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The Forever Sigh

A few months ago, I was very interested in The Forever Winter, the post-apocalyptic extraction shooter.

After reading this PC Gamer article though, my interest has dropped precipitously:

Then there’s the water situation. This is the most essential resource, and when my hub runs out completely the area is reset, costing all of the practical and cosmetic enhancements I’ve made, and my inventory will be gutted. Even before then, when it’s critically low, some services become unavailable. And this all happens in real-time. 

“One of the things that actually came up in our beta, that we’re keeping, is that the water level has real-time degradation,” says Gregg. “If you and I log off with 10 days left and you come back three days from now, you’ll have seven days left, even if you haven’t played. It’s a hardcore game, you can build up a large surplus, but that is actually part of our co-op: to make sure people help each other.” 

Good fucking luck, chief.

The great irony here is that I praised them before for basically being concept artists following through on their vision way outside the norm. Not many other devs would put spacesuit-wearing flame-thrower units using American flags as hoods into their games, nevermind the battle-tanks covered in corpses as camouflage. That’s cool! If you go grimdark, go all the way.

Having an expiration timer count down even when not playing though? That’s not “hardcore,” that’s just fucking stupid. I don’t even care how easy water is to get in-game, because that is irrelevant. What is the design attempting to accomplish? Because by default, what this tells players is that any break from the game may as well be permanent. Meanwhile, the people who are playing the game aren’t even affected by this “hardcore” feature. Ask the Icarus devs how that shit worked out for them.

I guess we’ll see how it plays out. The Forever War will be in Early Access at the end of September.

Forever Winter

Going to be adding Forever Winter onto my list of games that look cool that I’m probably never going to actually play:

I say that because it’s being described as a “co-op tactical squad-based survival horror shooter.” I have zero interest in playing with randoms anymore, let alone in a scenario that allows for an entirely novel way of griefing, e.g. making too much noise and getting caught by AI horrors.

Conceptually though? Game is Badass with a capital B.

While the above trailer looks amazing, it was actually this video that hit hardest:

In short, it seems like most of the people that are working on the game are concept artists that finally get to implement their concept art. A battle tank draped in bound, naked corpses? Flamethrower troops in spacesuits with American flags draped over their face? Yes, please. Granted, I did not quite see any of those in the gameplay reveal trailer, so who knows if they actually follow-through.

It will be interesting to see how the game ultimately shakes out. I’m a big fan of grimdark, post-apocalypse looting. Having to be weary of getting into fights that are impossible to win is also compelling. But there will need to be a real trick on how that translates into long-term fun. Will there be a story mode or overall plot? The trailers seem to indicate you may end up fighting “bosses” eventually, which provides something of a “why” to grind out whatever resources. But if the whole of the game lends itself to not attacking things, and possibly punishes you for doing so, it will be tricky to land the transition without feeling like the game itself turned into something else. Sort of like when you have a stealth game that suddenly has a stealth-less boss fight (Deus Ex: Human Revolution), or a traditional FPS with an annoying stealth level (too many to mention).

Regardless, I will be following Forever Winter with interest.