About MOTLEY PIXELS

Motley Pixels is the psuedo-game-company name for Leo’s game-making psuedo-business. Motley Pixels makes a variety of games, for a fairly broad audience, not sticking to specific niches necessarily, but aiming for more of a “fun-for-all” approach. That’s the plan so far anyway. Sometimes I do game jams, where all kinds of concepts get attempted. The goal is to make games and release them on major platforms, Steam notably but others would be nice as well.

  • Post-Release Update

    Updates!

    It’s been just over a month since Gravity Flux was released, and, well I can tell you about the experience after releasing a game. It’s a relief, but also somewhat nervous and weird.

    Sales Report 📈

    I won’t give away exact numbers, but basically 25-50 “units” have been sold. Which I’m personally happy with. A lot more than if I’d put the game on a certain other platform (starting with I). Not to say that other platform is bad, it has other benefits. It’s just not as good if you want to sell as much copies as possible.

    Scammers! 🙄

    Yep, I’ve been targeted by scammers. I have had quite a few emails with the content saying something like:

    Hi, I’m streamer Jimbob and I have a streaming channel with 5K followers. I enjoy streaming of any genre. My streams get over 500 views.

    I just saw your game Gravity Flux and did check it out on Steam, I like to give it a shot. If you could provide a Steam copy it would be great!

    <Links to Twitch/YouTube>

    A few things, firstly they write it up in an extremely lazy and poorly-written way. Big red flag. Then, their email address sometimes doesn’t match with their YouTube channel (Mega big red flag). They don’t provide a way to authenticate themselves, like please send me the key via Twitter or something. There is no way I can validate their identity just by email address unless it matches some public profile. Which so far it hasn’t.

    My first response to the scammers was to send them a long email with some questions, of course it got no response. A game dev friend, Jon, suggested to make a “Review Key” form, which is now on this website. If you want a key, that’s now the only way you’ll get it. I will not give keys out in a reply email any more. Not even sorry.

    No Dosh From Steam 😭😭😭

    Sadly, Steam tells me they won’t send me the sales for the game as it has not made over a certain amount. Let’s just say I need to sell the same amount of units I’ve sold already since launch to make the amount. Double it. This is a bit crappy, since I never intended to make a lot of money from the game, but more than that other platform. They say it’s because of costs with sending and receiving funds (transaction fees?? How much are their transaction fees? Geez!). It may be more like, if you game doesn’t sell well, we don’t care about you. I’m not sure that’s it but it’s a theory. Oh well, please take this as an opportunity to buy the game if you haven’t already to help the chances I’ll get paid for the game..

    “Missing Steam Store Page Assets”

    Steam tells me I am missing the “Vertical capsule” store page asset. Well, I’m not super motivated to fix this as they are not paying me. I may fix it eventually, when I feel like it. Sigh.

    Achievements!

    On a more positive note, I am quite surprised that people are out there trying to get achievements for the game. Someone has managed to get all of the achievements, maybe that was a bug, dunno. Quite nice to see.

    Keep up the good work, gamers!

    Updates

    I’ve addressed some initial feedback from people who’ve bought the game, and implemented some other important fixes though official Steam updates. Notably around the “StatsDB” internal database file for settings and statistics. It will now be able to be “upgraded” with new variables and data loss will be minimised. I’ve also fixed some UI/text issues to help people know what keys to press and when in the menus.

    What’s next

    Largely, I am just taking it very slow in game dev in general. No rush now. I’m working on some other projects, like a “Tas Tech Talks” website which is for collating all tech talks in Tas into a calendar and mailing list. Also building a Z80 serial console for a home-brew computer I bought. And playing with Ham Radio, notably the digital FT-8 mode. Something a bit different. Rest assured, I will be releasing the promised features for Gravity Flux, when I feel ready to work on it again. I’m sure I will. The negative things above do not deter me too much..

  • Gravity Flux is Out!

    That’s the game on Steam!

    Get it HERE (if you want): https://store.steampowered.com/app/2072520/Gravity_Flux/

    The day is among us, where Gravity Flux is available to the world on Steam!

    11 or so months in the making, with a fair bit of help and feedback from others (listed in the credits) it’s now available. I went through so many tasks on Todoist. Making and releasing games, even one like this that’s relatively small, is a big effort. It takes a while usually. Every published game you see out there is the product of countless hours. The things you do to entertain people.

    Launch Party! 🎉

    I felt I needed to have a launch party for the game, because, why not? It is a party game and lends itself well to people coming around for a party. But I also just wanted to celebrate this launch with people. Mainly my friends turned up, people who share an interest in game development and family and several others who seemed pretty keen to check it out.

    The (free) event was allowed to start early, so I set up at 3PM and it went all the way to about 8:30PM (after the late pizzas). Reasonable turnout. People played the game, as well as ShapeVS on a separate machine. Some good feedback, people saying it was fun and well-made. Still finding bugs.. But the plan is to keep working on the game post-release.

    At 6PM I did a brief speech, about the game, the inspiration for it, the design and a bit about how I made it. Then some more gaming, chats, then pizza finally arrived around 7:30pm. Some people just came briefly, which was cool, was nice to see everyone that came.

    Kickstart Arts was a pretty decent venue, actually kinda perfect for this event for a few reasons. It had two screens, a projector for my game and a TV for ShapeVS. A bar kind of thing for the ample amount of non-alcoholic and alcoholic drinks I brought. The lighting was perhaps a little too bright for my laser light show projector I brought. Oh well, great excuse to buy it. Ample parking. A little tricky to find the entry, but everyone did without having to call me. The venue has a very “old school” vibe about it. Relaxed and rustic. While being upbeat and friendly. The venue organiser, Stefan was a great help and introduced me to the space very well. I hope to work with him and KSA again in the future for other stuff.

    Anyway, here are the photos!

    Going Forwards

    The game development is not over! I have a few more game ideas in the works. Some may have heard of my game idea, Sentience, a 3rd person shooter/stealth game for mobile devices and PC (equally). You’ve just got to pick an idea and stick to it. And Wizards with Rockets, which I’m thinking I will just release on itch.io initially. Making games is something I like to keep doing if and when I’m available. It’s a good challenge and if I can help “inspire” people to make games in Tas that would be a nice thing. I’m always trying to help Tasmanians produce more games and tech products. No reason why Tasmania shouldn’t be known to be a tech isle.

    Initially, a few bugs to work on for Gravity Flux but I may take a break from game dev for a little while to catch up on non-gamedev stuff, like electronics, web dev, planning workshops and talks, YouTube videos, and a software project I’m making. I have no shortage of projects to work on, that’s for sure. And I like that. Though sometimes you have to be careful how attached you get to projects at the same time.

    Early Responses

    Amazingly, I’ve had 3 streamers contact me, 1 games marketing company, and one game key giveaway prize organiser. Yeah, I’ll have to give the game away to people, but it doesn’t cost much so not much of a loss to me I guess? Some “promotion”? Probably a good thing. I suppose some people wish for these opportunities? I dunno 🤷‍♂️ I will tentatively investigate.

    Thanks for reading!

    Jump on it!
  • Gravity Flux + ShapeVS

    We are just over one week out from the launch of Gravity Flux and the exciting announcements are starting early! I am teaming up with SmashAttack who are releasing their local multiplayer game ShapeVS on the same day as Gravity Flux!

    It will be a great opportunity to demonstrate two local multiplayer games at the same event!

    Not one but two new Tasmanian games going live on Steam (hopefully for me) on the 30th of September. Leo here at Motley Pixels couldn’t be more excited for what the future holds for Smash Attack and like I mentioned earlier I am teaming up with them, which means I will have ShapeVS playable at the Gravity Flux launch party as well!

    Speaking of launch party, you can get your tickets here: (Fellow Tasmanians) https://www.eventbrite.com.au/e/gravity-flux-launch-party-tickets-415748985407

    Wishlist ShapeVS https://store.steampowered.com/app/1575750/ShapeVS/

    Check our more details here and keep an eye out for more information coming soon.

    I am currently in the process of going back and forward between Steamworks, they are having controller issues, so I think just removing “Full Controller Support” will allow the game to be submitted to the store. Fingers crossed!

  • September – Launch Month 🚀

    In August I took it easy and didn’t burn myself out. I made a good decision of launching two months after the game was in a playable state (but needed some fine tuning). So there was no rush.

    A couple of major things done since last month:

    • Fixed the camera – so it moves more smoothly. People were saying that the camera was rather jerky and harsh. I though I smoothed the position, but the zoom scale wasn’t being smoothed. So both change with smoothing applied, and the effect looks a lot more tolerable to the eye.
    • I’ve added all the achievements to Steam. See image below of the achievement icons. I’ve almost got them all working in code as of this post, I just need to test them to make sure they all work. It was made quite easy thanks to a Godot addon: https://github.com/samsface/godot-steam-api (no need to build Godot from scratch with Steam SDK built in it)
    • Probably fixed an issue when re-spawning – player would spawn in the ground. Resetting velocity I think fixes it?
    • Generally improved controls so no more weirdness, especially with analog sticks
    • Added amusing game-over sounds: https://twitter.com/MotleyPixels/status/1566047026714148864
    • T-shirts! and other items available from RedBubble: https://www.redbubble.com/i/t-shirt/Gravity-Flux-by-leofebey/122773651.WFLAH?asc=u Super important of course

    Achievement icons:

    The game is still set for Friday, 30th September 6PM (AEST/Hobart time). I am currently working on booking a venue. I have contacted a certain venue, but have not received a response yet. There will be a venue, (I have some fallback plans) don’t worry.

    The remainder to-do list is getting a lot smaller.. Just forgot to get the stats page working, and finishing up the achievements. Then upload to Steam

    I still want to do some more testing. I think I have at least one more chance to test the game, which I hope will be valuable.

    Tas Jam

    It’s awesome to see the return of Tas Jam, the local Tasmanian game jam events. It’s happening on 9-11 Sept at University of Tasmania Sandy Bay. I will be attending in some capacity. I guess I should try to make a game (I’ve historically been good at that) or just chill and volunteer being on the Tas Game Makers board. Event details: https://tasgamemakers.com/tasjam/

    Other Projects

    I have lots of other projects on the go, and of course I’m already thinking what to do after Gravity Flux is released. My next game will likely be “Sentience” the 3rd person shooter for PC and mobile. It’s a story-driven game with levels made with Trenchbroom. I think I’m going to enjoy working on it. I have other non-games projects as well, like a custom music manager and player program for PC (Win/Mac/Linux) and a virtual pet electronic “toy” / health companion. Having experience with electronics, that should be lots of fun as well.

  • August – Getting there.. 🔜

    Gravity Flux

    More work has been done in July

    • Added players jumping in the menu
    • Improved input system to add/remove buttons pressed into an array (best way to do it)
    • Made both 2D and 3D particles for MacOS and Windows/Linux respectively. Godot says that Macs don’t do 3D particle acceleration, so I’ll take their word for it and make the game switch between 2D and 3D particles depending on detected OS.
    • Fixed small bug where player kept moving (falling) when paused. Oops.

    A few things left to do

    • Steam achievements! (many..)
    • Fix bug where one controller doesn’t work in controller join menu (need physical gamepads to test)

    As soon as those are done, I”ll do some more real world testing then hopefully start the releasing process (exporting and uploading to Steam). Could be earlier than scheduled date of Sept 29, we’ll see..

    Wizards with Rockets

    This game (that I’ve been working on since 2018) has been mostly on pause since early this year, but I’m thinking how to progress with it after releasing Gravity Flux. The plan is to finish the game up quickly. Not adding new features like physics, scripting and shaders. It’s just going to take too long and I want to learn a new programming language and graphics framework. Plus I’ve been feeling a little burned out from it being a long-term project that’s getting little progress.. Oh well, I’ve learned plenty about C.

    So the plan is to make WWR 2, using C++ and SDL! Not too ambitious, no! I plan to get better at CMake as well. So I can just build on any platform with ease. I’ve chosen C++ over Rust, as I think it’s important to know C++ well in my profession (software developer), and Rust is still fairly new. C++ isn’t going away any time soon. I’ve heard about the new Carbon programming language, designed to be a successor to C++, we’ll see. It may take some time to achieve that. Still keen to learn Rust well at some point, but perhaps learning C++ will only make learning Rust more satisfying, from what I’ve heard. And SDL because it’s pretty popular and well known, an industry standard. A little more complex than Allegro by the looks, but still not absurdly complex with boilerplate (Hello OpenGL/Vulkan). Then I’ll have the fun of incorporating other features, like map loader, physics, networking, etc. Add all the libraries!

    Sentience

    I’m very excited to work on the next big game after Gravity Flux. It’s going to be a 3rd person action/stealth game for mobile devices and PC. I want to make a decent first-person shooter one day. This won’t be it but it’ll be similar, and less advanced. Perhaps a prequel.

    I’ve given Sentience a bit of thought recently, and I have some neat ideas for it, some I want to keep secret until I’ve gotten close to releasing it. I’m going heavy with story and world building for what it is, and it will be a very art and story driven game, which will be an interesting challenge for me. I see some Blender tutorials in my future. I’m super keen to start work on it and show screenshots of my progress. I hope to get started right after Gravity Flux is released.

  • July – Gravity Flux on Steam and Steamworks Experience

    Steam!!

    Yes, Gravity Flux is now on Steam! (Available for wishlisting). It’s been a rather large effort getting to this stage. Getting the game ready to promote as a trailer, then jumping through the (not too difficult) hoops on Steamworks to get it ready for approval. And lo and behold, it got approved!?! Go wishlist it now!? https://store.steampowered.com/app/2072520/Gravity_Flux/

    Steamworks Experience

    I’m sure there are people pretty curious as to how the Steamworks experience is. Well I can give some rough details, it’s all under NDA so I can’t provide screenshots and such. But I’m sure it’s ok for me to explain some key steps.

    1. Registry – is pretty simple, all you need is a Steam account
    2. Application/game registry – As an Australian, you need to give evidence you’re not a US citizen living overseas, enter some tax stuff like TFN and photographic ID.
    3. Steamworks fee – this is US$100 per game/application. Sucks yeah, but I believe an actual human checks the game.
    4. Steam page setup – You’ll need to create some store and Steam library assets for the game. So any logos/promo banners you have (like Inkscape SVGs) will be required to be tweaked a little. I had an issue with approval as my logo didn’t have transparency. I fixed it and it was approved.
    5. Some other things like system requirements, description, set release date (required!), support info (contact details) and game icons.

    Then once approved, they’ll let you press the “Set as coming soon” button to publish the page publicly.

    Of course, I still need to submit a build of the game, they haven’t required me to submit one to put the page up yet. Which is fortunate, it lets me promote the game earlier.

    What’s next

    Still a fair bit of work to do on the game, but not too much. I’ve got to:

    • Fix the player stats functionality – currently a bit broken 🙁
    • Fix an issue where 4 players were joining and one couldn’t join properly.
    • Steam achievements! Every good game has achievements. I’ll have to programatically add these.
    • And a few other small misc tweaks – nothing too hard.

    I’m definitely going to have a launch party of some sort. Remember to join my Discord to be informed of when that will be! See the links page of this site.

  • What’s Next June?

    Oops! Forgot to do June’s post! I must set a reminder for next month! 😖

    More slow progress since last post. I have been struggling with the old problem of juggling multiple projects and games to play.. But I think I’ve come to a solution, I’ll get to that!

    I did say I was aiming to release Gravity Flux around now/July.. Probably not going to now but it’s still quite close to being finished. Just got those last tedious things to fix up like menus, Steam achievements and misc tweaks. Steam is going to be interesting.

    An interesting development. I went to a friend’s place (My professional game developer friend Bruno R) and I showed the game (Gravity Flux), and he gave me the suggestion of adding some background particles to give a sense of the gravity. An excellent idea! So I worked on that as you can see in the title GIF.

    For the next 2-4 weeks or so before next blog post, I will hopefully have finished the player stats menu in the main menu, which shows important stats per player colour. I thought I’d add this so that players can compare themselves to others. Player Blue might have 20 kills, but player Red might have 25! Here’s a preview of what I’ve done so far:

    I am also going to be recording some gameplay footage soon, this weekend! Which will be used in the trailer. So that shows what stage I’m up to on the game.

    Here’s my current remainder tasks:

    That’s all! Not a huge mountain of work left to do really. Exciting times.

    Oh and a last minute suggestion I’ve had was to have a post-game awards screen. So things like longest airtime, highest accuracy, etc. But not saved to file, just showing at the end of each round. I might add that if I’m feeling up to it.

    Maybe by next blog post I’ll have a Steam page set up! 😉

    PS. Whoops forgot to say! I’ve come up with a time management tip.. It is to be “goal oriented” so rather than say alternate randomly between projects, I will stick to one project (or game I’m playing) at a time until I achieve a minor goal, for example finishing the player stats screen. So far that feels like a good way to use my time.

  • What’s next May 2022

    A slightly delayed monthly post, oops!

    Last month, things slowed down a bit, but I have reached some goals with Gravity Flux. The gameplay is more or less complete! I just need to finish up the last menu – the player stats, and of course Steam achievements and integration. Boring and tricky compare to the rest of the game, but I’ll get there!

    I am also planning on running a hybrid, online and in-person Godot Engine workshop. That has been taking up a lot of my time as well, and this month I hope to complete the main course content for people. If you’re interested, please join my Discord server in the Links page on this site. The course will cover making a clone of my game, Wizards with Rockets. You’ll see how quick it is to make the game, especially compare to making it with C programming..

    So the workshop will likely take up most of my spare time, but I’ll try to make some progress with Gravity Flux. my plan was to release the game roughly mid 2022, which is still looking possible.

    In other gamedev news, I’ve decided I want to make my own 3D game engine, much like I’m making a 2D engine with Wizards with Rockets, and improving another one of those core programming skills, C++ programming. I thought I’d try Vulkan programming, but we’ll see how that goes. I might cave in and just use Ogre3D or something much easier. This is going to be a very long-term project, probably longer than Wizards with Rockets will be, and that’s already been in development since 2018 (4 years).

    Oh, and with Wizards with Rockets, I have been successful in porting the build system to CMake! This is one of those “dark arts” of programming that are notoriously poorly documented and very few people know it very well.. Sigh, I wish that wasn’t the case because it’s been a rough experience learning CMake. But I’ve forced myself into it as I’ve been using CLion IDE with a view to keep using it, and it’s a paid product, so I better learn it well!

    Here’s the CMakeLists.txt file that defines the build process:

    cmake_minimum_required(VERSION 3.22)
    project(topdown_shooter C)
    
    set(CMAKE_C_STANDARD 99)
    
    if (WIN32)
        include_directories(win64lib/include)
        link_directories(win64lib/lib)
        set(game_LIBS liballegro.dll.a liballegro_image.dll.a liballegro_main.dll.a liballegro_font.dll.a
                liballegro_primitives.dll.a liballegro_dialog.dll.a liballegro_audio.dll.a liballegro_acodec.dll.a
                liballegro_ttf.dll.a )
    endif()
    if (CMAKE_SYSTEM_NAME MATCHES "Linux")
        include_directories(/usr/include/libxml2/)
        include_directories(allegro_5.2_linux/include)
        link_directories(lib)
        link_directories(allegro_5.2_linux/lib)
        link_directories(libs)
        set(game_LIBS liballegro.so liballegro_image.so liballegro_main.so liballegro_font.so
                liballegro_primitives.so liballegro_dialog.so liballegro_audio.so liballegro_acodec.so
                liballegro_ttf.so)
    endif()
    
    
    file(GLOB topdown_shooter_SRC
            "src/tmx/*.h"
            "src/tmx/*.c"
            "src/dyad/*.c"
            "src/dyad/*.h"
            "src/minIni/*.c"
            "src/nuklear/*.h"
            "src/nuklear/*.c"
            "src/*.h"
            "src/*.c")
    
    # This was useful.. https://gamedev.net/forums/topic/639698-allegro-and-cmake-so-close-but-won39t-compile/5038817/
    add_executable(topdown_shooter ${topdown_shooter_SRC})
    if (WIN32)
        target_link_libraries(topdown_shooter ${game_LIBS} -lws2_32 -lxml2)
    endif()
    if(CMAKE_SYSTEM_NAME MATCHES "Linux")
        target_link_libraries(topdown_shooter ${game_LIBS} -lxml2 -lm)
    endif()
    

    With this file, you then make a build directory, such as ‘build-windows’ and then run cmake .. to generate build files. In CLion it uses the Ninja build system, but it can generate build files for many IDEs such as Visual Studio, XCode or just plan Makefiles, like what I’ve been using. In CLion, all you have to do after editing the CMakeLists file is press build and then run to to run it. And it’s working for me!

    That’ll be the last of WWR I plan to work on for a while, as I’m quite busy with other stuff. Such as Gravity Flux which is very close to being released!

  • What Now April 2022

    Continuing the monthly updates. In What Now March 2022, I posted that I was working on mainly Gravity Flux, the settings, stats and steam achievements. I actually implemented the settings menu in the main menu, plus some other little fixes, such as more places you could get stuck in the levels. I also added support for analogue sticks! A requested feature. And some slight tweaks to the textures for side walls on the first level. And, just tonight I improved the background by adding a nice lens flare!

    So for April, my list of things to do on Gravity Flux is pretty short! I am getting quite close to preparing it for a Steam release! Woo.

    Some of the things left to do:

    • Player stats by colour
    • Steam achievements
    • Plus-X mod by Cheeseness (executable support for files in zip files)
    • And of course, uploading to Steam.
    • And any other little bugs I find along the way.

    I don’t think I need to make another build for release, however I might test the game out with some friends with several controllers before Steam release and the launch party of course. I have played it in a much earlier version, and it was fun, but it’s probably a good idea to play it again in it’s virtually-complete state.

    So hopefully by end of April, I will be either done with the game or very close. Looking for a May-June release muahaha!

    I haven’t forgotten about my other games, Wizards with Rockets and Sentience. However the less I focus on those, the closer this game will get to being released.. And that’d be awesome.

    Please subscribe to this blog if you have a WordPress account or an RSS reader to stay updated with progress as I get very close to release!

  • Detroit: Become Human Mini-Review

    This is just a short review of a very ambitious game. The game is a very interesting concept, about Androids becoming self-aware and taking on human qualities. It has been explored a little in popular Sci Fi, in TV shows such as “Humans” and “Almost Human”, both of which I’ve watched and really enjoyed. So coming into the game I was pretty interested.

    I’ll try to keep this as spoiler-free as I can while still giving my opinion.

    The game starts off very abruptly, getting you to make a critical decision to try to save someone’s life. I wasn’t expecting to make such important decisions so early in the game, I thought it’d warm you up to it, but nope. Big decisions right off the bat.

    Connor
    Kara
    Markus

    You play as 3 main characters, built fictional company “CyberLife”. Connor, aka RK800, an android model designed to help solve crimes. Kara, aka AX400, a domestic worker, housekeeper and caretaker of young children. And Markus aka RX200, a domestic assistant and companion. Trying not to spoil too much, but you follow their rather turbulent “lives” as they become more human. You’re put in charge to make important decisions that affect the progression and ultimate ending of the game. As well as some quick-time events and movement controls to move and interact with events in the game. It’s very much a story-driven game where you choose dialogue options to make decisions. Decisions which can make drastic differences in the game. Some of them are good/bad decisions, that lead to good/bad consequences. Some of them more philosophical choices, such as whether to be more “human” or not. Which also affects things.

    I got through most of the game without anyone dying, and developed a strong connection with the characters. I really wanted them to succeed in their own ways. Which was a bit difficult for one particular character. In the Kara storyline, I just went all-out compassionate to make sure I could see her outcome be a good one (it was for me, just..). Connor, I tried to make him as dutiful as I could, which later became difficult to continue with. And Markus, well not to spoil anything, but his path really went a bit off the plot, but I tried to guide it in a peaceful way.

    Then came the last 2 or so hours of the game, where things got very serious. No spoilers, but some of the late-game decisions you made had very significant impacts on the ending. Each decision leading to probably very different endings. Which is one criticism of the game, it would have been better to be rewarded for the first 2/3 of the game at the end, than for it to be more pivotal right at the end. My ending was not the best, but it almost could have been a lot better. I must say something about Connor though. I tried to blur the line between “deviant” (sentient) and machine. It didn’t end well, sadly. I thought I would get an interesting ending by doing that, but I did not. They wanted you to make a choice, not let your choices let the game make the choice for you. Which I thought wasn’t so great. But I still enjoyed his plotline for the most part.

    A group of androids start up an abandoned theme park ride.

    Overall I really enjoyed the game, as said I have a bit of a soft-spot for Sci-Fi stories about androids. Data was my favourite Star Trek character as a kid by far. The graphics are quite good. They put a lot of effort into motion capture, so the characters felt quite real and human-like, definitely not “robotic” like you might see in some games. Which must have been intentional. The writing and dialogue was ok, though it felt a little serious at times, with not a lot of humour, sadly. The plot perhaps was a bit irrational near the end.. but that was tolerable as it gave the game a bit more conflict and action sequences (fun). They picked pretty good actors for the characters, and their performance was very good, for a video game especially. Markus was interesting because he could have gone good or evil, but his voice actor made him sound like he could have been either. It was such a good game, I’m not sure what to play next.. It’s hard to decide what follow it up with.

    I struggle to give ratings, take it with a grain of salt, but I’d give this game 9 almost-sentient RK800 Connors out of 10. It will be one of my favourites of all time.

Newsletter

About Me

An English diarist and naval administrator. I served as administrator of the Royal Navy and Member of Parliament. I had no maritime experience, but I rose to be the Chief Secretary to the Admiralty under both King Charles II and King James II through patronage, diligence, and my talent for administration.

Newsletter