Subnautica ‘H2.0’ Update released!

An update for Subnautica has been released today. A plethora of changes;

-The entire water system in the game has had its appearance changed. It’s more Earth-like in color; more blue.
-Nights are darker, and so is going into deep water.
-New clouds and a new planet have been added. Both the clouds and planet orbit really fast. Also, the planet can sometimes eclipse the Sun, making day turn into night temporarily.
-The Fragment Analyzer is gone. Poof. It’s officially been replaced by the Scanner. You can scan pretty much anything, with new sections on your PDA of showing a Bestiary. You also can scan fragments with it. Meaning no more having to pick them up.
-New PDA messages to help with survival and other aspects. And for people that can’t hear it too well, they added Subtitles. This is very good.
-Water Filtration Systems for Survival mode only(for Sea bases), each bottle gives 50 Water each.
-When the Aurora blows up, there’s new special effects above and below the water. You’ll actually see the water being radiated, indicating “Ohh damn… I should make a radiation suit!”
-The Aurora blows up within 15 minutes after starting a new game. Also, the PDA messages have been replaced, mentioning of more “total degeneration” of the dark matter drive core.
-When the countdown starts of the Aurora about to blow up, new effects show up; radiation clouds start to seep out of the top of the ship.
-They’re replacing some of the placeholder items that are created using the Fabricator to more look like what they should, instead of small cubes. More replacements coming in future updates.
-New player model animations, such as grabbing the wheel when piloting the Cyclops(or going up/down ladders).

Going by their Trello page (where they show the entire development cycle of the game), the next update may possibly remove the “bug” of being able to place solar panels ontop of the Cyclops. Instead, there will be a new solar power upgrade (similar to the Seamoth).
Personally I’m not in favor of this (as I like being able to go as deep as I want to with no worries), but it does give more of a reason to upgrade the Seamoth and use it instead.
Hopefully in the future, we’ll be able to have the Seamoth upgrade console in the Cyclops, instead of being only reserved for the Moon Pool (to force the player to build a Sea Base).

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Latest Space Engineers update video — format changes

Another Thursday, another Space Engineers update. Yet instead of the typical “this is what we did. Either like it or not, you’re stuck with it” video, this one had a voice behind the video.
Clearly the reason for this change was the concerns from the community. It seems the concerns have reached the ears of Keen Software House. The guy speaking (who calls himself “Joel”) goes over how he wants to “inform you of the content update more personally”, possibly to explain why they decided on these changes.
He also mentions how they’re listening to their fans. This is good to hear. Hopefully this will stop the “Keen has abandoned us!” rumors.

So the update for today is another tool for modders. They will be able to adjust where a part snaps to another part; ultimately redesigning the building mechanic of the game. Also, Mark Rosa has made a 2016 Roadmap of both Space and Medieval Engineers of where their development will go.
You can view the road map right here in his blog. I strongly recommend you read all of it, as it states that soon (maybe possibly)… Space Engineers will eventually leave Early Access and move to be a finished game.

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Video hiatus: 1-2 weeks

I’m taking a forced break from doing anymore videos. The reason is… meh. I’m sick. :/ Developed symptoms yesterday (was really bad), and today I’m officially sick.
Since I don’t want you guys to hear myself “dying” (aka coughing and clearing my throat from the congestion) while recording my commentary, I’m suspending all future videos until I feel better.

It’s nothing serious; mainly just a headcold. Got a sore/scratchy throat(main symptom), stopped up nose, and coughing(secondary symptom). I also feel somewhat lightheaded. Typical headcold symptoms.
As for the whole “vote for what I should do” of the future of the ‘Benie Fails At’ series, due to the fact I’m sick, I’m going to give you all time until next weekend(not this one) to make your vote. Just send me what you would like to see me do (all toxic emails will be removed).

Anyway, if you ever wonder why I haven’t been doing any videos lately.. you know now. 🙂

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More changes coming to my videos/reviews

Yes, yes.. another “changes coming” post. But this is a good one. You can see the post in the General Blog right here if you wish to know what this is about.

Basically, I won’t be doing video reviews anymore. Instead, they’ll be called a ‘PS4 Mini-Playthough’. I’ll do the video before I write my blog post.
As for the posts, the titles will be changed. No more “Game Name – Witty title”. It will now be changed to ‘Game Name – Review’.

The content of the post will also be revised greatly. It will be based on my mini-playthrough. No more several paragraphs(or “‘Youtuber name here’ played it”). The new format will be this;
Info of game(very little changes expected here).
Features.
Story.
Main Character.
Side Characters.
Enemies.
Combat.
Levels.
Final Review(I’ll be revising my ‘Good’ and ‘Bad’ to ‘What I like’ and ‘What I don’t like’).

Basically, I want to make my reviews ‘oh so serious’, but it will still be super bias against the developers/publishers if need be. Note that these changes will not affect past videos and reviews, only current ones(as that would be way… way too much work and not really worth it).

There’s one last change. You guys probably won’t see it(and hopefully the process will go through without having to change video links), but I’ll be moving my videos over to a second channel; away from my main ‘BenieTheDragon’ channel.
The new channel is called ‘Benies-Blogs.com Videos’. Due to this change, I’ll be able to shorten the titles of my videos.
These changes will go in effect immediately, starting with my latest video which should come sometime today.
I do hope you all enjoy these changes. I know my brain will. I feel I’m better at writing a review than I am explaining it on a video (with only 15 minutes to do it).

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Why Killzone Shadow Fall might be the final ‘Benie Fails At’

After many… many delays, it’s time to announce the next game I will be doing a ‘Benie Fails At’ on. For those not in the know, ‘Benie Fails At’ is my way of doing a Let’s Play, except the game is faced with several rules that I enforce, such as the game has to be level/chapter based.
The reason it’s called that instead of “Benie Plays”, it would feel like I stole the idea off of Nerdcubed.

But I’ll be frank. I feel this series is in trouble already. I thought I had a plethora of more PS4 games I could do a ‘Benie Fails At’ on. Instead, it’s down to four nominees;
Little Big Planet 3 (doing the main levels only)
The Lego Movie Videogame
Lego Jurassic World
The Witcher 3: Wild Hunt (This is going to be a toughie, as I don’t know where the main plot quests are.. or even if it’s wise to do them without leveling up my skills first)

What concerns me (with good reason) is these are the only games that I have played, that I know are truly level-based. My only other option is to look for and purchase more level-based games, to give my viewers something to watch.

I could just scrap the whole ‘Benie Fails At’ thing and go with my second idea that I was planning to do; the whole “Benies-Blogs.com PS4 Game Playthrough” thing, or change it to ‘Benies-Blogs.com Let’s Plays’ for something shorter.
Or maybe even ‘Game name here (Title of video) – Part Number – Benies-Blogs.com Let’s Plays”
By doing so would expand the range of games I could play for the PS4.

Actually, I’ll leave it up to you guys. Vote for what you feel I should do. If no votes by next Saturday, I’ll make a decision on my own.

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Is Space Engineers’ devs going in the wrong direction?

Sorry for this sudden post, but there seems to be a rising concern of the Space Engineers community. Some say that since planets have been released, the updates have been less interesting.
And that’s just the half of it. There’s also signs that the devs are getting lazy and ‘letting the modders go nuts’ in providing content for people.

I sadly agree with both arguments. Instead of doing bug fixing (and I heard Multiplayer is a mess right now), they are truly releasing stupid updates. Such as the one before the last one; adding Cyberdogs to the Earth-like planet.. aka Creepers(but these don’t explode). Why even bother adding more headaches to players, when they should be releasing fixes(especially optimization)? Plus, they seem to be ignoring their community on the main forum now (not Steam, their main Keen Software House forum).

Are these guys going in the same direction as Blizzard? No. Not even close to how far down that company has gone down the shitter(and taking their successful franchise with it). They seem to be getting lazy and ‘handing’ the game over to the modders. Every update video, they showcase the work of modders before they showcase the fixes of their own game. Of course by doing this, it shows the devs care about their modding community.
See what I just said there? It shows the devs are caring for their modding community…, instead of the rest of the community.

Does this mean that Space Engineers is dead? Hell no… unless the devs suddenly stop with their Thursday updates and/or the community gets to the point where they’re fed up and start to boycott the game.
What’s worse, some modders are starting to get frustrated having to make so much content. Keen I dearly hope will someday realize that they can’t ‘depend’ on the modders to provide content that they can’t do which players want in their game. Yet they won’t even work with most of these modders, even hire them, to create content for the game.

Some feel if Keen loves their modding community so much, why don’t they incorporate some of their mods into the game (so players that dislike having to have modded stuff in their game, will be able to enjoy them). Bethesda is an example of a company that NEEDS to do this. Because, no one plays Skyrim in vanilla. 😛

Anyway, maybe this is just a phase, like the free-falling stock market lately, and Keen will push for some actual fixes by next Thursday. Can only hope, anyway. At least, address the concerns of the community to reassure them that they’re making this for them; not for a profit.

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Grim Fandango Remastered – “Is this a game or a movie?”

Title: Grim Fandango Remastered
Developer: Double Fine Productions
Publisher: Double Fine Productions
Price Tag: $14.99 on Playstation Store (Free of January 2016 for PS+ users)
Release Date: January 27th, 2015
Game Engine: GrimE
Number of Players: Single
Genre: Graphic Adventure
Youtube Game Review: https://youtu.be/x6FMR_vTHgQ

I never got into the Grim Fandango series. It’s not that I didn’t like the series, I guess I didn’t know much about it. But this game has had high praise, and was a featured game by the time I had purchased my PS4 and did my “unboxing video” (aka blog post).
So… this was a rather strange one to review. It feels more like the player is taking on the role of a movie star in a movie.

From what I can understand (of what the secretary tells the player), that when you die, this guy who shows up as the Grim Reaper and tries to sell you a travel package to get to a specific area where you’ll be able to rest eternally. What you get is how you lived your life when you were alive. Often, his ‘clients’ get the short end of the stick and they’re forced to get to the area by foot, which can take four years.
The player and the secretary are stuck in the land of the dead until the player is able to make some money for the company, and “the hero will be free to leave the land of the dead”.

The player eventually gets a special work order in the mail (by this time the player can finally control the character) to attend “the poisoning”; aka too many people in the land of the living are still alive and not making the company any money… so yeah. At least I think that’s what ‘the poisoning’ means.
The player has to find their driver (as for some reason, skeleton people aren’t allowed to drive cars). And without revealing spoilers, I’m going to end my discussion here and get to my final review;

.
Good;
-Reminds me of those old adventure games from the late 90’s (like Space Quest), where .

Bad;
-No clue on where to go or what to do.
-The game starts as a cutscene instead of on its main menu. Hell, it doesn’t even display its main menu unless you press the OPTIONS button.

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Final Verdict: For some reason, the game makes me want to play it more. Even though I’m so confused on where to go or what to do. It reminds me of games like Crystalis in the late 90’s (back before internet walkthroughs were a thing).
Overall, I say it’s worth a download (and your time).

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Hardware: Rivals – A reason I dislike multiplayer-based games

Title: Hardware: Rivals
Developer: SCE Connected Content Group
Publisher: Sony Computer Entertainment Europe
Price Tag: $19.99 on Playstation Store (Free of January 2016 for PS+ users)
Release Date: January 5th, 2015
Game Engine: Unreal Engine 4
Number of Players: Multiplayer
Genre: 3rd player Vehicular Combat
Youtube Game Review: https://www.youtube.com/watch?v=1lheZ_Qr548

This is the first game I attempted to review… while being shot at by other players and losing badly. I feel I did a horrible job at it. :/
Because of this, it’s best you read my written review as it’s much more detailed.

To explain this game is to explain how ice forms, or how we breath. In other words, it’s self-explanatory. Basically, the game is simply about killing other player-driven vehicles on each map.
The player is able to control one of four vehicles. Two of them are called Fast Attack Vehicles(F.A.V. for short), and the other two are tanks. Similar to an RPG, each vehicle has their strengths and weaknesses. FAVs are more nimble, but have a weaker primary weapon. Tanks are slower and bulky, but have a powerful primary weapon.
The player can choose one of these four vehicles at either the main menu, or after a round is complete and a new round is about to start.
They can also customize their vehicle’s paint job with unlockables, and also change the look of their weapons. They can do the same thing with their player character. Both ‘upgrades’ are purely cosmetic and don’t affect the gameplay.

What can are two things. The first is level up rewards, and the second is the secondary weapon pickups that are scattered on every level. It’s similar to games like Mario Cart. But instead of slowing down the player’s opponent, they can seriously cripple them (if done right) for an easy (yet also slow and painful (not to mention rage-inducing) to the enemy) kill.
The more of the same secondary weapon the player has, the more ammo of that weapon they’ll have to use against their enemies.
Some secondary weapons have an enemy lock on feature(such as the ‘Rockets’ one), which the player can attack their target from a safe distance.

Let’s go over the game modes. There are several for the player to pick, such as team deathmatch, regular deathmatch, last player standing.. things like this. There’s even one that only unlocks after a certain time.
Though it’s highly recommended (and I can’t stress this enough) that the player (when starting out) picks the ‘Combat Driver Training’ one, to understand the basics of the controls and combat of their vehicles.
And that’s all there is to it. If you’re interested in this game, then hopefully you’ll have better luck than I am. Time for my final review.

Good;
-The game thankfully doesn’t use microtransactions to unlock locked upgrades and addons.
-The player cannot hear what other players say when they fail… a lot.

Bad;
-Nothing… except my awesome skills of epicly failing. :/

Neutral;
-The unlockable ‘upgrades’ and ‘addons’ that the player can acquire are cosmetic, and don’t change the gameplay (such as a new weapon). However, XP upgrades can make the game a tad bit easier for them.

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Final Verdict: If you like fast-paced vehicular combat (and not hearing other players screaming racist comments into your ear), download this game right now before January is over. You will not be disappointed.

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January 2016’s Free PS+ games for the PS4

The first free games from PS+ of 2016. They seem to be taking a different approach. But anyway, here’s the two games for this month;

Hardware Rivals
Grim Fandango Remastered

I assume this would be “2015 recap month”. Especially the second game, that I heard a lot of praise.
Currently, PS+ is still showing December’s games. It will be some time for them to get off their asses and change this.
But anyway, expect the reviews sometime this week. Not to mention I have another game I’ll be reviewing later on in the week (hasn’t arrived yet).

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Subnautica – “Warning. Addicting video game detected.”

Title: Subnautica
Developer: Unknown Worlds Entertainment
Publisher: Unknown Worlds Entertainment *guessing*
Early Access Release: December 16th, 2014 / Full Release: N/A
Game Engine: Unity
Number of Players: Single Player
Genre: Open World Survival (Horror)

I’m sure most of you have played Bioshock by now. Crash-landing near a strange lighthouse, going into it, and heading down to Rapture. But have you ever pondered “Wow… I wish I could create an underwater city, too!”. If you have, then my friend…, this is your game. Because you can do this and so much more.
This Early Access game has limitless potential, and it will only get bigger.

Starting the game up and doing a new game, the player is greeted with the game mode screen. There are currently four game modes, each having its own set of rules;
-“Survival”: The true mode for survival lovers. The player must manage Health/Food/Thirst, and Oxygen.
-“Freedom”: A ‘dumbed down’ Survival mode. The player only has to worry about their Health and Oxygen. Food and Thirst aren’t a concern.
-“Hardcore”: The “manly men” mode. No warning of running out of oxygen, and has permadeath.
-“Creative”: No worries whatsoever. No need to craft things. Just build and have fun.

After the player picks an option, the game will load. This takes about a minute. Soon the player will find themself in an escape pod.
The game explains the current story;
It’s the late 22nd century, and the human race is colonizing other worlds. The player takes the role of being on the ill-fated Aurora. During its descent towards an unknown water-based planet, the vessel is hit by an unknown plasma blast that causes catastrophic damage to the ship’s engines.
Unable to get away from the planet’s gravitational pull, it crash-lands. The player however manages to escape from the ship and finds themself in a damaged (but still powered) escape pod (where the game eventually shows the game screen).

Three things to mention here. First, the controls. If the player comes up to something that has a hand icon, either the player can left click or have to use a tool(like a knife). Right clicking with a tool in hand will toggle the tool(be it the flashlight/knife/whatever.

Second thing to mention is the Escape Pod’s interior. There’s four POIs inside. Two are ladders. One goes up, and the other goes into the water. Another one is a machine to the right of the ladders, called the Fabricator. This is basically the player’s ‘Crafting Table’. Everytime the player makes something, it drains 5 units of power from the three self-charging power cells. These will eventually charge back.

The 4th and final POI of the Escape Pod, is the front of the pod. Opening this (left mouse) and then left mouse again will pull up the player’s inventory (Tab key by default). This is the escape pod’s only accessible storage compartment. There, either the player can drag things from their inventory and into the storage, or Shift+Left click will instantly place the item in and out.
Note that certain items in the player’s inventory (such as a scuba tank) can take multiple slots in the player’s inventory. The player must keep this to mind when searching for useful things on the sea floor.
One of those useful things is Scrap Metal, blown off from the Aurora crash. Each one can give the player 4 Titanium each(regardless of the size of the metal. Though this may change in a later build). This metal is the base metal for the game(such as Iron is for most other Survival games).

The 3rd and final thing to talk about, is the Aurora. If the player exits the escape pod and looks infront of them, they’ll see the doomed ship. Over time, the ship starts to get more and more unstable as the dark matter drive core eventually gets breached.
By Day 3, the Aurora will get so unstable as its dark matter core reaches a super critical state, to the point the ship eventually explodes in a powerful shockwave fireball. As long as the player is near the radius of the Escape Pod, they will not be injured by the blast. but now the player is pretty much stranded on this water world.
After the ship explodes, harmful radiation is released into the water near it. If the player ventures close to the ship without making a radiation suit, the player will eventually die from prolonged exposure to radiation. The player can avoid death by either moving out of the radiation, or by making the mentioned radiation suit.
At the time I write this review, the radiation will not move from its radius. This may change in future builds to add more of a rushed feeling of the player to quickly make the radiation suit.
The player can also stop the radiation when they feel they’re ready, by heading to the ship from either the front or the left side (near the front) and head down to the very chamber that blew; the Generator Room. Here, the player (if equipped with a Welder), can seal all 11 breaches. Once done, the radiation radius will disappear in 3 days and 10 hours(ingame time). This will allow areas that were covered in radiation to be accessible (without the need for the suit).. but will also make the suit, pointless.

With this all said and done, the player (in the current build), can make submarines and seabases. But a word of caution. Ocean life isn’t safe. There are nasties in pretty much every biome, from Stalkers to Sharks. But larger, scarier hostiles will be coming in future builds.. some even larger than the Reaper Leviathan.
So yeah, this game can literally turn into a horror game in a matter of moments. Especially if the player is in the open ocean and hears horrible ear-piercing sounds in the distance, yet not see the thing that made it…

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Before I venture deep, deep down into the ocean depths to where the planet’s sun cannot shine in my Cyclops, it’s time for my final review;

Good:
-Nice futuristic crafting system, compared to most Survival aspect games I’ve played.
-The player has a player model, and can even see their feet! The player isn’t a floating pair of hands.
-The developers WANT the player’s feedback to make their game better, even having a ‘Give feedback’ option in the pause menu (and even an achievement for submitting feedback).
-Having a ‘Freedom mode’ option for a dumbed down Survival aspect. Best. Thing. Ever (for me).
-The game can turn from “this is cool” to “Uhhhh.. what was that noise?!” when in open waters, with the player unable to see the sea floor.
-In some areas of the ocean, the seabed may not be visible for over 1,000m, giving the “Pit to Hell” feel.
-Peepers (big eyeball fish) are cool and you should love them. 🙂

Bad:
-The only ‘bad’ I’ll list that needs to be said, is the player will not know what to make next(the progression system is vague at best). The player must rely on the wiki, but this could change in a later build.

What I would like to see added:
-Being able to stop the Aurora from exploding in three ingame days. Then the player can salvage the ship for parts.
-New player tutorial system instead of having to use the wiki (that also uses what game mode the player takes).
-Being able to kill Reaper Leviathans.
-More powerful weapons than just the Survival Knife.
-The Seamoth to have a robotic arm upgrade, that can grab stuff that the player can when in deep sea scenarios. Of course the Exosuit would trump this.
-The player being able to craft self-charging power cells for their Seabase/Cyclops.

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Final Review: This is pretty awesome for an Early Access game. It has a great setup, and I feel it’s only going to get greater.
Do yourself a favor and buy this game. Unlike the last game, the devs care about new players (and want to get their feedback). The $15 is well-deserving for this quality of commitment from the developers.

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