50 Reviews for UFO 50
See also my review of the collection itself on Backloggd.
Barbuta: An appropriate introduction to
the collection in more ways than one. Much hay has been made in my
earshot of the "kaizo-like" trap in room one, and to a degree that's
emblematic of the logic of UFO 50—it does ask you to take
your lumps and learn what it's teaching you without focusing
overmuch on a concept of "fairness"—I think it's not the
heart of what either the game or the collection is about.
A stronger indication of what's to come is found in the game's pacing, the slow walk speed and deliberately long load times between screens, the way the game is structured like a search action game but doesn't have internal saves, asking you to replay it from scratch each time and thereby map out your preferred route rather than just passively accumulating everything in one run. Stronger still is the sense of mystery: even with a cherry in hand, there are rooms I haven't found and mechanics I haven't used. Barbuta challenges the player to dig deeper if they so choose, and in doing so presages the deepest puzzles the collection as a whole has to offer.
Bug Hunter: My arc with this game presaged
my own personal experience with a lot of UFO 50. When I
first picked it up, I got so overwhelmed that I put it right back
down and wasn't sure if I was ever going to go back. Every decision
has so many cascading outcomes that it was hard not to feel like I
wasn't drowning in opportunity costs. But
Cera
loves it and coached me through the basics enough that I began to
get the hang of it.
One of my favorite things about UFO 50, the thing that made it a slam dunk for my game of the year, is the way it gets people swapping hints like they're all hanging around a cabinet in an arcade. Almost every single one of these games had someone I knew championing it, someone who was also willing to sit down and help me not only beat it but understand what they saw in it. The true joy of the collection is the community it inspires.
Ninpek: I started out so bad at
Ninpek, but what really got my goat was that as I kept
attempting it I could feel myself getting better. It's not fair of
it to be so fair! And the better I got, the more fun I would have
just jamming it over and over again, and the more I jammed it the
better I got... I went from “no way am I golding this” to getting a
cherry within a couple weeks, and it felt so good.
I never actually played a run-and-gun enough to become good at it before Ninpek. Once again, an early illustration of the theme of the collection: the presentation itself encourages the exploration of new genres that in another context I'd avoid. Their existence in the collection vouches for the quality of the games, and in providing a structure to play them with friends and clear victory and challenge conditions, pushes me to explore them thoroughly and makes even the experience of failure (an absolutely inevitable part of playing these games).
Paint Chase: I started out as bad at this
as I was at Ninpek, but I couldn't muster the desire to go
back to it enough to get cherry. Even the gold was among the last
things I did in the whole game, despite playing through the games
chronologically at first. Simultaneously too fast- and slow-paced,
trying to juggle all the things I had to pay attention to at once
never stopped feeling a bit like pulling teeth.
Magic Garden: An early favorite. Until I
got my first cherry, every time I'd boot up UFO 50 this
would be the first game I'd play just for the joy of it. I loved
working out a strategy first to maximize drops for gold and then,
with that achieved, to score well enough to hit cherry without
building too much of a backlog and dying. The two characters are
very obviously in love and I will fight you if you try to tell me
otherwise.
It's interesting to me that, in a collection with plenty of "arcadey" games, this is one of the most arcadey: the play is all constrained to one screen with no change in setting or mechanics, and scoring all about optimizing the play of a very simple system. I'm a little surprised they didn't go back to this well more often, especially considering how much of a delight this dip into it is.
Mortol: The first game whose design made
me say "holy shit" right out loud. Although nearly every
game in UFO 50 is meticulously designed to great effect,
Mortol stands above almost all of them in being a work of
real genius. It feels both totally outside real-world design
currents even today and entirely plausible for the 80s (although '84
does seem a bit early for something this complex). The ability to
replay levels and add to your total guys is incredibly engaging, and
building up a sufficient buffer of sacrificial men to attempt the
final level in cherry runs was a deeply satisfying culmination of
the meticulous optimization the rest of the game encourages.
Velgress: Another early game that started
out feeling fiendishly difficult and ended up being a total joy.
This very much feels like it expects to be played like a mobile game
from the golden age, slowly pushing your best height higher in
short-term play sessions in between other activities—a pattern the
shared UFO 50 launcher encourages and rewards. Dying at the
very beginning of a new level is undeniably demoralizing, but runs
are quick enough that it's hard to take too much umbrage. It's hard
to believe that the designer of Downwell contributed a game
and it wasn't this one.
The manual scroll in Velgress is a very clever companion to the dissolving tiles. You can't have it be a standard autoscroller because it would suck so much to get stuck at the top of the screen with your platform disintegrating, and at the same time it does give you a bit of grace if you're at the bottom of the screen with tiles to spare to actually take a breath and think through your routing.
Planet Zoldath: The heart of a randomizer
pulled into a game in and of itself. If you'd shown this to a naïve
Natalie and told her it was part of the genesis of procedural world
design she would have believed you. Lacks a bit of depth in the long
ends of the play, but it's fun to run a few times and not so tough
that it overstays its welcome. The real treasure here is how it fits
into the overarching world that begins to develop among the various
sci-fi games produced by UFOSoft.
Attactics: A tremendously stressful video
game that, for a long time, I only ever booted up with fear and
trepidation. It demands so much situational awareness and such
digital swiftness (fingers, not bytes) that I struggled mightily to
understand what to do. Another one where more skilled friends taught
me its ways, although not one I ended up loving so much as quietly
accepting as reasonably fun if sometimes still frustrating.
My biggest complaint, after all the dust has settled and I'm no longer struggling with the basic strategy, is the way swapping works. It's intensely annoying that you can't move a unit up without affecting all your intermediate ranks, but the worst of it is the fact that you can swap a unit backwards but not forwards, despite those being equivalent maneuvers. The controls are already hard enough, there's no need to make it harder arbitrarily!
Devilition: A very charming premise.
Either a skosh too easy or just very in tune with my strategic mind,
because I only ever played two games of it: one that ended with a
trophy, and a second that ended with a cherry. All the same, an
extremely satisfying way to represent a domino effect that I would
love to see expanded upon in something a bit more complex and
toothsome (and maybe with less of a time pressure element).
Kick Club: Pretty middle-of-the-road as
far as the difficult arcade-y games go, this is one where even my
friends who championed it couldn't make me fall in love. It doesn't
have the gratifying replayability of Velgress and the score
farming isn't as deeply compelling as Ninpek, but neither
do the initial levels feel as much like a repetitive slog as
Paint Chase.
The level design here really runs the gamut, too. Some of them are really fun to route—I like the baseballs in the final world a lot especially—while some are intensely aggravating, feeling like you're supposed to just memorize a movement pattern by rote rather than reacting to the level.
Avianos: This is a sick one for sure. I
ended up starting it while video chatting with a bunch of strategy
gamers and we had a lot of fun learning the ropes from
nearly no information and eventually powering our way through all
five trials. The only reason I didn't instantly cherry this was
because I wanted to save some for later, and even then I was only
able to hold out for a few days.
The board game history of the UFOSoft founders gives a very cool in-universe context to this. It's very much euro game in flavor, feeling a lot like an early port of an existing board game to a digital context. Specifically, it feels like a game made by board game designers who are specifically excited about the potential of the computer to do things like "automated combat" and "hidden board states" that just aren't possible face to face.
Mooncat: I adore the way the controls page
completely buries the lede for how bizarre this game is, but even
more than that I adore how good this feels once the controls click
in your brain. It's insane to describe this as "the sequel to
Barbuta" (I genuinely wonder if Thorson Petter's
characterization comes from "what sort of person would be
assigned Barbuta 2 and make this"), but it does have
the same sense of mystery with lots of corners to explore and
secrets to discover. And the mood throughout is truly immaculately
strange.
Bushido Ball: I go back and forth on this
one. Sometimes it feels like a compelling game of lightning-fast
strategy, other times it feels basically random. Even after
achieving gold I couldn't entirely tell if I'm missing mechanics to
make the super and curve shots do something more useful than fly
straight at my opponent, and I'm not ashamed to admit that I got my
cherry in the cheesiest way I could find.
This is also the first of several PVP games in the collection, all of which left me really curious how they'd actually feel in a mildly-competitive setting. I'm not interested (or frankly good) enough to find out myself, but if anyone's tried this or any of the others, drop a note in the comments because I'm eager to hear.
Block Koala: Go soak a bone! The early
game of this has been a bit controversial among my friends for how
little tutorializing it does, but I generally enjoy puzzles where
part of the puzzle is figuring out what to even do. I think the
level design here is generally solid, although some levels lean a
little too hard on gotcha moments where you realize you have to
unwind your entire solution for my taste.
There is a common pattern across this collection of games asking for the player's patience. Often this is patience with failure, patience with dying, patience with learning what the game is trying to teach you. In Block Koala, the patience is just being willing to move your guy around the level at an ambling pace. It's the sort of game that's much more palatable if you consider it to be a bit meditative, or else if you have someone around to chat with while you play.
Camouflage: Juxtaposing this game's ten
breezy levels with Block Koala's fifty in the default
chronological order is quite surprising. I don't mind the short
(breezy!) length in and of itself, but I think I would have moved it
elsewhere in the order just to make it feel less strange how tiny
this is by comparison. I do enjoy the puzzles, though—”stealth
puzzle” is quite a neat genre, and it exercises very different parts
of the brain than the other puzzle games.
Campanella: They somehow managed to
encapsulate the feeling of putting on eyeliner in video game form.
This is so fucking hard, especially past the first world
where the difficulty of the levels starts to pace and then outpace
the number of lives you can readily farm from them. This was the
first game where I really didn't know whether I could get
the gold, even if I put in the time. But I did keep putting in the
time, and like Ninpek I somehow did get better on average
run over run. By the time I got the cherry, I'd become quite fond of
the way it felt to fly my little bell and traverse these wacky and
colorful spaces, and I could understand why this was such a hit
in-universe.
Campanella is also a great example of how the hardest games often have the easiest cherries. Naturally the cherry condition is always strictly harder than the victory itself, but in Campanella and a number of other particularly tough games once you can achieve gold the cherry seems like it's already within your grasp. You've probably already found a bunch of hidden coffees on the way to your trophy—after all, each one is fully half an extra life, and you'll need those lives if you're struggling—so how much more work could it really be to route in the rest of them? This is such a smart choice, and this sort of thoughtful challenge design is a big part of why I ended up with so many cherries to my name.
Golfaria: While I think
Golf Story is a slightly better execution on the concept of
a "golf RPG" than this, it's a concept that can
comfortably include multiple entries. Some of my friends found the
early game frustrating, but I liked the challenge of getting more
freedom to roam as I found shot extensions and routed in birdies and
eagles (a lesson I've learned from playing these games is that I
find routing particularly fun). Even once I had a comfortable number
of shots, exploring the overworld and earning more power-ups was a
lot of fun.
My big complaint here is that the path to cherry felt sloggy. I never particularly like the experience of combing an overworld I've already mostly explored for nooks and crannies I happened to have missed, and where other games with 100% cherry conditions give direction as to where to look you're absolutely on your own in Golfaria.
The Big Bell Race: I absolutely cannot
hold myself back from calling this Kampanella Kart, and I
won't apologize for it. I loved this game the instant I started
playing it, even while I was feeling pretty ambivalent towards
Campanella itself. The movement feels much freer when you
can take a hit or two, and there's so much edge to be gained through
both skillful movement and clever planning in the races against AIs
that you can breeze through it quickly and have a good time doing
it.
Warptank: My favorite of the outright
puzzle games. Lots of lateral thinking involved in the trickier bits
of figuring out how to navigate, let alone how to grab the secret
treats. The parts of this that are more action-oriented aren't as
interesting to me, but neither are they terribly intrusive so I'm
not complaining.
The borrowing of the flower motif from Mooncat is extremely clever, very neatly solving the problem that Golfaria suffers from when trying to go for a cherry without coming anywhere close to giving away the whole game. I find myself wishing they'd used it even more in later games, but perhaps there's a lore reason why that couldn't be.
Waldorf's Journey: Kind of a successor to
Mooncat in the sense that it's another game (and certainly
not the last!) built around the idea of coming to grips with a
strange movement scheme. My first completion was by the skin of my
teeth, and left me feeling if anything even more confused about the
best way to approach motion across the floating ice platforms that
make up this game's terrain. My second (again with
Cera's help) ended with a cherry and a comfortable margin of extra
shells and fish in my belly. This still isn't my favorite, but it is
fundamentally a lot of fun to learn new strategies and then put them
in action to great effect.
Porgy: A search action game that's oddly
by-the-books for the standards of this collection. The economizing
of which upgrades you bring when does encourage an interesting kind
of risk/reward calculation, although the patience required to spend
the time on an exploratory journey before going back for the
upgrades you now know you'll need can be frustrating.
I do appreciate the way the world holds onto certain aspects of its state until you die, allowing you to open pathways semi-permanently and encouraging you to explore with caution rather than making sacrificial runs just to get information. But I wish this were a bit more telegraphed... I spent a lot of time just resetting to save time getting back to base and unknowingly losing progress as a result.
Onion Delivery: This is the game for which
I had the biggest swing in opinion between starting and finishing
it. Plenty of games in the collection started out hard, but when I
started playing Onion Delivery it felt like licking
sandpaper. The controls are, of course, intentionally obtuse. Even
given that, I had trouble executing actions like strafing that
seemed both simple and critical with the remotest consistency.
But I kept playing, and Eden kept guiding and encouraging me, and little by little I started getting an intuition for how to move my little car and a sense of how the big city was laid out. I could pretty consistently make it from delivery to delivery with relatively few deaths, and eventually I managed to last a whole week.
My cherry run was where I really fell in love with the game. After pointedly never looking at a map all the way to gold, once I decided to go for cherry I brought up a conjoined map to which Eden had added a bunch of useful additional information. After each delivery, I'd plot my exact route to the next stop, nabbing as many time extensions as possible along the way. This was a blast, and I quickly had the cherry as well as a lingering desire to play even more.
Challenging the player to understand and engage with the city map, laid out organically like a real city with weird little cul-de-sacs and cross streets, is so smart. I don't think it's original to this game, but encapsulating it so neatly and positioning it as the "next level" challenge after getting a handle on the controls is still very smart. It certainly helps that the place names and the visual design of the city are so intensely charming.
Caramel Caramel: I got to this game at
just about the same time I cherried Ninpek, and it
definitely feels like a suitable upgrade. It's hard as hell but
still fun enough to lose hours just jamming it over and over trying
to eke out a bit more progress than I made before. I'm not much of a
shooting gamer, but as I mentioned I do love routing, and the points
routing for this game is incredibly deep.
I think this is probably the game with the biggest ratio of "time to cherry" versus "length of run" for me in the entire collection. I wasn't sure I was even going to be able to get a gold until I was already on the final row of games, and I'm still a little bit flabbergasted that I managed a cherry. But when I got it, it sure did feel good.
Party House: Absolute natbait. I love a
deckbuilder, and the particular kinds of resource management this
asks for are both deeply compelling and totally different from
anything I've played elsewhere. The scripted scenarios are fun, but
they feel mostly like training for the real meat of the game: the
random mode. There are games that allow for total combo horseshit,
games that require extremely precise fundamentals, and everything in
between.
My only real complaint about this game, if I have to articulate one, is that it feels much more out of its time than the rest of the collection. To be sure, there are plenty gentle design anachronisms, but this whole game is wholly embodying a premise that wouldn't exist for another couple decades. But even so, I'd rather be able to play it than not!
Hot Foot: I found this much more
comprehensible as a versus action game than Bushido Ball.
It's still quite difficult, but as I played I grew to understand and
appreciate the strategic depths—which players to pick, how to use
the various supers, how to score multiple hits and avoid getting
multihit myself. The co-op mode is a particular treat, and a fun way
to grind for cherry, although I'll admit again that in the end I
grabbed it on my own by somewhat exploiting the enemy AI.
This is, however, the first game that really starts to show the shortcomings of the "two buttons and a d-pad" restriction imposed by the fictional LX-system consoles. While the game hums when it's doing what you want it to, far too much of the skill is tied up in trying not to switch teammates when you want to pick up an item or passing the beanbag when you want to slide it at an opponent. I bet a version of this with two more buttons would be noticeably more fun, and I say that as someone who generally likes silly and technical input schemes.
Divers: What some consider slow about this
game I find pleasantly contemplative. It is undeniably a bare-bones
version of the RPG concept, and the lack of any sort of UFOSoft
twist on the formula is a little puzzling, but nevertheless I
enjoyed the time I spent exploring these watery caverns and I found
more than a little mystery to intrigue me in their depths. I will
say that I had no problem grabbing a cherry without ever learning
what the point of hammers or shields is, though, which may speak to
a flaw in the design.
Rail Heist: An absolute banger that I
picked up and did not put down until I'd reached sixty
stars—something very unusual for how I played UFO 50, where
most of my play sessions involved bouncing around between all the
games I had started but not yet cherried. An incredible execution on
the concept of an 8-bit Hitman, and it scratched all the
same itches. In some ways the formula is even better—by keeping the
runs short and forbidding mid-level saves, the player is motivated
to actually engage with the think-on-your-feet mechanics and learn
to salvage imperfect runs while still planning and playing towards
specific goals. This tops my list of games in UFO 50 that I
want to see elaborated on more, if not by these devs then by someone
taking inspiration from them.
Vainger: Metroid meets
VVVVVV, or as
Zandra
pointed out, more accurately Metroid meets
Metal Storm. While this definitely has some of the draggy
feeling of the orthodox search action formula, where traversal can
get to be a slog and finding the last few upgrades feels like
looking for your lost keys, mixing and matching your build is very
cool and the level design providing different challenges depending
on exactly how you've set yourself up is extremely clever.
Rock On! Island: Would you believe I'd
never played a tower defense game before playing this? I wasn't sure
how much I'd like it, but it ended up sucking me right in and
getting me hooked. I love going wild with econ in strategy games, so
parsing out exactly how to spend the smallest amount of meat on
actually surviving the first few rounds and the largest on starting
to snowball was a delight, even if it did involve restarting over
and over again.
This game is not without serious flaws, though. The fact that most of the late-game maps cover multiple tiles makes sense from a need to ramp up the complexity, but it also fights with the core conceit of the genre—in order to improve your build, you need to understand why it failed. It's especially painful when your avatar's actions can be critical for either defense or econ, so you just can't hang out and watch the other screen. Many of the hours I spent on this ended up being lost to rebuilding to the third wave exactly as I had before, just to try a slightly different arrangement of units to see if they would fix an issue that happened off-screen.
Similarly frustrating is the inclusion of four unique units in wave twenty of the massive final map. While the flavor purpose is understandable, this map took me at least a couple hours in its own right to complete the first time, and needing to redo it after once of those units was more resilient than I could possibly have known to plan for was deeply demoralizing.
Pingolf: "Pinball golf" is a
beautiful concept beautifully executed. This is so intensely
visually appealing, both in the level design itself and in the
pinball-inspired UI around it, and it lives up to that promise in
its play. You can let your ball ricochet all over the place and
eventually make some progress, but as you learn the levels you learn
to set up shots and time your dunks to shave more and more points
off your score. This is a game I could easily play five more level
packs of and enjoy every minute of each of them.
Mortol II: A game that manages to totally
preserve the heart of Mortol while creating from its form
something totally new and different. If
Rail Heist encapsulates the play of Hitman, this
encapsulates its level design: a massive world packed chock full of
secrets and interconnections that you gradually begin to understand
as you peel away the layers and move further and further inside. Its
real genius is the way it asks the player to plan their route. 99
guys isn't enough to win if you're exploring everything in every
direction, so a victorious run must plan a route, and a
cherry run must plan one that's fairly slim.
The biggest disappointment here is the size. The world is bit smaller than it feels like it wants to be; once you see the whole thing it feels a bit like it under-delivers on the initial promise of scope. Despite knowing that these games generally hewed small, I did kind of expect this to have a second stage or something like that. But instead I'll have to hope that some other dev takes up the inspiration and creates something that could be described as Mortol III.
Fist Hell: This is my least favorite game
in the collection that I don't believe to be actively bad game
design. While UFO 50 has taught me the joys of many genres
I hadn't been into before, brawlers still just don't click with how
I think. It's hard for me to understand why I do well when I do well
and what I'm supposed to be doing when I do poorly. Coupled with the
late-game level design which really seems to fall into "just
throw the whole pantry at the player" I found myself constantly
overwhelmed and unhappy. The only reason I even got the trophy was
because I knew if I quit out I'd lose all the progress I already
had.
Overbold: A twin-stick shooter without the
second stick! It took me a long time to wrap my head around the
controls well enough to rapidly adjust my aim without walking too
far in the wrong direction and slamming into an enemy or a bullet.
Most of my equity came from slamming bomb-related upgrades which
didn't need to be aimed and took a bunch of pressure off my
movement, so it could be argued that I never really got the hang of
the controls at all. While the actual combat sections here never
stopped being kind of stressful, I did come to enjoy the strategy
around when to buy which upgrade—once again evincing my love for
routing.
Campanella 2: I find this game deeply
upsetting, and not just because they followed up my beloved
Campanella with something so miserable. Even more than its
predecessor, Campanella 2 demands constant precision and
high-level execution. Although you can survive more than one hit,
the stream of extra lives—so generous in retrospect!—has dried up,
and the net result is that you have far less latitude for mistakes
in a game with substantially longer runs.
But that's not intrinsically a problem. There are plenty of difficult, demanding games in this collection that I came to love. The real issue is that on top of demanding precision, Campanella 2 will also regularly make you lose runs (sometimes twenty minutes deeper or more) for reason largely or entirely outside your own control. The resource economy and cherry condition requires you to explore the map, but the strict fuel limit means that going the wrong way can kill you stone dead. So you are put in a position where you must decide whether to go down a certain path, and some of the time doing so will end your run and some of the time not doing so will end your run, and you have no way to know which it is.
The real dagger here is that it doesn't have to be this way. The game is salvageable. The core conceit of flying around with campanella physics and getting out to explore the world is so good, the exploration is really fun at first, the upgrades and level designs are compelling... this has everything it needs to be a great successor to a great game. Just tweak the balance, provide more ways to refuel, and you've got something delightful instead of a horrid game that I only cherried because I had a run that happened to get lucky.
Hyper Contender: Definitely the weirdest
of the versus games, but kind of charming for its strangeness. The
conceit here is that all of the characters have a unique attack
and movement mechanic, with only one character having what
you might describe as a "normal jump". That character,
unsurprisingly, is generally considered by far the best because she
can actually go where you want her to and she even shoots in a
straight line to boot. Which is too bad! I wish they had
all been weirdos you really had to learn to play with.
But that's why the cherry condition is so smart. All three versus games have different cherry requirements: Bushido Ball requires winning without continues, Hot Foot requires winning by large margins, but Hyper Contender is the coolest of all and requires winning with multiple characters. That means you have to learn to use at least a couple weirdos and engage with the heart of this game.
Valbrace: A pleasantly compelling
synthesis of the ideas of an action RPG and a classic dungeon
crawler steeped in mystery and unexplained mechanics. The fact that
you can miss a major (but not necessary!) movement mechanic early on
is laudable, and really serves to re-emphasize how much of the
collection as a whole is built around the concept of word-of-mouth
(or more likely -keyboard) communication as a key factor in making
progress.
I spent a tremendous amount of time while playing this cobbling together maps for each level, of which I'm quite proud even if they weren't tremendously necessary when going for cherry. There's just something deeply satisfying about taking a space that feels mysterious and rendering it not just legible but shareable. It's part of why I enjoy making wiki contributions as well.
Rakshasa: Another game that scratched that
routing itch real good. The addition of what I called "little
guys", the green dudes who fly around next to you, is the core
of what elevates this above being just a nice
Ghosts 'n Goblins-alike. They help show you secrets, but
you don't need them to get the secrets, so they serve as a means of
mapping out the space for you. As long as you can keep your little
guy alive (by not getting hit yourself), you'll learn how to grab
everything in the level even if they're not around to help you next
time. And of course doing so is also practice in its own right, so
eventually you've almost always got a little friend tagging along
protecting you from danger. What a charmer!
Star Waspir: The only game in which I
never even got gold! And not because I didn't like it, I'm just
quite mediocre at shooting games. I bet if I put as much time into
this as I did Caramel Caramel I could get at least a
trophy, but since it shows up pretty late in chronological order I
just didn't have as much time to keep going back, iterating, and
getting a little bit better. In the end, I only ever managed to see
Wave 3.1, but I still had fun learning to get that far. It's the
best I've ever gotten at any game like this, so I'm proud of myself!
Grimstone: While mechanically this is
"just" an RPG (albeit one with a clever little timing
minigame for the attack system), it's a totally competent one and
it's absolutely packed full of charm. The setting alone ("what
if Texas was pulled into hell") is really cool, and has the
Eden
"I grew up in Texas" stamp of authenticity. And there's so
much care put into the worldbuilding and the dialog writing. Every
one of the eight possible members of your posse has their own
vignette you can find somewhere in the world as well as their own
specific mechanics, so different party compositions feel totally
different. You don't know what you're getting when you first choose
them, so a lot of the game is learning what they can do and how to
best get them to work together, just as though you were building a
real team.
Lords of Diskonia: Carom tactics is such a
smart idea, and this does a lot with the unit design to make it feel
fresh and interesting all the way through. The enemy AI definitely
feels a bit wonky—Zandra
described it as "like you're playing basketball against Michael
Jordan but he has scorpions in his shoes, so sometimes he's pulling
off incredible feats that you could never hope to match and
sometimes he's just screaming and thrashing around randomly",
which will live in my brain forever now. I suspect it's a way to
balance for the fact that a computer is capable of lining
up arbitrarily good ricochets so it has to make bad decisions to
make the game winnable, but I did find it maybe a bit too easy in
the end—especially considering how much of an edge you can get on
top of the tactics by just being better at navigating the overworld.
Night Manor: The visual design here hits
the part of my brain that imprinted on early Humongous Entertainment
games just right, while the horror story brings joy to my more adult
sensibilities. This is cool, it's creepy, and it tells its
story—both the narrative of what happened and the underlying themes
of the rot that already existed within this particular house—very
effectively. As is inevitable with a point-and-click, there are
moments where things that would work in reality don't work in the
game, but overall this is one of the better short-form horror games
I've played, and I've played more than a handful.
Elfazar's Hat: While this may not be as
meaty as the other shooters in the collection, I found it to be a
lot of fun. It's not too tough, but the combination of cherry
condition and bonus minigame gave me a nice bit of room to optimize
without ever wearing out its welcome.
I like the design of the upgrades here a lot, especially because the way they're useful varies so much from upgrade to upgrade: shot is the best but you only ever want one and a partial is nearly useless, option is decent partial and pretty good full but never crucial, health is good in partial repeatedly but only if you've lost life, shield is good repeatedly but only at full, and bomb is never good. It makes figuring out which cards you want when and what you should hold out for a fun little minigame even when you're doing the early levels that you have down pat.
Pilot Quest: As an idle game, this feels
oddly curtailed, with its resource generation curve capping out at
relatively few upgrades and really only requiring a handful of
waiting periods—odd in a collection where there are so many other
games to play while waiting. The exploration segments are a bit more
fun, with a fair amount of reward to learning the lay of the land
and where to go to maximize your time early on or to maximize your
rewards later. But on the whole, this was never really
that fun to play moment to moment.
Mini & Max: I played this whole game
side by side with
Liz, with her taking notes while I ran the controls, and we had a
blast. The constantly increasing scope of the game is so cool, and
it does a fantastic job of filling out the space with fun stuff to
do and interesting people to talk to. Like Grimstone, much
of what makes this game excellent is just the writing and world
design, but it has the added benefit of the exploration of finding
that writing being novel and exciting in and of itself. And to be
completely honest: I always have a soft spot for games that get me
to take notes.
Combatants: This game is neck and neck
with Campanella 2 for my least favorite game in the
collection. It's miserable to a similar degree, but for very
different reasons. It's a real-time strategy game where your units
are all blithering idiots who rarely do what you say and never what
you want, playing against an enemy with superior numbers
and superior strength. There are ways to win, of course,
but they all rely on some combination of exploiting holes in the AI
(both your enemies' and your allies') and sheer luck.
On top of that, the controls are absolutely horrendous, somehow even worse than you'd expect from an RTS on a two-button system. To command your ants, you have to open a sub-menu which does not pause the game and navigate it with the d-pad. Because time is always in short supply, you have to do this at speed, often just before moving your avatar elsewhere. If you press the d-pad to move even slightly before releasing the menu button, you'll send a different command than you expected and likely ruin your whole run.
Unlike Campanella 2, this game is totally unsalvageable. There's nothing good to be had here. That said, at least it's mercifully short and not too hard to cherry once you know the right AI exploits. I'm genuinely not sure how these two rancid games made their way into an otherwise tremendouso collection.
Quibble Racing: A vapid game that's all
about playing the random number generator slot machine and seeing
what happens. There are a few ways to put a finger on the scale, and
with enough care they could have made this into something genuinely
strategic around accumulating and using knowledge. But they're not
consistent enough to make doing well better than a slightly-weighted
die roll.
But for all its lack of substance, this is still fun. The writing and visual design when you interact with various merchants and other characters are entirely charming, and despite being random you can pretty readily beat the game before it wears out its welcome. It's cotton candy: very sweet, mostly air, but still a fun treat every now and again.
Seaside Drive: The last real banger
UFOSoft ever made. This is extremely stylish and extremely
smart. Combining the drift-to-charge mechanic with the idea that
your direction of movement controls your gun gives this a tremendous
amount of mechanical depth before it even has any level design, and
then the levels really optimize for creation tension and release in
how you position and move your car. This isn't terribly long nor is
it terribly difficult, but it's screamingly fun and it's one of the
big reasons I'll consider booting UFO 50 back up for a few
minutes long after I officially consider it finished.
Campanella 3:
Playing all the games up to this point really gives context for how
cool the 2D-3D effect this is going for comes off in a way that's
hard to get for people like me who are used to modern graphics
cards. The final full shooter in the collection is definitely not my
favorite, but it's pretty entertaining and
very novel. The biggest issue is that it indexes extremely
heavily on memorizing the enemy patterns for each wave, so that in
the end the first few stages are relying more on memory than actual
execution.
On average, the Campanella series was average.
Cyber Owls: A suitably weird game to end
the collection on, given the in-universe implication that UFOSoft
bet big on it and lost their shirts. This game has high highs and
low lows. The writing is great, the visual design more lush than any
other game in the collection, and the fictional media tie-in is
actually a pitch-perfect parody of 80s/90s badass anthropomorphic
animal cartoons. The game's mechanics are all over the place—the
conceit is that each of the four members of the avian secret agent
squad star in their own genre of game, as well as a fifth tactics
game to rescue captured teammates—but most of them are a lot of fun.
The tactics game is easier with some characters than others but a
pretty decent little design, the rail shooter has a surprising
amount of depth to it, and I had fun learning the waves of the bike
shooter. Brawlers, as mentioned, are not my thing but I didn't find
this one particularly offensive.
And then there's the stealth game. The stealth game is bad. I was so excited when I booted it up and saw a Metal Gear riff, but it's a nightmare to actually play. The logic by which enemies see or don't see you is totally incomprehensible—I had three people in group chat all tossing out theories as to how it worked, only to have each of the theories disproven by a clear counterexample that worked the opposite way. In the end we could only shrug our shoulders and say "I guess sometimes they just notice you and other times they don't". The only saving grace is that the guards are pretty bad at actually shooting you when you're seen, but that's mitigated by the fact that the spy only has two hit points.
The overall arc of the game is to play each of the four segments, accumulating as many points as possible in each one to get extra lives which you can then bring with you into the final segment. There's no tactics minigame to rescue agents in this final segment, so those lives are important, especially since spending them is the brawler's main damage mitigation strategy in the final boss fight. So imagine my shock when I learned that the cherry condition for this game is to have no one die, ever. When going for cherry, points don't matter, extra lives don't matter, the only thing that matters is playing as cautiously as possible at every turn. I just don't get it, and learning that was a bit of a sad ending to an otherwise wonderful experience playing UFO 50.
Miasma Tower: A really lovely and
crushingly sad little coda to the rest of the game that gives
context to the dribs and drabs of lore (and offhand lines in games
you don't even realize are lore) throughout the rest of the
collection. My friends who have worked in the games industry were
hit particularly hard by this, but I think we can all see in our own
lives the echoes of the way capitalism commodifies, infests, and
ultimately hollows out art. The collection takes on new emotional
weight once you know this context, and it encourages the player to
start thinking of the games in terms of the people who created
them—first the fictional people who you've come to know through this
experience, and then the real people who actually exist. This is a
wonderful habit to instill in those who care about the medium.