enjoy the countryside!

Last night I had a great run.
I was determined to figuring out how to play Battlefield V properly.
I decided to take a more relaxed, counterattacking stance. If someone fired at me I would… Hide. Think. Act.

I wasn’t going to run towards the enemy nor would I shoot as many bullets as possible at them. I realized that two shots to the head or three to the body were all it took for my weapon to kill.
So I started being more mindful of my presence and taking aim before firing or revealing my position.

Aha! I became the top player in most rounds!
I think I may have figured the key to succeeding in Battlefield V.

Something different, something new

In the end, it feels like there’s definitely some balance to do and a learning curve that most players aren’t used to from previous games.

It is hard to understand exactly what to learn and how to progress… 
But, there’s light at the end of the tunnel if you manage to relax, learn and enjoy the game for what it is, without expecting it to be something else.

Instead of becoming frustrated, I’m actually enjoying the game now!

If you liked this post check out my previous one on Battlefield V’s clubfooted gender wars or how I became an Undead Pirate in Sea of Thieves (funny).
…Or instead subscribe to my blog to receive monthly updates on any new posts! 😊

P.S.: DICE fix the PIAT damn it! It is NOT to be used as a shotgun!

I’ll see you in my squad,
-ViLa4480