5D Chess With Multiverse Time Travel

I've long dabbled in Chess. I'm pretty good at Chess as just a person, but not so good compared to actual hobbyists, since it's a bit too plain for me to play regularly. One day, I saw 5D Chess With Multiverse Time Travel on the Steam store, and I was torn between thinking it might just be the kind of twist needed to make Chess more interesting for me, and thinking that this gimmick surely can't make for reasonable Chess games. Admittedly, I believe I was wrong on both counts.

Calling it 5D Chess might be a bit of a misnomer. Perhaps I didn't get into it enough, but it seemed to only have 4 dimensions. Each piece can move in the usual 2 dimensions on the board, but they can also move backwards in time (according to their usual rules of movement). Now, once a backwards (in time) move happens, a parallel dimension is created with one extra piece that was just moved there, and this opens up the other two dimensions. Generally it's not possible to hop forward in time (because the future has not happened yet), but with parallel dimensions that are in the past, you can combine a dimensional and a temporal move to do just that.
Parallel dimensions are resolved first, making moves until they catch up with the present. Normally this would mean that it's too easy to escape a sticky situation (or stall the game) by just going back in time, but doing so actually creates a disadvantage. You see, each player can only create one active parallel dimension more than their opponent. You only need to checkmate their king on a single board in all the past and present multiverses, and usually that means disallowing them from creating another parallel dimension.

I found the rules actually fairly approachable once I read them instead of jumping into a game as the first thing. It's not the rules that are the problem, it's the insane branching of the state space, and developing any sort of intuitive understanding of it. At least for analysing the present situation, a computer has no problem with two extra dimensions, but I do. But as far as I can tell, the games are reasonably balanced for humans at least, so that's one part where I was wrong.
Sadly, I was also wrong in it making Chess more interesting. Adding a more complex space for the usual boring Chess pieces was not the solution to make it more interesting, at least not for me. I was already failing at adequately analysing the present situation in Chess which annoyed me, and the problem was just amplified here. Instead taking the game in the direction that Chess Evolved Online took it by having more interesting pieces instead was way more up my alley.

So a bit more of a letdown for me than I expected. It still feels like the same old Chess I've always been playing, just more complicated. I will give the developers that it's an impressive feat, adding time travel and alternate universes to Chess and somehow making it make sense. It was worth trying it out just to understand what was going on and go "Oh, cool!", but would I actually recommend it as a game? Probably not, unless analysing Chess in two dimensions is too easy for you, and you always wanted to branch into alternate dimensions rather than thinking more moves ahead.

Kenshi

Big game today. Ranked #210 on Steam by reviews. It's a bit of an insane game. It's Kenshi. I hear it was developed over 13 years by a small team, maybe just a couple of people, and honestly, it feels exactly like that, in the best way possible. Well, aside from the part where you will feel incredibly lost at the start of the game, as almost nothing of this complex world is explained.
It's a bit difficult to pinpoint what exactly Kenshi is. It's a bit of everything. An open-world sandbox management survival RPG. There's a lot you can do in this game, and full playthroughs that let you experience everything take about 300 hours. While there are definitely different ways to play the game, it may be a bit more narrow than I initially thought. Let's go through my expriences of the game, and explore it that way.

There are a few different starts to the game, claiming to offer a different gameplay experience. I wouldn't agree with that, because you can change literally everything that makes your start unique. And that's part of Kenshi's pitch - you're not special, you're just another nobody in a big world. Many starts are with a single person of a certain race, perhaps with existing relations to other factions. You may indeed get attached to your starting character and the faction they initially support, but it's easy to just recruit someone new and start over if you so wish.
I wanted to have a fresh start so I started naked in the middle of a desert, hiding from hordes of bandits and giant bugs that could all outrun and kill me. I stayed alive by scavanging the aftermaths of battles. Basic gear from dead bandits, meat from the bugs, grill it over a fire, stave off starvation. I grabbed as many valuables as I could carry (and still manage to run away from threats) and made my way to the nearest town. Most likely in the interest of balance, equipment and weapons are expensive to buy, cheap to sell, and whatever the bandits had was near worthless. Still, I got enough for a small backpack so I could bring in more next time, and set out towards the next town, unsure where I was headed in the long-term.
Towns aren't very different from each other. Smaller ones may not have all the shops, and sell worse gear, and outposts may only be dedicated to military or slavery, and be of little interest to a lone adventurer. The desert I was in was a huge area controlled by the largest human faction that heavily practiced slavery. Both the giant murder bugs and the lack of potential to grow crops made me think this isn't the best place to settle down, so I continued on. Slowly, I got better gear from scavanging, enough food to be well-fed, and got better at running and carrying things, allowing me to start picking fights with smaller groups or ones half-dead from a fight. Attacking any major faction was a bad idea, but most things in this game wouldn't kill you. They'd knock you out, loot your food, and if you were tough enough, you'd wake up in a few minutes instead of succumbing to your injuries.

This might be a great time to talk about the RPG elements of the game. Kenshi is very swordfighting focused, with a beautiful combat system. Characters actually swing their weapons, and attacks usually have to physically connect to deal damage. A bit of it is faked by characters "taking turns" in fights, but regardless, it's beautiful to see blades clashing, attacks being blocked, sometimes a hit going through, the enemy getting staggered. Health is limb-based, with your head and torso being vital organs, causing unconciousness and death upon damage, but otherwise relatively useless to combat. Limbs are quite the opposite, becoming useless if damaged, but not threatening your life. Cuts need bandages, lest they continue to get worse, and recovering from wounds takes a long, long time. Every skill, combat or not, is trained by using it. Even just a 10 level difference is a huge advantage, and after 20-30 levels over your enemies, you may be able to start taking down entire squads alone. But the same is true for your enemies, and the game doesn't scale to you. It will throw level 70 enemies at you at the start if you're in the wrong place at the wrong time.

Anyways, I played the game as an RPG for a while, roaming the world alone, seeing new and wonderful new places, people, and animals. I think the joy of exploration is the best part of the game, so I won't spoil what I found, but generally the playable and friendly (as in, won't kill you on sight) races are in a diagonal from the bottom left to the top right, and the other two corners of the world are increasingly hostile areas. But the one thing I found during my travels was that just about every piece of this godforsaken land was near-inhabitable. There was no "good" place to settle, only bad or worse. The only area with any greenery was controlled by religious zealots who hated women, and unluckily for me, I was playing as one. But after seeing a lot of what the world had to offer, and being mauled and cut unconcious and half to death what must have been close to 100 times, I finally chose a place to settle near an acid river with torrential blood rain and unsettling bug people. Despite their appearance, they are the friendliest race in the game and the only one who will never be hostile towards you unless you straight up attack or rob them. They are also poor and have only the most basic things up for trade.

Settlement building is the other large part of the game, and while it's not stricly necessary, it's by far the best source of large quantities of food, quality gear once you learn how to make it, and money from selling everything you make. After setting up some rudementary mines, storage, a research bench to learn how to make new things, and earning enough money, I went on a search for my first recruit. They're somewhat expensive, but manual labor is terribly slow, and an extra pair of hands makes all the difference. After finding one and carrying her unconcious ass sucked half dry by blood spiders she was too weak to fight and too slow to outrun back to the camp, I set up automated tasks for her to tend to all the farms and prepare food while I went out to find more people.
Progress was very slow at first, as better methods of mining and processing are locked behind research, and research needs books, which cost money, which I also needed for more people. Luckily, the area was rather safe, aside from the occasional gorilla mauling my entire camp and then leaving. Slowly but surely, the town grew to over a dozen people and money started to become somewhat abundant. I wondered if the rest of this game would be this colony sim, but I soon hit another block. Research wanted more than just books, yet no one would sell them. While playing without a settlement is possible, playing without exploring is not. I gathered a small squad of my best fighters, outfitted them with my best equipment, packed rations, and set out to explore yet again, leaving the rest to tend the outpost.

I was about 50 hours in by this point, and this was where my patience started to wane. See, almost no matter how strong you are, you will take a hit in fights, exponentially more so if fighting against many enemies. My original character was strong from tens of hours of exploring the world, but I didn't have the time to invest that much into everyone else as well, and so most fights they got knocked out, and I was left fighting most of the battle. They slowly got stronger, but recovery after each fight took so, so long. Waiting for everyone's wounds to heal, so that they could properly walk, properly fight again, that was the first time I wasn't having fun. But there was no other way. The rest of the game was about the exploration of these hostile areas (and upsetting the balance of power in the world, but that was an even more grand task). Despite the interesting world, and still progressing through the game, I eventually decided it wasn't worth it.

I played Kenshi for a total of about 90 hours, and I generally had fun for the duration. There are a lot of bugs that I didn't mention, and the art and general production quality is very indie-level, but the game itself is unlike anything I've played before. While I would usually say that it's near impossible to make two different games and do them well, I almost feel like Kenshi accomplished this task. I still have the feeling it might have been better if it focused solely on the exploration RPG part, but then again, I'm not sure how to do that without the vital base-building aspect.
There is also the small issue that the game is technically unfinished. I suppose the developer saw the huge interest in the game (and the income from it), and decided to hire a team and start making the sequel, instead of tinkering on this for several more years. It seems to be going well, if equally slow to the first game, so far, and I will most definitely try that when it comes out. But Kenshi itself? It's far from perfect, but it not only gets a recommendation from me, but also earns a spot in my favorite games of all time list. If you like at least most of the genres I listed this game as being earlier, go give it a try. You'll get over the janky and confusing start, and you will love it for a good many hours.

Impostor Factory

It's been a bit too many years, but I finally got around to the third installment in the To the Moon series - Impostor Factory. This has been my favorite Adventure game series (even among games that are not in a series), so I simply had to play this one too, and I wasn't disappointed. I won't repeat my full thoughts on the series here, you can read about them in my previous review that covers both of them. I also can't actually delve too deep into the story, as it's only 4 hours, and can be spoiled very easily.

While I wasn't disappointed, I do feel Impostor Factory wasn't as good as the two previous games. It almost feels a bit like a side story, as it is not centered on the two doctors anymore, and doesn't benefit from their chemistry and humorous antics. There is a bit of that between our two main characters this time, but I think the biggest change, and the biggest fault this time, is that the largest part of the game is this very linear, very dry and non-interactive telling of the main story. No breaks, no commentary, no interlude to break it up. Just laying it on us start-to-finish. And while it's still a good story, it doesn't hit as hard as past ones. This may in part be because the formula is clear from the two previous games, but even then, it would have been their responsibility to not make it feel like they're just following the cookie cutter formula that worked last time, just with fewer embellishments.

Despite the negativity, I'm by no means saying it's bad. It's still lovely, still emotional and sad, and I still very much recommend playing it (after finishing the previous two). It's just not as good as the absolute masterpieces that were To the Moon and Finding Paradise.

1bitHeart

I finally got around to the third and last of Miwashiba's games - 1bitHeart. They also make Alicemare and LiEat, the latter of which I rather enjoyed the story of. 1bitHeart is by far the longest of the three at 8-10 hours total, but also the least popular.

The game is almost entirely story-based, with you running around town, talking to a bunch of colorful characters, trying to make friends, and solve a mystery of a hacker taking over people's minds. The story's very lighthearted, definitely tries to be funny, and comes off as over-the-top and weird at times. Still, there's a charm to the eccentric behavior of just about all the characters, and it creates interesting dialogue of its own right. The art and music are enjoyable as well. Not amazing, but still good, and I have to give extra points for being rather distinct.
The game is divided into chapters, with each chapter starting with a phase of talking to just about every character, collecting useful (or not so useful) information, followed by an interrogation portion where you use the collected information to interrogate people and solve part of the mystery. Between chapters you can go around and talk to the characters around town some more. Sadly, due to the UI being very unclear, I was asked if I wanted to skip this phase, and I had no idea which of X and O were supposed to be yes and no, and I accidentally skipped it. Apparently you can take the time to increase your friendship here and play minigames, but I'm not sure if this ever ties back to the main story. Probably not.

I liked the unique setting and characters, but I can't really say the overall story was that gripping. It wasn't bad, but since I refuse to give any points for the nonexistant gameplay, I judge this entirely on its storytelling merit, and it just wasn't good enough. Again, it's not bad, and if the setting or plot sounded intriguing, you might enjoy it, but I can't really say I recommend it.

Peak

I got roped into playing Peak. It's a bit earlier after its release than I usually play games, but a good few months have still passed, allowing it to get in some updates. It's been a bit of a fad recently, and tauted as being a very good co-op game. Well, I'm perhaps a bit less enthusiastic about it.

Peak is a game about climbing a series of cliffs with various hazards. You're hurried on by a timer that slowly creeps up each cliff, but also by your hunger steadily rising. But going too fast might lead you into contact with one of the several hazards, inflicting you with heat, cold, poison, or worst of all, injury from falling. See, the challenge comes from having a limited stamina bar that drains while climbing and recharges if you have solid ground to stand on. But every problem that ails you detracts from that stamina bar. Injuries are a permanent penalty (though they can be healed with items), items have a weight, which also reduces your stamina, and most other status effects slowly or quickly go away, but for the duration still reduce your stamina. If you run out of stamina, you fall down, and if your maximum stamina goes negative, you pass out, causing you to die unless you recover on your own or with help from a friend. Aside from that, friends can help with an initial boost or pull you up the last stretch of a cliff. On the flipside, they can also steal your food or waste your items.

With how much hype the game got, especially on the co-op side, I was expecting a bit more. The game doesn't take itself very seriously, but it's also difficult enough that you can't really goof off unless you want to end your run very soon. Depending on your speed, a run can be 2-3 hours (why is the no pause button for such a long game?), and mistakes made early on may still have lasting consequences later, if you fail to find enough items to recover from them and also stay stocked up for the last and hardest levels. I was really hoping for both more cooperation and more use of items. Items may be powerful, but are rare and one-time use only, so aside from food, you're almost always just doing raw climbing, which isn't very varied or exciting. I guess I was expecting the cliffs to be more difficult, but have more aspects of using ropes or whatever and helping each other to reach the top. Instead, while having at least two players helps, the game is perfectly doable solo, and often with little to no items if you can plan your path well and keep your stamina up.

Did I like Peak? Would I recommend it? Not really. I didn't get the hype. It's an okay semi-casual party game, but I find it quite bare-bones on features, and not having enough real cooperation.

Wildermyth

Wildermyth is a turn-and-grid-based RPG where you control a group of adventurers over a campaign. You form parties of up to 5 characters and fight to reclaim the lands from whatever enemy is the main focus of the current campaign. There are 3 classes, with each class having a bunch of passive or active skills that can be chosen on level-up as well a variety of weapons and other equipment. Standard RPG stuff.
While the combat side doesn't really have much anything unique (wizards are interesting, by using and destroying terrain to fuel their spells), Wildermyth seems to pride itself on its story portions. Your characters age over the course of the campaign, and events that happen to them during the campaign affect them for the rest of their life. While the main story in each campaign is the same, there are a lot of smaller stories that get picked depending on the current state of things, as well as the personalities of the characters in the party. To me, the whole thing seems to be decently inspired by D&D, including that up to 5 people can play together in multiplayer.

To me, the multiplayer really helped in making the game bearable. Honestly, the combat, while not bad, is lacking innovation, and is rather low quality, with not even animations on the characters. The simplicity is firmly in the realm of board games, and I don't find that good in the slightest in a video game.
While the stories were interesting at first, they soon started feeling a bit disjoint. Truly procedural storytelling is very difficult, and Wildermyth does a pretty good job at it, but it still fails to bridge most parts of the story and make it feel like the things that happen really influence everything, instead of just having a single throwback event sometime later, if even that. Not to mention, after just two of the five campaigns, many story events start to repeat, lowering the enjoyability further. That was also where we stopped playing.

To be blunt, I wouldn't really recommnd it. There are actual board games that are better RPGs, and they have the advantage of allowing you to be physically together with people. I guess if you, for some reason, wanted all the drawbacks of a board game with none of the benefits (compared to a video game), except the pricy box, then maybe you'd like it. Judging by the reviews, a lot of people certainly did, though I don't understand why. I believe there are many better RPGs, both for playing alone and with friends.

Nodebuster

I was sick, so I didn't have the energy for most of the usual games I'd like to play. I just looked up the highest rated idle game that was out of Early Access that I wanted to play, and went ahead with that. That game was Nodebuster.

Immediately, I felt a bit bitrayed. Idler? Clicker? There is neither any clicking, nor can I go afk. Instead, I just attack the position around my cursor every couple of seconds, dealing damage to enemies there, and taking damage in return. Still low enough energy for me, I suppose. That's actually kind of the whole game. Geometric shapes spawn, drift across the screen like asteroids, and you gotta hit them and get upgrade currency for doing so. Survive long enough and a boss appears. Kill that, and you get to move to the next stage with new, but mostly just inflated stat-wise, enemies. Afer beating or failing a stage, you get to use your upgrade currency in a moderate size passive tree, but it's mostly just numerical upgrades. The game never changes.

Honestly, the game's polished for the low bar it tries to achieve, but I'm rather puzzled by this being one of the higher-rated "idle" games. It's incredibly simplistic, and I beat it in a single sitting. Sure, if you like idle games and want a new one to play, it's worth the time, and doesn't overstay it's welcome, but I can't really give it much praise for being good in any aspect. I guess I didn't dislike my time with it, so it gets a partial recommendation from me.

Space Warlord Organ Trading Simulator

Space Warlord Organ Trading Simulator is a name that's too long to write out every time. It's also a game about buying and selling organs. From the name, description, and the look of the UI, one would think that this is a deep game about trading. It definitely looks like more effort was put into the gameplay than the art. Sadly, upon playing it, I don't think that's the case.

The game revolves around the most basic rule of trading - buy low, sell high. You can either accept requests, buy organs from the market, and sell them to the people asking for them. Or you can use the stock market to buy organ stocks and then later sell them for a higher value. Same principle, but the stock market is easier to work with. Now, I didn't quite get to see what the goal of the game is, aside from making money, as after several in-game days of trading, that seemed to be all you could do. Sure, you get more requests and items to choose from as you complete requests, but fundamentally the game doesn't change, and it doesn't get any more interesting. You just accept a request, find an organ for cheaper than the request, and profit from the margin.

Admittedly, there are probably more advanced tactics with abusing NPCs and choosing what to buy and sell and when, but I found no real reason to interact with those. They're not explained, and it doesn't really feel rewarding figuring any of it out. The overall look and idea of the game is cool, but the execution is incredibly bare-bones and boring. I wouldn't recommend it.