Expeditions: A MudRunner Game

Man (and Truck) vs. Nature (and Ghosts)

Have you ever been driving at night through country lanes? Cowering behind the wheel from looming, pale branches and convinced of glowing eyes watching from hedgerows? Have you ever seen hunched figures in the distance only to realise it was actually a road sign, or been shocked by the sudden emergence of a wayward owl? SnowRunner has that feeling in spades. I mean, I haven’t noticed any owls, but there are definitely glowing eyes watching from the undergrowth.

If I was writing a script for a YouTube video about non-horror games that have spooky bits in them, SnowRunner would be on it. The aforementioned glowing eyes are the obvious example, but there’s other stuff too, like spooky singing coming from abandoned churches, abandoned villages that are apparently irradiated, and just a general feeling of isolated creepiness once the sun disappears behind that distant ridge of trees.

You want me to go that way, eh? Should I trust this fellow? 

There are also trucks in it, big trucks. That’s what the MudRunner/SnowRunner/Spintires games are, by the way; slide into the driver’s seat of a massive truck with vast tyres and chunky metal bits, and smash it into nature. Take on a task, like delivering cargo or finding a broken down truck in the wilderness, and face puddles of sticky mud, fallen trees, swamps, muck, rocks, and dangerous slopes as you try to get from A to B. You will get stuck, but with careful use of your winch, gears, variable tyre pressures, and possibly other vehicles in your fleet, you’ll get satisfyingly unstuck and be able to move on to the next helping of nigh-impassable terrain.

Expeditions: A MudRunner Game is, at the time of writing, the most recent title in the franchise, and eschews the “odd-job guy in rural, isolated locations” feel in favour of an “adventurous type in the literal middle of nowhere” kind of vibe. Most of the massive hardware is gone, with a new focus on “scout” type vehicles, there are no towns, paved roads, or permanent residences around, the player can make use of a drone to scout out the landscape, and most of the missions will be quests of discovery, looking for dinosaur bones or evidence of prehistoric civilisations.

That’s where this game’s weirdness comes in. I’ve not gotten too far yet, but Expeditions: A MudRunner Game feels even more isolated than its predecessors, and many of the missions will send you searching for little statues of odd-looking fellows that seem to point out the direction of safe routes. This paints them in a benevolent light, but they still strike me as kind of creepy. Also, the ones in the desert levels have oars. What are they doing with oars in deserts, eh? Something to do with the large, abundant rivers nearby, you say? A likely story.

I was doing okay until you lot stuck your oar in.

I got lost in Expeditions: A MudRunner Game at first, and I don’t just mean I rolled my truck down a ravine and didn’t know the way back to base. The missions aren’t clear, the controls take some getting used to, and the menus aren’t the most intuitive. I was lost at the beginning of SnowRunner, too, but it wasn’t long before I got out of first gear. The same thing happened here, and I was soon charging up rocky hillsides with wild abandon, and only toppling back down again about half the time.

Expeditions: A MudRunner Game is for those players who preferred the exploration and scouting aspect of SnowRunner and MudRunner, but I must admit that I was mostly happiest when I was hauling cargo along a busted up road with gigantic, muddy swamps along the way, so Expeditions doesn’t scratch that same itch. It’s still kind of spooky though, and I’ve seen posts online about ghosts and bears and UFOs, so who knows what I’ve yet to uncover. I’ll let you know if I find anything in the wilds.

Just what else could be out there?

Played on PS5

Terra Nil

The Power Is Yours

Visually resplendent eco-strategy Terra Nil kicks things off with a dry and infertile patch of land and a limited selection of high-tech equipment, and tasks players with creating thriving and varied ecosystems through both natural and artificial means. Wind turbines power soil scrubbers, and specialist buildings distribute grasslands, fynbos (which is a new word I learned that seems to refer to a biome found specifically in South Africa), and forests across the healing land.

The multiple rivers criss-crossing those woods are the result of me trying to attract beavers.

Matters are complicated by certain factors like soil fertility and humidity levels, and would-be terraformers are tasked with figuring out how to achieve specific conditions in order for specific biome types to flourish. For example, temperate forests need ashy soil, which requires the use of a special building to start and manage a fire. Once the inferno has done its job, lush pine forests can spring up from the ashes, and once those are established, you might be lucky enough to spot a bear or two beneath the canopy.

The ultimate goal of Terra Nil is to achieve full, natural reformation over four distinct environments, cause animals to return, and achieve various environmental goals that will cause beneficial effects such as rains returning or ferns growing along the sides of rivers. The reward for all this is the ability to watch adorable, cel-shaded critters explore your picturesque islands and valleys as you sit back and celebrate a job well done.

The island maps give you the chance to create beaches, reefs and rainforests. If you’re lucky you might even see some jellyfish.

Terra Nil’s visuals do a decent job of portraying nature at its most vibrant, while still maintaining a simple, grid-based style. As you progress through the building tiers your small patch of land will become rich with meandering rivers, lush wetlands, and flowering meadows. Later environments offer island rain forests, rocky, lichen-covered tundra and even reclaimed cities as rewards, and each environment type has a second map where you’ll have to figure out how to achieve the same eco-miracles using a different set of buildings and equipment.

The game’s goals and blocky visual style actually remind me of an extremely obscure, Japanese environment-’em-up that I picked up, tried, and traded in many years ago, named Birthdays The Beginning. That particular effort failed to grab me thanks to some obtuse gameplay and strict campaign rules. Terra Nil undoubtedly does a better job of easing you in and then making you feel comfortable for your stay, but currently falls down a bit in one of the areas where Birthdays actually excelled – its wealth of content.

Sometimes you have to make things worse before you make them better.

As mentioned, Terra Nil offers four environment types with two maps each. Each environment has a handful of challenges based on humidity and temperature that unlock various effects, and six animal species that can be introduced, and that’s it. Once you’ve ticked all these boxes your only reason for continued play is to redo the various map types and see if you can achieve your goals in different ways.

I’d love a huge map that I can just take my time with, terraforming as I see fit and finding ways to overcome challenges offered by the terrain. I’d also like more animals to introduce, with some requiring extremely specific conditions that require a lot of work, making them all the more rewarding. I want these things because Terra Nil is really, really good, but a little too short. It’s a great game to pass some time with, and even with its after-the-end setting and global climate crisis message, it has a peaceful and uplifting vibe. It gives you time to think, and rewards your strategic building placement with instant swathes of colourful flora.

There’s nothing like some ideal lichen to warm you up on a cold day.

The highlight of the game, though, is the way each scenario ends. Once every building is placed and the desired utopia is achieved, the final step is to remove and recycle every trace of technology. Strategic use of terrain is required to place recycling buildings around the map, and then a recycling drone or hovercraft will start the hugely satisfying process of gradually removing any sign that you were ever there at all. Once the last building has been removed, your quadcopter will pack up and fly away, and only a burgeoning, natural landscape will remain.

It’s a beautiful moment that delivers the game’s message in a tremendously uplifting way. It’s artfully done, and considering the developer’s other works include Broforce and Genital Jousting, it’s quite a departure in tone. You’ve got to respect the versatility.