Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I'm also the author of the "Game Design Deep Dive" series and "20 Essential Games to Study"
The indie showcases highlight the many dev-submitted games and demos play on Game-Wisdom. If you would like to submit a game for a future piece please reach out.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Revita is another action roguelike to come out of early access recently. And while it does feel like a greatest hits collection of action roguelike mechanics, the game’s principal twist does separate it from the pack but does so in a polarizing way.
Rebirth
The story of the game follows a young boy who keeps waking up in a mysterious tower that he is forced to climb. Standing in his way are various monsters and creatures that represent the stages of grief, hinting at some earth-shattering secrets going on. The basic gameplay involves running, jumping, shooting, and dodging enemy attacks on procedurally generated floors. While the game features set room layouts, what enemies can spawn is entirely random per area/biome.
As with any action roguelike, you’re going to find a number of items that can change how your character behaves and do damage. The first twist of the game is that your health is also your currency. Shops, shrines, treasure chests, and other things will require you to sacrifice your health. As you kill enemies, you’ll accumulate souls that can be transformed into more health or give you more of a health pool.
The sheer number of unlockables is extensive, and I haven’t seen a pool like this since The Binding of Isaac. The different varieties of items can lead to crazy runs, but your skill is still going to be the main factor. As you play through the game, progressive difficulty unlocks will increase the difficulty of runs and add in new modifiers to deal with. Where the game goes with this is somewhat original for the action roguelike genre.
A Difficult Story
For most games, the progressive difficulty is simply there for expert players who are done with the story and just want to keep pushing up the challenge. With Revita, the difficulty is part of the story. Once you get to difficulty level 5, the game will challenge you to perform a specific task to move the story along and unlock even more difficulties and levels to play. This is like The Binding of Isaac which had its share of secrets and additional content. However, you cannot even get anything that would be considered a real ending without raising up the difficulty.the progressive difficulty provides a lot of replay value for people who want the challenge
For those that do manage this task, they will find even more difficulty levels, secrets, and harder challenges to go after. At the time of writing this review, the developer has changed the conditionals for the first set of challenges, which is good due to their difficulty and RNG messing with it. However, if you find that unlock to be difficult, the game has far more in store, and while this does leave the game with plenty under the surface to find, I don’t know how many people are going to be motivated this way.
Pushing Through the Pain
Revita reminds me a little bit of Spelunky 2 and how there is more going on for expert players than there is for casual/core ones. While it does feel nice to know that there is a lot more to this game for someone like me, I do question if there’s enough to motivate someone to make the trek up the difficulty ladder.
The problem is that unlocking the many secrets to Revita is not just about getting good at the game, but also figuring out the conditions for its secrets and being able to execute it with randomly chosen items showing up each run. The base game, or level 0 of difficulty, is on the easy side compared to other games in the genre. If someone plays, beats the game and thinks that is it, they’re going to leave disappointed.
Even with the number of difficulty settings that you can unlock, and there are plenty, the base path through doesn’t feel like there is enough variance in the same ways as Hades or The Binding of Isaac. As with Hades, your starting weapon dictates a lot about how you’re going to be playing over the run. However, where Hades has the different god buffs, or The Binding of Isaac has items that radically change your build, Revita doesn’t have that many that would be considered that run-affecting. In total, there are five main biomes, and two variants of two of them that you will do per run. I’ve found that I was relying on the same basic strategies each run and that they were working.
From an expert standpoint, trying to get through challenges hitless can be frustrating as screen shaking, the camera zooms, and the bullet physics themselves can make it hard to gauge dodging. The bullet physics in the game varies from linear directions to those that have their own simulated physics to them. There were times due to the rng of how bullets behaved that there didn’t seem to be a safe way to dodge them.
One of the more annoying aspects of Revita’s progressive difficulty is that several levels introduce elements that increase the duration of the runs. By the time I was hitting level 10+, a single run would take about an hour, with the combination of the lack of variance, started to wear thin for me. I think I would have preferred fewer difficulty settings but make their differences more pronounced. Some, like increased bullet spawn and enemy speed were a big deal, but it took until shard 14 before I started to see more interesting ones that affected things.
Continuing the Cycle
Revita has a lot of charm to it, and the game makes use of a variety of action roguelike mechanics and systems. If you’re hoping for an example that radically changes the formula in the same way as Hades did, then this game doesn’t go that far. If you’re a veteran of the genre looking for another challenge to dive, or climb, into, then this is a solid entry for the year.
This was played with a press key provided by the developer.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
With all the indie games I play these days, I tend to have to double up with my showcase videos I edit this week. This means more indie games for you to check out.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
It’s time for another indie game showcase, highlighting the many dev submitted games and demos I play . If you would like to submit a game for a future piece please reach out.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Shadow Warrior has come a long way since its original release in the 90’s, and then a reboot in the 2010’s. Violent, over-the-top, and crude, are some of the words you could describe the series. When studio Flying Wild Hog took over development, we saw games that attempted to mirror the FPS at the time. Shadow Warrior 2 felt like an extension of the looter shooter aspect of Borderlands and for me was an underrated hit. Now with Shadow Warrior 3 we have a great, albeit not that memorable third game in the trilogy.
Wang Chung
Our story finds the infamous loudmouth Lo Wang depressed after freeing a dragon at the end of the second game that has led to the apocalypse. Without any other option, he must team up with his nemesis Zilla to make one last play at saving the earth, and making as many references, “wang” jokes, and cursing as possible.
Right off the bat, there is good and bad news about Shadow Warrior 3. With this iteration, the developers clearly have been playing Doom Eternal and studied the idea of “push forward” combat. Wang is as agile as ever with the ability to dash, wall-run, and double jump around arenas. There is only one ammo type and whatever gun you are currently holding will get pickups. Shooting enemies will make them drop health, using your katana to kill them will make them drop ammo. You can also use your chi blast to send enemies into obstacles.
The idea of turning combat encounters into playgrounds of death has been made fully realized in Shadow Warrior 3. There are always explosive barrels ready to be shot at to cause area damage. Many areas feature environmental hazards like buzzsaws that can be turned on to deliver quick kills to even the strongest of enemies.
Like Doom, you can perform glory kills on enemies to instantly kill them, but there are two differences. Your ability to finish off enemies must be charged up by collecting orbs off other enemies, and there are three tiers of charge that correspond to the different enemy types. When you finish off a larger enemy, you get the same cutscene each time and get a limited-time exclusive weapon that you can use to turn the tide of combat. The gunplay in Shadow Warrior 3 is on point, with every weapon sounding meaty, delivering all manner of death, and can be upgraded using upgrade orbs found or unlocked by completing challenges.
This all sounds great and would put Shadow Warrior 3 on equal footing with some of the better FPS released in the last few years, however, there are a few things missing that could be a dealbreaker.
Sliced Away Systems
One of the major aspects that made Shadow Warrior 2 so different was the integration of looter-shooter aspects from games like Borderlands, and it turned the game into an almost FPS Action RPG. I found it compelling, not without some missteps in terms of itemization, but something I wanted to see the developers iterate on. Unfortunately, all those systems have been removed from Shadow Warrior 3 and the game feels more in line with the first game.
Gone are the variety of weapons, larger and more open areas, multiple upgrade routes, and quests. Instead, you’re going to get a linear 5–8-hour long game. Don’t get me wrong, the gunplay here is fantastic with a lot of entertaining arenas, but it comes at the removal of so many systems. If you didn’t like Shadow Warrior 2 for being filled with too many elements, then you’re going to enjoy this one.
One thing that is clearly different is the writing and may leave old and new fans a bit polarized.
#writing
One of the common criticisms of Shadow Warrior as a brand has been its depiction of Asian stereotypes and the low-brow humor, with of course the main character being named “Lo Wang.” For the third game, the developers are trying to square that circle by trying to keep the humor and remove the stereotypes. To wit, they have replaced the voice actor of the previous games with Mike Moh and the writing has been cleaned up of some of the lower hanging jokes from previous games.
Mike does a good job, but the updated writing I feel fails him. Instead of finding new jokes, the game really leans into toilet humor and dated references a lot more than I remember from Shadow Warrior 2. The quips Lo makes during combat get recycled fast. The game does have its heartwarming moments, but if you are offended/annoyed by toilet humor, you’re not going to like this game. Part of the problem is that there are fewer characters for Lo to interact with this time around, so the idea of having a “Dante-like” protagonist is lost when most of Lo’s conversations are with himself.
Shadow Dancing
Shadow Warrior 3 is an FPS that works with great gunplay, but I feel that this is a game that doesn’t do enough to stand out from the crowd and may be largely forgotten by the end of the year. You’re not going to be playing this one for a sprawling multi-hour epic, but a bite-sized thrill ride of guns, gore, profanity, and slashing. While not as ambitious as 2, Shadow Warrior 3 is a great weekend game for those looking to get their Doom Eternal fix with a more vocal hero.
This was played with a press key provided by the developer.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
For this podcast interview, I spoke with Andrea, Matteo, and Luca who are the team behind the recently released adventure game Terrorbane. We spoke about creating an unconventional adventure game, what gamedev is like in Italy and much more.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
With all the indie games I get to play, sometimes the easiest ways to talk about them are in video form. And that’s what I did for these reviews of The Last Cube and Refactor.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
I do a lot when it comes to covering and supporting the indie dev scene, and one feature that I’m bringing back are my store page review shows or “indie inquiries.” For each episode, I, and my friend Rob, review a steam store page on its thumbnail, images, trailer, about this game, and tags, to give it a grade on how well it markets the game. If you would like me to cover your game in the future, please reach out to me. For this one, I reviewed the page for a friend of mine who is working on the game Buluk: Mayan Warfare
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
I’m back with another six indie games I’ve played on my channel that I wanted to show off here. If you would like me to cover your game in a future video, please reach out to me.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
One of the most surprising hits of 2022 so far is the game Vampire Survivors, a game that is reminiscent of the hit arcade game Crimsonland. In this episode of my series known as “Dissecting Design” I wanted to look at how this game managed to succeed with a well thought out, and easy to learn, gameplay loop.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Tunic is one of those games that I feel is not going to be talked about enough given its quality and unique selling points. On the surface, it looks like yet another isometric action-adventure game, of course in the same style as Zelda. But digging deeper, we have a game that tries to break years of gamer behavior with its most powerful mechanic simply being its manual.
A Confused Fox
Our story finds a fox waking up on the shore of a mysterious land. Unarmed and with enemies around, it’s up to you to explore and figure out what is happening here. I love the aesthetics and art style of Tunic, and the game has some amazing establishing shots and backgrounds.
As per other action-adventure games, progress is about finding McGuffins that are the key to quests and new items that will allow you to either access more of the world or uncover things in areas you’ve already visited. Some people have compared this to Dark Souls in terms of combat, mainly by the fact that you have to manage stamina when swinging, blocking, or dodging.
Where Tunic goes with all this is what’s going to either keep you playing or cause you to quit in frustration.
A Mystery Manual
We’ve all grown accustomed to not reading manuals and developers not making them to begin with in the last decade. In Tunic, the manual is your tutorial, secret guide, and your progression. Throughout the world of Tunic, you will find pages of the manual that reveal everything from maps, to where you need to go, to even mechanics that you wouldn’t know otherwise.
Here’s the kicker, most of the text in the manual is written in the game’s runic language. To learn more about the world, your objectives, or even what things do, you’re going to have to figure out things from the pictures or attempt to translate the language yourself. The manual from a design standpoint is well done and reminds me heavily of the monster manual/spell book that came with Ni No Kuni (and why I got the special edition of that game).
I joked about this onstream, but Tunic is really the Zachtronics’ version of a Zelda game — it is complex, has lots of elements under the surface, and you must read the manual to make any sense out of things. The game features multiple secrets, different endings, a wealth of content for players who want to dig into it. The developers have taken a big gamble on the use of the manual, and I’m not sure if it pays off as well it should.
Collaborative Solo Affair
Tunic reminds me of the game Abyss Odyssey whose main marketing point was that the game was supposed to be played with the community to make progress. However, banking your mechanics on the size of your community, especially for a singleplayer-focused game, is a tall order. I can tell you right away that there is no way I’m going to be translating the game’s language on my own anytime soon.
If you’re trying to play this game blind without help, I cannot imagine you’re going to figure out everything on your own. Someone on my stream commented that one of the clues in the manual is literally a “Lost” reference, that as someone who never watched the show, completely went over my head.
The question remains: Is Tunic perfectly playable without needing the community or outside help? And I feel that the answer is no. I can imagine a lot of people getting frustrated and confused due to the lack of in-game direction and end up quitting before they dive into the manual itself. I also think it would have been better to integrate the manual into the game experience more, such as being able to write notes on it or being able to have it on screen as a map or reference. It is possible with brute force and just trying everything to make some headway in the game, but that may not be everyone’s cup of tea. And I can safely say that brute force will not work if you’re trying to go for the game’s true ending.
The beauty and nightmare of the game is that literally everything that you’ll need to play Tunic is in the manual, but you’re the one who has to make sense out of it all.
Getting Lost
The more I played Tunic the more the esoteric nature of the game began to annoy me. After playing this and Elden Ring, Elden Ring is like a children’s show in terms of understanding it. The problem that Tunic has is that it presents another world, another set of rules, and another language, without really giving the player the barest understanding of it at all. The game wants you to rely on action-adventure conventions and logic until it doesn’t; that the rules of the world are like X until they’re not.
Looking up some of the many solutions to the advanced puzzles, and I can honestly say that I would never be able to figure them out without a spoiler guide.
Instead of feeling that the game was being clever, it just felt confusing for the sake of it. This is the kind of game for someone who grew up playing adventure games in the 90s or loves the deep dives into the ARGs of a Daniel Mullins game. Tunic commits the puzzle design sin of requiring way too much outside knowledge to solve its puzzles, or even know what a puzzle in the game is.
The camera can also cause problems with many things purposely hidden behind walls or at angles that you can’t see. During one fight, the camera kept spinning while locked on to the boss to the point that it started to make me dizzy. Boss fights became more frustrating as the game went on due to the camera issues and how fast they could move compared to my character.
Ultimately, I respect Tunic for what it does, and there is a lot of passion put into it. However, enjoying this game requires you to be both an action game fan, and a puzzle expert, and I think the game leans too far in some respect to the latter while still requiring a lot of the former. I would suggest if you are interested in playing Tunic for the puzzle-solving to turn on the assist modes to make that easier.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
The indie showcase videos highlight the many developer-submitted games and demos I play on my youtube channel. If you would like to submit a game for a future piece, please get in touch.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”