RimWorld – Impressions

The Harrowing Trials and Tribulations of the Potato People

I held off on playing RimWorld for years after it first started showing up in my Steam discovery queue and my suggested YouTube videos. In terms of gameplay and premise, it was right up my street, but the visuals always turned me off. Don’t get me wrong, I’m not some shallow ingrate concerned only with aesthetics, but a large part of the appeal of sim games for me is the visual interest of watching your settlement, theme park, zoo or other grow, and viewing the interactions of the denizens within. I can while away hours watching a junction in Cities: Skylines, for example, just observing as the traffic builds up, then filters through, then builds up, then filters through. Edit a junction or change a stretch of road, watch how it changes the flow. Watch the traffic build up, then filter through. I have a full and productive life.

Anyway, it was the hilariously and informatively presented videos of a YouTuber called ambiguousamphibian that finally caused me to take the plunge. 30 hours of gameplay later, here are my initial thoughts.

I really don’t like the visuals. Nothing has legs or arms, and everyone looks like a little potato person. Sometimes a colonist will have interesting hair, giving them some visual character, but then they’ll immediately put a hat on so that they look like a little potato man again. When they get shot or stabbed or scratched by cougars, cuts and slashes appear on them, giving the disturbing impression that they’re potatoes that bleed. I understand that the graphics are representative, and that rendering arms and legs would be quite an undertaking considering your colonists can and will lose limbs and then replace them with bionic implants, but I find it difficult to get attached to the little potato people, probably more so than if they were represented by icons or text.

If you can’t make out the text there, it’s saying that Cauchois’ brain is a mangled scar thanks to a shot from a revolver. This has … slowed her down somewhat. She used to be my finest builder.

The environment textures are very lacking as well. I immediately downloaded a mod that sharpens up the textures but you’re still going to be looking at basic, bare minimum visuals for the entirety. It’s fine, it is what it is, I wish there was a more appealing visual solution for a million-selling game, but I signed up for the addictive progression-based gameplay, the situations that can arise, and the stories that can play out.

RimWorld nails all of that stuff, especially if you’re brave and play on the harder difficulties. It’s the sort of game that generates water cooler talk. If you’re lucky enough to have a pal who also plays the game, you’ll be regaling each other with tales of tribal raids, cold snaps, giant insect infestations and killer guinea pig attacks for months to come.

A few years back, my wife and I used to play The Sims 3 a lot. We had completely different play-styles. She would create the perfect Sim, take total control of their lives, get them to work every morning, and try to make them as happy and fulfilled as possible (that’s if she ever got past meticulously creating said Sim’s perfect abode with the infinite money cheat). I would create a household of three or four, give them a mixture of good and bad traits, give the AI the maximum amount of control and just let events unfold, only intervening if I absolutely needed to.

There was another guy in this colony called Hella, but he died when a cougar bit off his arm. Said cougar ended up as lunch for the other colonists. It’s a harsh world sometimes.

RimWorld really rewards players who are somewhere in between the two. You’ll have to be in control to ensure your colonists survive the raids, harsh winters and other such dangerous occurrences the computer will throw at you, but rolling with the game’s mischievous tendencies to throw seemingly insurmountable odds at you is essential to really experiencing what RimWorld has to offer. It’s a story creator, and sometimes said stories may be tragic or hopeless, but they’re always fascinating. If you’re the type of player who would quit and reload if your favourite colonist got his arm ripped off by a passing warg, then this game isn’t for you. You’ve got to accept the rough as well as the smooth to get the ultimate RimWorld experience, and you’ll probably need lots of time to spare, too.

At only thirty hours and three colonies deep, I don’t really feel qualified to review RimWorld. I’ve not come anywhere near the endgame, and have barely scratched the surface of what this indie gem has to offer. However, I can say some things for certain already; this game is meticulously crafted, addictive, near-limitless in breadth, often melancholic in tone, and chock full of little potato people. It’s definitely got a-peel.

Subnautica

Not Recommended for Those With Thalassophobia.

Alma’s unsettling appearances in the first F.E.A.R. game. My decision to quit and never come back thanks to the constant aura of smothering terror in the P.T. Demo. Eternal Darkness: Sanity’s Requiem trying to convince me that my TV was on the blink. All of these are examples of video games getting under my skin, giving me that sense of tingling anticipation that something truly horrible is about to happen. The three games mentioned above are pillars of horror in video games. Subnautica is not even classed as a horror game. It’s an open-world, survival-crafting experience with bright, cartoony graphics, but that first play-through was spent in an almost perpetual state of near-unbearable dread.

It might just be me, but it’s the open ocean that does it. Those endless, unknown depths. Those distant, unidentifiable sounds. That grasping, limitless, suffocating void filled with leviathans horrific beyond imagining just waiting to suck you into their inescapable, cavernous maws. Subnautica has its light-hearted moments, and is enjoyed by players of all ages, but if the idea of dangling alone in a pitch-black, watery abyss is as unappealing to you as it is to me, then this game will absolutely terrify you.

Enough about my weakness to water, though, let’s talk about the game. Subnautica is set on an uncharted planet known as 4546B, whose surface is almost entirely composed of a vast, deep ocean. When the spaceship you’re on crash-lands on this watery world, you find yourself stranded and alone with only the cold, computerised voice of your PDA assistant for company. The game will offer up a few hints and markers early on, but you’re pretty much on your own. It’s nice and safe in the floating escape pod that brought you to the planet, but those hunger and thirst meters are ticking down already, and hanging around there isn’t going to get you back home. It’s time to explore.

Once you get your bearings you’ll start to understand what you need to do to survive. Important tasks include hunting for edible fish, creating potable water, and scavenging for equipment to help you explore. You’re probably going to drown. A lot. It’s all too easy to get distracted while searching for resources, and end up misjudging how long it will take you to get back to that distant, glistening surface before your air supply runs out. However, search enough wreckage and harvest enough materials from the local flora and fauna, and you’ll soon be able to upgrade your equipment and leave the comfortable shallows, heading deeper and wider. Persevere, and you’ll discover that there are quite a few surprises out there.

Meet the Ghost Leviathan, one of the scary leviathan-class creatures. A few are harmless, but most just want to swallow you whole. The last aggressive leviathan you’ll meet is a little disappointing, though. A goofy-looking gator-squid. Shame.

Survival/crafting games don’t tend to put too much emphasis on the story, but Subnautica is very different in that regard. Through audio recordings and interesting discoveries, you’ll start to piece together a very interesting tale about the planet’s history and ecosystem, and will become embroiled in a surprisingly deep and involved mystery. As the plot threads unravel, new plans and blueprints will become available too – from more advanced air-tanks to a mighty submarine called the Cyclops, all of these gadgets help to let you go deeper and deeper into the abyss, where you’ll finally get to the bottom of the compelling mystery.

Another thing that you can do to help keep yourself alive is build an underwater base (or a series of bases), where you can craft, plan, or just take a breather in relative safety. As long as you keep your base powered, you won’t run out of oxygen, and you can build such helpful devices as battery chargers, storage containers and water purifiers. These bases have a nice, clean, futuristic aesthetic, to which you can add decorative items such as beds, plant-pots, and even aquariums, and if this building aspect really appeals to you, there is a “creative mode” in which you can work on huge, underwater complexes with no restrictions.

Its cool and everything, and constructing a vast, aquatic utopia is an interesting aspiration, but Subnautica is really about the moments. That moment when you swim out into the open ocean and the sea floor drops off into an abyssal trench, and you hear a shrieking, haunting cry out in the murky blue. That moment when you go to a new biome for the first time and the PDA voice informs you that you’re in the migratory path of leviathan-class lifeforms. That moment when you’re exploring in your compact submersible and a dreaded Reaper Leviathan appears from nowhere, grabs your craft and shakes it around like a dog with a chew toy. That moment when you realise that maybe you weren’t the first sentient being to splash down on this planet after all…

Subnautica is absolutely packed to the gills with memorable and awe-inspiring experiences. Most of them invoke negative feelings like loneliness, isolation and dread, but there is wonder too, and a real sense of adventure and discovery. When I finally finished the game and was given the opportunity to leave the planet behind, despite feeling unease and anxiety for practically my entire adventure, I suddenly didn’t want to go. When it was finally time to escape the terrifying deep, I found that I didn’t want to leave this beautifully dangerous world behind. I think they call it Stockholm syndrome.

Played on PS4

Dragon Quest Builders 2

Dragons, Quests, and Builders, Too!

You’d be forgiven for taking one look at the blocky visuals of Dragon Quest Builders and rolling your eyes at the thought of a Square Enix helmed cash-in on Minecraft’s success. However, while clearly taking cues from the cuboid phenomenon, this is much more than just an Akira Toriyama-themed skin pack. Personally, I came into Dragon Quest Builders 2 with relatively little experience in the Dragon Quest series. I nearly finished Dragon Quest IX: Sentinels of the Starry Skies, and finished Dragon Quest XI: Echoes of an Elusive Age, and haven’t played any other games in the series’ extensive back catalogue. Despite their wordy titles, though, I enjoyed both games immensely. As for Minecraft, my experience there is almost non-existent. I’ve tried it once or twice, but always found myself unable to get motivated to build for the sake of building in the open-ended, low-res world. I found myself getting much more involved with the 2D building of Terraria, thanks to its progression, bosses and neat graphical style.

Dragon Quest Builders 2 obviously borrows visually and stylistically from Minecraft, but does even more than Terraria did when it comes to adding focus to the sandbox. It features a lengthy quest that sets it apart from more open-ended survival/builders and a story line that, while fairly basic thanks to a silent protagonist, throws up its fair share of twists and turns. The ongoing relationship between the player-created character and his or her amnesiac companion Malroth is often interesting and occasionally moving, and the vibe can shift from upbeat and irreverent to surprisingly foreboding or hauntingly melancholy at a moments’ notice. Observant, old-school Dragon Quest fans may also recognise the name Malroth from Dragon Quest II, and will already have an inkling that there’s a lot more going on behind the scenes than meets the eye. The story chugs along nicely and, despite some slow sections, concludes in satisfying fashion, too.

The quest is split into numerous distinct parts, set on different islands in a vast, unknown sea. While undertaking the story missions on these islands, you won’t be able to leave them. Upon completing that part of the quest, however, you’re free to go back and forth between your home base (known as the Isle of Awakening) and almost any island you’ve already completed. Once you go to a new area and get stuck into the next story mission, you’re locked in again. The split nature of the world allows you to keep different projects handily separated, but can result in frustration later on when you find yourself spending far too much time propositioning the quirky Captain Brownbeard to take you from island to island, and experiencing the loading screens that are part of the deal.

There are also island types known as “Explorers’ Shores”. These randomly generated holms, cays and skerries offer up enjoyable orienteering activities in which players can unlock infinite reserves of certain resource types. You can also find optional boss fights, pick up various villagers and helpful NPCs to take back to the Isle of Awakening, and gather handy resources that you won’t find anywhere else. Don’t bother building anything, though, as the place will be swallowed by the ocean mists when you leave, never to be seen again.

Farming forms a very large part of the early game. See that hat-wearing worm in the background, there? He’s indispensable for growing crops. He was also raised in the deepest wilds of rural Dorset, if his dialogue is anything to go by.

Each main island will teach you different aspects of the building, survival and management elements of the game. The first island introduces you to farming and meeting your villagers’ basic needs, the second area demonstrates mining and entertainment, and so on. Complete the main quest and you’ll be armed with the knowledge to build the fantasy metropolis of your dreams back at the Isle of Awakening once the post-game opens up.

Nearly. The game keeps a lot from you, and completionists looking for all the items, cooking recipes and room types on offer will have a gigantes-sized task on their hands. The story quests will only tell you so much, the rest needs to be uncovered by following NPC hints or through a bit of good old trial and error. This is welcome, as it gives the game a wealth of content for enthusiastic builders to uncover long after the end credits have rolled. However, the game’s obliqueness can occasionally go too far, and frustrating occurrences are a little too common. Room-types not registering with no clear indication as to why, villagers ignoring your newly built facilities with no visible explanation, and a lack of clarity when determining how far out into the map you can expand your settlement are all examples of problems I encountered. All of these are understandable limits, but it would have been nice if the game attempted to explain them a bit.

Combat is basic. Swing your sword until the enemy dies, occasionally pausing to dodge obviously telegraphed power attacks. Level up and craft better swords to hit harder. That’s pretty much it. Combat isn’t the focus here, despite there being plenty of it, but variety is injected through the use of companions. Throughout most of the game you’ll be accompanied by Malroth, and you can rely on him in a lot of the battles. There will also be occasions when your party grows to four or more, and later on whole armies can be thrown into battle at your behest, though I never used this feature outside of the story mission that introduced it. While visiting the aforementioned Explorers’ Shores, you can choose up to three companions to take with you, and this adventuring party can eventually include tamed monsters. These monsters add another wrinkle to the resource-gathering, combat and exploration aspects of the game, as many of them can be ridden and used in various helpful roles.

I’ve not played the first Dragon Quest Builders game, but from a little bit of research it seems that the sequel added such a wealth of gameplay tweaks and quality of life changes that I’ll probably leave it unexplored. Having said that, I did read somewhere that Dragon Quest Builders has a double jump. Dragon Quest Builders 2 could really do with a double jump…

We can forgive it, though, because Dragon Quest Builders 2 is a thoroughly charming, content-rich and surprisingly deep game. Bright, fascinating and bizarrely pun-obsessed, the building gameplay mixes perfectly with the questing, and for the most part the balance between hand-holding and letting you do your own thing is weighed perfectly. Despite enjoying previous Dragon Quest titles, I partially dismissed Dragon Quest Builders 2 as a cash-in on the popularity of Minecraft that was squarely aimed at kids. An opportunity came to play it (it was a gift for my daughter) and I was quickly enlightened to the fact that, while both of those things are true, this is still an excellent game that will keep you coming back again and again. I want more of it, despite it having a 50+ hour campaign and near endless post-game content, and that’s a sign that something is definitely working. As far as Dragon Quest spin-offs go, this one’s built for success.

Played on Nintendo Switch