Viewpoint: FIFA 18 For The Switch Has Me Worried

FIFA is finally coming back to a Nintendo home console. Yes, it’s been a long time Nintendo fans, just about five years to be exact. After FIFA and Madden both sold poorly for the Wii U, EA sports pulled support for the console. That was all the way in 2012, but with the recent release of the Nintendo Switch, EA is giving it another go. This time they’re taking a more cautious route, and are only releasing FIFA 18 for the Switch. Which honestly looks like EA is taking a test run with the console this year, and the downgraded version of FIFA they’re about to release shows just that.

With the announcement of FIFA for the Switch came a decent amount of anticipation from sports gamers, who are looking for a quality sports gaming experience on the go. But, it did not take long for the bad news to start leaking out. Literally a couple of hours after the Switch version was announced there was a rumor that it was just a port of the 360/PS3 versions of the game (thank god that turned out to be false.) Secondly, came the news that the game will NOT run on the Frostbite engine like the Xbox One and PS4 versions do. Instead, FIFA 18 for the Switch will use a “custom-made” engine to adapt with Switch’s different methods of play.

This is concerning. FIFA for the Xbox One and PS4 didn’t even start feeling like a “Next-Gen” soccer experience until they upgraded the engine for FIFA 17. So, straight off the bat, FIFA for the Switch is not only going to look worse (as expected) but play dramatically worse as well. The Frostbite engine upgraded the visuals, the AI, the ball and player physics, the atmosphere, the look of the pitch, etc. The ‘switch’ from the Ignite engine to the Frostbite engine really has changed the game of FIFA for the better. Also, the Frostbite engine was able to run on the Xbox 360 and PS3, which the Switch is clearly more powerful than. Now, obviously the Xbox One/PS4 version of Frostbite EA is using couldn’t work on the 360 and PS3, but the fact that Frostbite could run on the 360 and PS3 just shows how scaleable that engine is. So why can’t it run on the Switch? Just some food for thought.

the journey

Thirdly, the Switch version of FIFA 18 will not have the game mode called “The Journey.” Which is a cinematic story mode where you take control of a young teenager, named Alex Hunter, and guide him through the English Premier League. While I was not a fan of this mode, and thought it was essentially just a rip off of the movie Goal: The Dream Begins, I won’t deny its wide appeal. EA says this mode is linked exclusively to the Frostbite engine, so it wont be on the Switch version. Well….. my question for EA is: why not? If you can make a custom build of the whole base game and all its other modes for the Switch, why can’t you guys do the same thing for the “The Journey” as well? This just makes EA look lazy or too scared to put money into the Switch version of the game.

Lastly, and my main concern for the game, is how it actually plays. I started playing the series back with FIFA 14 on the Xbox One, and I can tell you, gameplay is all that really matters. I was hopeful with their new custom-built engine that they were going to keep the action on the pitch as close to the Xbox One/PS4 versions as they possibly could, but from what I’ve been reading from the E3 demos, that does not seem to be the case. Gameplay is king, and if FIFA 18 on Switch really does play like the 2014-2016 Xbox One/PS4 versions, then unfortunately I will not be buying this version of the game. Which is a shame, because if FIFA 18 sells poorly on the Switch, it would not surprise me to see EA pull the product from the console. Just like they did with the Wii U and Vita versions.

Just to be clear, I would never expect FIFA 18 on the Switch to be a like-for-like with the Xbox One and PS4 versions. The Switch just isn’t powerful enough for that. But, that shouldn’t give EA permission to put out a half-assed product. This puts Nintendo fans in a hard spot because if they don’t buy this version of FIFA for the Switch, then they might never get another version of the game. I own a Switch and an Xbox One, I’ve considered buying both versions of the game to support the Switch. But, for the same price point of $60 for the Switch and Xbox version, I cannot justify spending the same amount on a much lesser version.

So, Nintendo and FIFA fans, what are your thoughts on FIFA 18 for the Switch? Will you be picking it up or will you not support it at all? Let me know in the comments down below!

Sony Defends Indie Absence at E3 2017 Showcase

For all their touting of Shadow of the Colossus remakes, exclusive Spider-Man open-world adventures and Kratos’ explosive return to PlayStation hardware at their latest E3 conference, Sony couldn’t escape the relentless wrath of social media critics entirely.

The company’s Interactive Entertainment division came under fire from fans for failing to include much in the way of indie content in its showcase on Monday June 5th, particularly when juxtaposed with the plentiful number of non-mainstream titles like The Artful Escape, Deep Rock Galactic and The Darwin Project unveiled by Microsoft at their Xbox One X E3 reveal conference

Enter Interactive Entertainment worldwide chairman Jim Ryan, who’s wasted no time in accepting an interview request from gamesindustry.biz to clarify why potent under-the-radar projects like Vampyr went unmentioned so as to let AAA franchises like God of War and Horizon: Zero Dawn retain the limelight instead.

Referring back to the early days of the PS4 era when the console was first unveiled at the 2013-14 E3 events with accompanying indie reveals aplenty, Ryan says “it was just good to talk about [the indie scene]” at the time but calls this subject matter “less relevant now” in an age where new gaming experiences like VR are the talk of the town.

Seemingly so far down their agenda were such projects, in fact, that the global division’s commander-in-chief asserts how even providing them with brief cameos in the conference via small gameplay videos would have been “viewed as wasted time” by the publishers as they mapped out their showcase structure.

That said, Ryan appears equally keen to allay fears that this temporarily diminished role for the indie sector means a decline in its output on PlayStation consoles lies around the corner.

“You know,” he says, “right now, we have tonnes of indie content on the [PS4] platform. And the fact that we elected, along with many other things such as Gran Turismo and PlayLink, not to give it its own spot on the stage […] in no way means it is not important, or it is not there, or we don’t worry about it.”

Whatever lies in store for the PS4’s indie offerings going forward, though, rest assured we here at D-pad Joy don’t plan on forgetting the oft-unsung wonders of the gaming industry anytime soon. Stay tuned for plenty more coverage of titles both as iconic as Assassin’s Creed: Origins and as up-and-coming as Inside and 10 Second Ninja in the days ahead…

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Viewpoint: Why crowd-funding is an excellent idea

There is a massive shift in the gaming industry and it’s happening right now; it’s called crowdfunding. For the small minority who haven’t heard, this basically means that a developer has put out an advert seeking money in order to kick-start their gaming project. Sites like Kickstarter cater for this and many developers often exceed their funding goal with plenty to spare.

But what does this actually mean for the industry? And what does it mean for us as consumers? Well, read on and we’ll explore what effect it is having, and will have, on the gaming industry.

Gamers are in control

Remember all those times you have complained that the same titles are getting shipped out mercilessly, just in different packages? Well now you might be able to have your say on what does and doesn’t get released. Publishers usually quash smaller developers because they think their idea has no merit and is too small for them to bother about. Well not any more. This system results in games being published, even those with big budgets, without a publisher even being involved.

Gamers will get rewarded

We hear all the time how big companies are ever grateful of the customers who buy their games, but what do we really get in return? In comparison to them raking in the big money, it’s pretty much nothing. So, if we put our cash into a game getting developed and produced, we are now get rewarded for doing so. People who put in the right amount of money may end up being part of the production process, being part of the testing procedure or they simply receive a copy of the game before the release date.

Gamers become part of something

How awesome would it be to be able to say, “I funded this game, I brought it to life”? To share an experience with family or friends which you played a part in would be something huge, tied with the above point, those who fund titles could be onto something big in terms of their return.

Creative titles will become more common

The current batch of games we’re seeing is becoming stale, fast. With crowd-funding however we will begin to see people creating titles that are creative, fun and completely free of any sort of regulation by big companies. There will be no conflict of interests or poor marketing because the developer will be in full control of the whole project.

New genres may appear

In a similar light to new creative titles, this type of funding may finally mean we will step away from our obsession with guns and constant f-bombs and see some new genres come to the table. Granted many new games may just be a different spin on existing genres but imagine the endless possibilities smaller companies may actually be able to come up with.

Games will have a guaranteed audience

Think about it; people who put money in a project want to see the end result and will ultimately buy into it once complete. Those who fund a game will buy it and play it when it is released to see how their money has been spent. Similarly, if you raise enough cash to start working on your project then you know there’s an audience out there for it, but if you don’t, then it might not be worth developing.

On the flipside however, if a project does go under then it is very unlikely that investors will see any of their money back – but this is this risk people are seemingly willing to take. For what it unlocks in terms of potential and scope for the future I think this is a completely viable method of seeking capital for gaming projects worldwide. If it means a more fair, unique and open marketplace then I support this 100%.

What about you? Let us know in the comments below, if you please.

Viewpoint: Why don’t we finish games?

If there’s one thing I have a habit of doing, it’s not finishing my games before moving onto the next. It’s something that I’ve never really thought of before, but I recently cast my thoughts to my pile of shame. Being honest, we all have one, some larger than others, but we’re all guilty of leaving one or more games unfinished. When I look at mine, there are some games on there that you wouldn’t expect either; GTA V, The Witcher 3 and Mass Effect 3 to name but a few.

So why is it? Why can’t I finish a game before moving onto the next? When you look at the three that I’ve mentioned, it’s clearly not because of their lack of quality, so what could it be? The common denominator for those three would be that they are all games with long stories and feature many hours worth of gameplay before reaching a conclusion. With that in mind, are they too long and are other games for that matter?

Now this is probably a question that isn’t asked too often when we see far too many games that don’t overstay their welcome. But with that in mind, is a game that lasts between 50-100 hours as off-putting for some as those that last 10 hours? Dedication of time to gaming is something I suspect most gamers will struggle with these days, and some games can feel disjointed if not played continuously. There’s nothing worse than playing a game and coming back to it at a later date and not knowing what’s going on, (agreed, ed). So is that the problem; is there not enough draw in games these days to keep you hooked to the end?

Think of it this way: how many games share a similar control scheme or share the same mechanics? A number of games lend ideas from one another, giving the industry an air of familiarity regardless of the genre. You need to feel lost when starting a new game to keep you learning how to play it, so if you start a game with a sense of familiarity, your interest levels are bound to drop.

I recently started playing Horizon Zero Dawn (I know I’m way behind here) and since starting it, I’ve never once felt comfortable. By that I mean I have a constant sense of anxiety when entering a new area of the map; I never feel like I have the upper hand over the mechanical beasts. Robotic animals and dinosaurs are something new, something we’ve never seen before so require different tactics to overcome.

This is getting out of hand…

This is what keeps us coming back to a game, not one that has rinse and repeat enemies whose design took less than five minutes to finalise. I can honestly say Zero Dawn is one of my favourite IPs on any console to date and it’s not just any old open world game. I could easily forgo other games until I finished it, and there are a number of other games out there that could fight for a spot in the disc drive.

That in itself is a problem – look how many games get crammed into the same release calendar at any one time. If you look in particular at the holiday season, everyone fights to be the number one seller at Christmas. Of course, games need to generate revenue but surely a game needs to be launched to give people enough time to savour it? I don’t think enough games launch over the course of the infamous ‘summer drought’, which would be a perfect time to give people exposure to a new title.

The selection of games we have to choose from isn’t a complaint as such, it’s great to see so many, but I think we only suffer as a result. I love getting excited about new games just like the next guy, but I always question when I’m going to fit them in given that games are getting longer and longer.

Just look what we have coming out from October onwards; Assassin’s Creed Origins, Shadow of War, Super Mario Odyssey and Crackdown 3 to name but a few. These are all games I want to play, and will at some stage, but it’s impossible to have them all going on at any one time. So this, most of all, is the main reason why I don’t think we complete games as often as we used to before moving on.

Having new games is great, but they need to be released to give us, the gamers, enough time to enjoy them to their fullest. It’s no surprise that many opt to wait for games to drop in price before picking them up, which is a shame, as this does not support the developers as much as we should be able to.

What do you think reader? Let us know in the comments below, if you please.

Call of Duty: Modern Warfare Remastered standalone re-release inbound

UPDATE – Activision has just officially confirmed that Call of Duty: Modern Warfare Remastered will launch on its lonesome next week, coming to PS4 “first” in stores and via PSN on June 27th, then to Xbox One and PC at a TBC later date.

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If the prospects of the just-released Zombie Chronicles spin-off or this November’s WW2 outing weren’t enough to leave Call of Duty fans salivating this year, then the rumour-mill suggests series publisher Activision may have a further nostalgic ace up its sleeve.

The ace in question? A standalone re-packaging of last year’s Call of Duty: Modern Warfare Remastered purportedly set to grace video game retailers the world over on June 27th, if CharlieIntel’s reports of its shipping to GameStop and other stores already hold weight.

Originally released in a hefty £90 special edition bundle with 2016’s divisive space-bound COD effort Infinite Warfare, the FPS remake resurrected its critically adored 2008 source material in sparkling HD form with both its visceral, refreshingly grounded campaign (“All Ghillied Up” included, naturally) and similarly acclaimed online multiplayer modes intact.

That didn’t save the Infinity Ward developed – and somewhat egotistically-titled, thinking about it – Infinite from underwhelming sales though, with analysts reporting a sales drop of over 50% from 2015’s Black Ops III despite the long-awaited Remastered’s inclusion.

Indeed, it’s hardly a stretch to guess six months on from the 13th Call of Duty instalment’s launch that the special edition’s sales might have outpaced the standard edition’s, prompting Activision’s enthusiasm to capitalise on Modern Warfare’s evidently long-lived appeal.

Whether this gamble will pay off, however, inevitably depends on two factors, namely the veracity of CharlieIntel’s claims and the volume of ardent franchise fans remaining who haven’t shelled out the extra cash for Infinite’s premium bundle already.

There’s certainly evidence in the former regard, with US superstore Target for instance recently thought to have added a standalone version of Remastered to their website listings for $39.99 (£25), but the latter question remains far harder to quantify for the time being, and misjudging the fervour for such a release would likely prove costly to Activision at best.

Expect to hear more from Activision on Remastered’s future – or lack thereof – shortly, but until then, don’t miss our guide to all of the key details on how the COD franchise is returning to its roots with Call of Duty: WW2 this November.

Hidden Gems: Hot Indie Steam Games This Week (23/06)

There have been some great indie games released on Steam, here’s a few we selected for this week. You might discover a wonderful experience in this mix:

You Shall Not Jump: PC Master Race Edition

A roguelike ‘good old tower climber’ with RPG elements. Jump, shoot and challenge yourself, but don’t be fooled into thinking that it’s an easy game.

de Blob 2

A nostalgic blast from the past (de Blob and de Blob 2 were originally on the Wii) now on PC! Join Blob and bring the Prism City back to life with colour in this charming action adventure game.

Escape Together

A lovely puzzle adventure strategy game where you need to control two different character Smileyes, Grit and Meili. Enjoy the energetic soundtrack as you escape from the angry Smileye Dretos and the cave of obstacles.

Gravity Quest

A meditative 3D maze game with soothing music – it’s definitely a good stress reliever!

Super Sports Surgery

If you like an injection of dark humour while performing surgery with ketchup in one hand and a sausage in the other – then you’ll love this!

A Bloody Night

Fast, ferocious and bloody. Enjoy this action revenge game with pixelated blood and an old school arcade vibe.

Space Panic VR

Set onboard a futuristic space station, this VR Escape Room will feel realistic. Rack your brain cells to solve puzzles in order to escape.

Mega Maze

Challenge your ‘spacial awareness capabilities’ to find the exit and unlock the path in the virtual labyrinths of Mega Maze. Just don’t get lost…

Chimpology

Yes, that’s right, you’re a chimp from 1998 typing out pictures bit by bit (not much change for those that work online!). Can you keep the internet going, collect bananas and not get fired? This is quirky…

3..2..1..Grenades!

Imagine a snowball fight with grenades. Save the day or battle it out with bots or 4 buddies. If you love first person shooters then you’ll enjoy this retro N64-esque style game.

Viewpoint: How the Beyond Good and Evil 2 reveal represents the ever-changing nature of the games industry

2003 was a simpler time for gaming. A transitionary time of sorts. True widespread online accessibility was still a few years away and though technology was advancing rapidly, consoles and PCs weren’t the true technological behemoths that they are today. There were no trophies or achievements to display proudly. Things were different. Games, or rather, peoples’ attitudes to them were different too, at least on a rudimentary level. There were less variables to consider. This, coupled with the fact that titles were simply cheaper to make at the time, meant that studios, in general, were more willing to take risks.

This brings us to Beyond Good and Evil. Considered by some (myself included) to be a classic of its generation, it is nevertheless easy to see why the game may have gone on to struggle financially. The game is often consigned into the miscellaneous genre of the “Action Adventure”, where games that can be difficult to pinpoint are regularly forced to tread. In reality, Beyond Good and Evil is a mesh of various genres, with platforming, stealth, third-person combat, exploration, and even photography thrown in for good measure. Add in a large dose of anthropomorphic characters and a linear structure and the game doesn’t come across as being overly marketable.

This all led to a dichotomy of sorts, wherein the aforementioned aspects proved to be detrimental to the game’s overall sales performance, with Ubisoft considering Beyond Good and Evil to be a financial failure, despite its receipt of widespread critical acclaim. The bust was big enough for Ubisoft at the time to scrap any future plans for a continuation of the series, even though the game ended on a cliffhanger of sorts, as the game’s director, Michel Ancel, had originally envisioned it to be the first instalment in a trilogy.

The game, of course, went on to attract a large cult following throughout the years, adjoining with the likes of Earthbound and Killer 7 as titles whose mediocre sales didn’t reflect their overarching popularity amongst the gaming community. The fanbase grew as word of mouth spread. Clamours for a follow-up were abundant. A short tech demo was released in 2008 but nothing concrete had been shown until now; 14 years after the original game’s initial release, not only do we finally have official confirmation of a Beyond Good and Evil sequel, but also actual confirmation on what the game will entail, albeit the details remain minimal for the time being.

As a fan, it should obviously be both encouraging and exciting to have learned of such an announcement (and it is). However, along with nervous anticipation upon viewing the trailer at E3, one of the primary emotions I felt was that of concern. 14 years is a long time by any reasonable standard, but in an industry that moves as quickly as the games industry it can seem astronomical. The relative innocence of previous generations are gone and the even though the specifics we have for Beyond Good and Evil 2 are scarce at the moment, they nonetheless, in my opinion, reflect that.

First and foremost, let’s address the somewhat puzzling choice to release this game as a prequel rather than an outright sequel, despite there still being questions left unanswered from the first game. Of course, it is important to note that we still know very little about the game, however, on the surface, this seems largely disappointing. Ubisoft have gone on record in the past, stating that they won’t release a game that doesn’t have the potential to be made into a franchise. The games industry has always been dominated by franchises to a certain extent. However, in an age where the majority of the more esoteric experiences tend to come mainly from the indie circuit, and new IPs are more and more scarce from AAA developers, the decision to deviate from the game’s original storytelling plan and instead focus on something new could be seen as a form of risk management. There will, no doubt, be some form of appeasement for long-term fans of the original, but the choice to not continue with the plot is hard not to be considered a disappointment.

Likewise, as previous stated, the original game was released during a time of transition in the industry. Sandbox games were gaining popularity, but still in their relative infancy, with the revolutionary Grand Theft Auto III being released only two years previously. As things stand today, the sandbox genre, along with online multiplayer, are arguably the two most popular aspects in gaming, with major studios often eager to emphasise one or more of these two components. Ubisoft, being the enormous company that they are, are no different.

The original Beyond Good and Evil was “open world”, yes, but the game was essentially linear, and the map acted as more of an extended hub world rather than a proper sandbox, to a certain extent mimicking the format of a classic Legend of Zelda game. With news that the prequel will feature a “vast and seamless online playground”, it is clear to see that Ubisoft are reluctant to release the game without maximising its appeal to an audience as large as possible. The primary purpose of anything a studio releases is to make money, so this makes sense. Ubisoft are also more than entitled to do what they want with an IP they created. However, it is unfortunate that the changes they are making don’t seem to ring true with the original tonality of the game. Speaking of tone, the inclusion of a foul-mouthed, cockney monkey in the trailer seemed to be some way off the more measured atmosphere the first game possessed. I would view this as being more a curious creative choice as opposed to anything to do with the current gaming zeitgeist, but it is nonetheless an oddity.

None of what I have written in this article is a criticism per se, merely a set of observations. It is early days yet, and, despite some of the suspicions I have described, there are reasons to be optimistic too. The trailer itself, despite not featuring any gameplay, was an impressive aesthetic accomplishment. Pairing this with the idea of having a vast world and/or universe for exploration does, also, seem like it could possess a certain appeal. Indeed, the fact that the hugely talented Michel Ancel is back as its director is also an encouraging sign, especially when you can see that the game is clearly such a passion project for him. The question remains, however; can Ancel and Ubisoft manage to deliver a financially successful title that not only manages to draw in new players, but also stays true to the original game and its loyal fanbase? Only time will tell, and I for one am eager to find out.

There will be a PS5 – Smartphone style approach will not takeover

Shawn Layden at Sony has made something very clear today: there will be a PS5, and the smartphone style upgrade-approach will not takeover. In other words, we’ll still be getting our PS5 and ‘normal’ console cycles, probably in addition to smaller upgrades like the Pro, in the future.

Takeaways:

  • In an interview with German news site, golem.de, Shawn Layden said it “will probably be some time” before we see the PS5
  • Layden states there will “never” be a time when a game runs on the PS4 Pro, but not on the regular PS4
  • He reinforces the idea that gamers who have a standard PS4 will experience no “real” disadvantages going forward

There’s been a lot of talk about the PS4 Pro (and now the Xbox One X) signalling the end of the traditional console life cycle. Taking that into account, it’s reassuring to hear Layden say that Sony doesn’t plan to go down that route anytime soon. This writer in particular is a fan of the old way of doing things – but what about you? Let us know in the comments below, if you please.

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Legacy Edition of Metroid: Samus Returns revealed for Europe

As if getting a new Metroid game for the 3DS wasn’t good enough, Nintendo of Europe has now shown off the ‘Legacy Edition’ of Samus Returns. And it’s a real beauty.

Takeaways

Here’s everything the special edition of Metroid: Samus Returns includes:

  • A physical version of the game
  • A SteelBook
  • A sound-selection CD featuring 25 tracks from across the Metroid franchise
  • A download code for the original Game Boy game Metroid II: Return of Samus – redeemable in the eShop
  • A gold “S” pin badge
  • A Morph Ball 3D keyring
  • A 40-page artbook

You can find the Legacy Edition below. Will you be attempting to pick this up on September 15th? Let us know in the comments below, if you please.

Samus Returns

Skull & Bones features a story campaign – it’s not just PvP battles

There has been some worry surrounding Ubisoft’s new Skull & Bones pirate game – announced at E3 last week. Namely, that worry was directed at what appeared to be a game obsessed with PvP battles and not much else. Well fear not folks, Skull & Bones will have a story campaign for those that want to dive a little deeper into the world.

Takeaways:

  • In an interview with PC Gamer, Ubisoft Singapore’s PR manager, Alex Monney, has said that “players will encounter iconic characters and memorable rival pirates”.
  • He made it clear that the multiplayer experience and story campaign are “integrated” into the same game world – they are not different modes
  • Monney suggested that more details about this narrative campaign are coming in the future
  • The game will be released Q3/Q4 next year for the PS4, Xbox One and PC platforms

You can find some footage of Skull & Bones below. Does having a dedicated story campaign make this game more appealing to you, or is it just not for you? Let us know in the comments below, if you please.

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Taster: Die Young – Welcome to the Island

Die Young, developed by IndieGala, is one of those rare titles that manages to hit all the right notes, creating an exciting symphony of survival, adventure, and mystery. You take on the role of an affluent and adventurous young woman who sets out with her friends for what she thinks will be a new thrill and a good time on an island in the Mediterranean sea. She then awakens at the bottom of a well, bruised and bloodied, with no memory of how she arrived there, and with no clues aside from a map lying on the floor in front of her. You emerge from the well onto a picturesque island and it is then up to you to discover what happened to your friends and why you were seemingly left for dead.

I was able to try the alpha build of the game, and I knew as soon as I opened the start menu that Die Young was going to be something different than your average survival title. I was greeted by the sounds of a steel guitar contrasted against an image of what appeared to be a quaint landscape, complete with country roads hedged with old wooden fences. After I escaped from the well using the game’s climbing mechanic (more on that in a bit), I was struck with just how gorgeous the game is, particularly when crossing the countryside. I was surrounded by rolling hills covered in flowers, green grasses, and fields of golden wheat that waved gracefully in the wind. Stunning beams of bright sunlight will stream through breaks in the trees or rocks, or through windows and cracks in the buildings and ruins you will explore. Even the dilapidated structures you discover have a silent magnificence.

Many of the plants littering the island have medicinal properties and can be gathered for crafting into various healing balms and medicines. The crafting system is simple to learn, and expands during the game as you locate more materials (such as wood, cloth, and metal) and other recipes. The menu is simple to maneuver with a list of crafting materials on the right, and a grid full of possible recipes or items you can create in the center. You can easily switch between crafting menus by type, select the item you would like to craft, see if you have the necessary components, and then simply hold down “E” (if you are playing with a keyboard) to create the item (which will include medicines, wound care items, weapons, and so forth). This makes it simple to not only create what you need, but to plan out which components you must gather.

The finely tuned crafting system is not only a fun component of the game, but a welcomed one because you will need all the help you can get to make it off the island alive. The tranquility of the blue sky and surrounding water is enough to lull you into a false sense of serenity, but a little exploration will shatter any sense of comfort fairly quickly. Enemies are always stalking around the island, some more easily avoidable than others. As I was going about the pleasant business of gathering herbs (I needed to create a salve), I heard a disgruntled growl and a bark and turned to see a feral hound travelling my way at a great speed. I had no weapons and so all I could do was run, hoping the beast would relent. Thankfully, I was able to avoid death by outrunning him, but only just.

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You have a stamina meter that appears on the lower left corner of the screen that lowers with exertion such as running or climbing. If the meter runs out, you will slow down to a walk or, if you are holding on to a handhold, you will lose your grip (an event that lead to my death more than once). I soon found out that if I squatted, I could avoid being detected by these hounds if I was in tall grass or weeds. In fact, one area I explored on the farm/villa required me to maneuver from one grouping of plants to another, like a ninja, in order to avoid the ravenous vengeance of these rather angry canines.

Other enemies that were a bit more difficult to avoid were rats and snakes. Often, I was forced to risk certain injury in order to make it through a room full of the hateful rodents, but thankfully their bites didn’t do major damage. This did mean I needed to make certain I stay stocked up on medicinal components, if I was planning on entering a structure that I might not easily be able to leave if I ran out of healing items. It is important to listen carefully because sometimes enemies will approach quietly. I once noticed a faint rustling sound only to realize I was being chased by a snake moving though the grass like an Olympic swimmer. It is possible to be poisoned in the game (and to craft items that will help counteract it), but thankfully I noticed the sinister serpent in time to run away poison-free.

Of course, antagonistic animals aren’t your only concern. You will notice while exploring that something has gone terribly wrong on the island, and something or someone far more sinister is still stalking about, (as if awakening at the bottom of a well with a map wasn’t enough to clue you in). In fact, at one point I heard footsteps behind me. I ran until I was no longer being chased, only to turn around and see in the distance a distinctly human enemy, who I immediately realized I didn’t want to run into again if I could help it. Strange goat-like images can be found draped across structures. Notes from former habitants or visitors are scattered throughout the buildings and ruins, describing how things went south. Gruesome discoveries serve as a warning and evidence that some sort of violent event occurred on the Island, disrupting what appears to at one time have been a peaceful experiment.

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What exactly happened, though, must be pieced together bit-by-bit. The game does give you tasks to accomplish such as locating water or exploring certain structures around the island, but the game is non-linear which gives you the freedom to take on tasks as you see fit and put together the story at your own pace. This adds an intriguing element to your exploration that makes you want to dig deeper, especially the further down the rabbit hole you go (and you have no choice but to follow it through because, after all, your life depends on it).

Exploration is a blast, not only because you clearly have an ever-broadening mystery to solve, but because maneuvering through the various locations requires platforming puzzles that are just as well designed as the crafting system. Jumping and climbing are as simple as aiming in the right direction and hitting the jump button. However, you have limited stamina, so climbing takes not only skill, but planning. The only issue I had with jumping wasn’t mechanical, but rather that I often felt the distance between ledges seemed rather far for any human (even a virtual one) to make. However, once I got used to the fact I was Wonder Woman (or, rather, I had a seemingly superhuman jumping ability) it became one of my favorite parts of the game, as well as one of the most challenging.

Die Young is only in it’s beginning stages with just a portion of the Island currently available and it is already a well-oiled machine. Lovers of survival, adventure, and intriguing thrillers will all find something to keep them interested. The welcoming and simple to learn crafting system, the refined jumping and climbing elements, and the picturesque beauty of the environment will pull you in and beckon you back for more. The developers have promised extra enemies, more missions, death machines (seriously) and other additions. After playing the alpha, however, I would simply be happy just to spend more time on the island delving into it’s mysteries. The death machines do sound interesting, though, and I can’t wait to see what terror and intrigue the full game will entail.

The alpha build of Die Young, developed and published by IndieGala, is currently available on Steam Early Access.