Tikey's Jolly Good Gaming Corner

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Galactic Battlecruisers – Part 4: Collisions and obstacles

asteroids blag

Space is mostly empty. But empty is boring. That’s why in the game you can include obstacles to make the game board more interesting. They give more meaning to positioning meaning that distance is not the only thing to have in mind when moving.

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Galactic Battlecruisers – Part 3: Movement


Movement is one of the basics of Galactic Battlecruisers. The idea was to make positioning an important tactical choice in the game, that’s achieved by making range and firing cones interesting, but those have to be supported by a diverse array of moves.

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Galactic Battlecruisers – Part 2: The ship


Well, given that’s a game about Battlecruisers let’s start by talking about the ship itself. It’s both the main means of attack and the thing you have to defend. So the balance is in getting into a position where you can maximize your attack while minimizing the possibility of retaliation.

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Galactic Battlecruisers – Part 1


This is an interesting game for me. Every one of us has their dream game. A game we build in our heads, that embodies everything we want to experience. Well, this is not that game, this is actually a boardgame I’m designing. It’s born from that dream game of mine but it can’t be it because… well, dreams are dreams, they do not gel well with reality.

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Not my cup of tea.

During the intro, with the meteorites and monsters coming out of them I kinda expected XCom to show up.

It looks nice but I don’t think it captured Madureira’s art right. It’s got the proportions and general build of the characters but I think it needed more work with the environment and post-processing. I remember the first time I saw Madureira’s work it blew fifteen year old me. It was in his Uncanny X-Men run. It was like the best of the 90’s style with a more modern and energetic approach. I think the game matched the proportions right but it’s missing the visual energy part. Maybe limitations on the amount of effects and clutter that appears on screen is responsible for this. Maybe also colour is responsible here. The game is too modern gaming brown™, while comics tend to be very colourful and bright so things can stand out.

Anyway, it might even be a great game but it’s definitely not my kind of game.



At its core it’s a hidden object game with a little bit of interaction and navigation. The pacing was good, and it was nice how you had to visit all the dreams to learn about signs and how to unlock more things in previous dreams.

I really liked the aesthetics and general visual feel. The use of high exposition photographs was well done and the intro where it uses only high exposition lights was amazing. It really portrayed the surrealism of dreams well while still rooted in reality.

To be honest I didn’t care at all about the story, the subtext and symbolism. It’s supposed to portray the mind of someone experiencing a highly traumatic experience but I just enjoyed the surrealness of the environment and revelled in discovering the little details. Something about knowing there was stuff to find, to discover in these places prompted me to explore them thoroughly. It got my completitionist side going.

It’s very short game, but that’s good, it doesn’t outstay its welcome and keeps thing interesting for the small time it requires to be finished. Not something to set the world on fire but certainly a good time to spend an hour experiencing something different.

The Second Backlog Challenge






See these fantastic games get ANHILATED!


At Tikey’s Jolly Good Gaming Corner


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First Backlog Challenge – Aftermath


Now that it’s done, lets recap.

I’m quite glad I took on this challenge as it served as an excuse to play some games I was interested in but never felt like starting to play. There was great stuff (Vampire), good stuff, and meh stuff. There will certainly be a second one soon. There was stuff that was left unfinished. Mostly because of the games being boring or not worth my time. The only exception and regret is Amnesia, it seems good I’m just too big of a coward to play it. I’d like to try again in the future.

Small recap after the jump.

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Shank 2


Klei sure makes great games, and while Shank 2 is just more Shank you can’t deny that they make some tight and fast gameplay with a lot of responsiveness.

Shank 2, just like the original, is about the speed and brutality. The game forces you to combine each type of attack in the right order to keep momentum and to throw the different enemies out of balance. You should never stay still, never stop attacking.

Visually the game employs a lot of gore but the impact is diminished by the cartoon style. This plays well with the visual impact of the animations. Attacks have a lot of physicality to them and looks and feel great.

The difficulty curve is much more smooth this time around and bossfights have been toned down a bit. Previously they were too much dependant on the boss’ movement sequence and quick time events of some sort. Now they can be defeated with conventional attacks while having the option to take advantage of “stuns” at certain points during combat. This makes them more fluid and accessible.

It’s certainly an improvement over Shank. It’s great if you liked the first one and a great fun on its own, but there isn’t much new to actually keep the player going. I guess that despite being good it just doesn’t offer anything new or interesting to make it worthwhile unless you just wanted more Shank.

Vampire: The Masquerade – Bloodlines

Vampire: The Masquerade – Bloodlines is perhaps the best immersive simulator there is. Even despite not actually being designed with that framework in mind. It’s certainly a great adaptation of the Pen & Paper RPG.

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