▲ 37 r/printSF

Recommendations request: dog-fi :)

Sci-fi writers love cats. Almost as much as they love black coffee. Dogs, though, only rarely appear in the genre.

So, I'm looking for books (sci-fi or fantasy) where a dog (normal or sentient) is the main or a major character.

For example, I remember reading a short story about an apparently immortal dog that lived with every major genius in history of humanity, subtly suggesting things to them. And there was this novel (I think it was one of the sci-fi classics, but for the life of me I can't remember who) where humanity was destroyed in a war, and sentient cats and dogs inherited Earth, and then an astronaut returned from a mission to another star, and there was some conflict about whether he's allowed to live (dogs were for, cats against). And of course, there are sentient dog-like aliens called Golovans in Strugatskiy brothers books (though they never are main characters).

Major condition: the dog should NOT come to any major harm in the story (beyond the usual heroic injuries which are always healed in the end), and certainly not die!

Also, please don't recommend "John Dies at the End". I already read it, and while the dog was a major plot point, this is not what I want here.

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u/Aistar — 5 days ago

Review: Sector Unknown

Sector Unknown is a recent pure sci-fi CRPG created by a solo developer. It is surprisingly competent in its main loop, but marred by many flaws.

The story is that you're a prisoner (choosing your crime is a part of character creation) being transferred by a space ship to a remote prison planet owned by Star Frontier corporation. The planet is located in Null Sector, and beyond that, very little is known about it. During the flight, ship's AI offers you a chance to escape, as long as you take a copy of it along (because owners are going to overwrite it after this flight is finished). You escape, land on a nearby planet, and learn something interesting: Star Frontier pulled out of Null Sector, while leaving many of its personnel, from miners to scientists to soldiers, stranded. Not only that, but the corporation is planning on coming back - but not without wiping out all life in sector with some unspecified weapon. You and your AI friend decided to fight back, and for that, you need to earn trust and cooperation of all main inhabited planets and stations in Sector Null.

To be honest, the story don't make much sense to me. Both "we're pulling out because there is too much piracy and smuggling going on here" and "we're coming back, but killing everyone in the sector" make absolutely no sense. This is "I'm evil, because I'm evil" behaviour, and the little plot twist the game delivers in the final part doesn't fix anything. And frankly, the game doesn't give a good explanation about how the "kill everyone" is going to be carried out: sure, you can probably target planets and most of space stations, but what about individual ships? But even granting that... WHY? All this is a huge waste of resources and fixing symptoms instead of problems at a great cost.

Anyway, you're going to spend much of the game flying between various planets/stations and solving their problems. While the general narrative makes no sense, individual plots for each location are more-or-less OK, although I could never shake off the feeling that I don't understand the timeline: sometimes, it feels like Star Frontier pulled out just yesterday, while in other cases, situation degenerated so much it feels like years have passed already.

The best thing that I can say about this game is that its developer understands the RPG game loop (which is a nice contrast to e.g. Broken Roads). More than that, he managed to make it work. Take quests, kill bad guys, loot bad guys, resolve quests for XP, level up: simple, yet working. Despite all other flaws, I found myself doing just one more quest time and time again. This is a very good result!

I also can praise the role-playing system, somewhat. While not breaking any new ground, it offers enough choice to make levelling up interesting (and not overwhelming). The game offers many opportunities for skill checks (via thresholds) in dialogs, for many skills. With party size limited to 4, choosing what skills to level up each time is a challenge, which is good.

Now, for flaws... Unfortunately, this game has many of them.

First of are graphics. I don't usually criticize graphics in an isometric CRPG: this is not the genre where you REALLY need fancy high-poly models, complex shaders, modern animations. Baldur's Gate 3 non-withstanding, an indie CRPG can look like it was made in 1993 and still be great. But here, graphics are actively hurting your experience. Everything is just too damn noisy, especially on planets with weather and/or water. I nearly gave up on Sjo, because the constant rain made me squint just to be able to see characters.

Another problem which don't usually come up is camera controls. They are not exactly bad, but there is something off about them: sometimes, I found myself surprised by the way camera rotated after I pressed rotation keys. I'm not even sure what exactly was wrong, but somehow, something happened that I did not expect.

Combat system is not entirely a loss, but I'll be honest: combats are too easy, and there is absolutely no variations to them. No unique enemies, no bosses. There is no cover system, no AOE skills or grenades, so there is almost no need for movement. All you do is stand in place and fire at enemies (or run to enemy and use melee attacks, but really, there is zero advantage to building a melee character, since the game doesn't have zone-of-control or attacks of opportunity). You can choose to use abilities, but really, they're not THAT interesting or important (aside from the first few combats).

The key to success in combat is critical hits. They deliver MUCH more damage than usual hits, often one-shotting enemies, and you can level up crit probability pretty high. On lower levels, enemies can also one-shot crit your characters, but later in the game, that stops happening. It's an interesting design choice, but since you can't use tactics to increase/decrease critical chance, it doesn't make combat much better - only shorter.

Another problem of the game is the sheer amount of loot. Every enemy drops his weapons, and sometimes armor and accessories, so you'll be swimming in items. Most of them will be useless: common, uncommon and even rare-level guns and plates are replaced by epic and legendary versions some time around mid-game. And there is no button to sell or deconstruct all this trash into components :( Beside generic items, you will also sometimes find named items which have one of several bonus features. Most of them are useless (like "+X% damage when under effect of injector": the lack of difficulty in combat means you won't be using injectors at all), but some are pretty good.

You can also craft weapons at your base. This requires first building weapons crafting station, then buying blueprints for it using science points (a separate concept; you earn them for reading datapads and hacking into computers), then select which types of enchantments you want and pay the price in resources. These items are pretty good - I think they might be better than any named items, even, but the game doesn't really need this feature.

As for resources, you collect them on planets, and also in space. There are many types, but you shouldn't concern yourself with them - just grab everything you see. Beside crafting, you could (and should) use resources to improve planets you "own" (i.e. where you completed all quests to get local factions to join your rebellion). This doesn't do anything, but increases War Score: a parameter which only comes into play in endgame (and then, just barely). Still, it's a resource sink that makes crafting just that much less appealing...

So, bottom line, should you play this game? I'd say yes: it's only ~15 hours long, and the core mechanic loop is solid despite everything else. But it's not a game you will love, so leave it for a rainy day between more interesting releases, or a sale. Of course, if you're someone like me who plays anything isometric and turn-based, then, by any means, buy it and play it: you will find it at least compares favorably to likes of Broken Roads and Balrum and AntharioN. Which, unfortunately, isn't saying much.

u/Aistar — 2 months ago

Review: Aether & Iron

Aether & Iron is a visual novel with skill checks and combat encounters, which puts it in the same sub-genre as, say, Banner Saga, even though everything else about these games is as different as possible.

In this game, you play as Gia Randazzo, a smuggler in alternate reality 1930's New York, which has taken to the sky with the help of substance called aether. Surprisingly, this did nothing to solve American city's problems, and now Heights rule all, Uppers live in relative comfort, and Lowers survive the best they can, being nearest to a gravitational anomaly called The Well, which may or may not be a consequence of Aether use. Gia has been down on her luck after a job that went wrong, and, to rebuild her career, takes an offer to shuttle a girl from Heights to Lowers. Is she a rich dame going slumming, or something more? Of course, nothing is ever simple.

The best thing about this game for me is graphics. I absolutely loved both characters (especially our heroine - and believe me, it's a rare compliment coming from me, as I usually have about zero feelings about looks of video game protagonists) and backgrounds. 3D models are less interesting, but serviceable.

Combat is also interesting. It's turn-based, but since we fight in cars, it has some unique features. For example, movement cost is direction based: gaining on other cars has one cost, changing lanes another, and moving backwards (braking) is free. Incoming obstacles also play a huge role. They make the battlefield dynamic, changing it every round. Lanes may appear or disappear, hazards may make lanes or separate cells more dangerous or harder to drive through. Combined with the ability to shove other cars, this makes things interesting.

While I applaud this effort to create a turn-based implementation of vehicular combat, I think the system isn't used to its full potential. Even though most (all?) encounters are hand-crafted, there is not enough variety, and, to be honest, they all feel pretty much the same. Even boss encounters mostly differ only in that boss cars have a lot of HP. There are barely any additional goals, and none trick encounters. Which is a pity, because I think this combat system can be used for more fun things.

The story mostly managed to keep me interested, although I think it's a bit too naive at times, especially for a purportedly noir game. The quality takes a bit of a hit in the third chapter (I really don't understand how you go from organizing a jazz concert to a full-scale rebellion), and the ending feels rushed - like the authors ran out of time and money.

Still, the game certainly worth a look, and if they ever get to release a sequel, I'm buying it. Unfortunately, this looks unlikely at present, because game's Steam forums are almost dead, so it seems it failed to attract a lot of attention from players, which is a pity. Go ahead, give it a try (there is a free demo even!).

u/Aistar — 3 months ago

Review: Swordhaven: Iron Conspiracy

The second game from authors of ATOM RPG, Swordhaven: Iron Conspiracy retains many mechanics from its predecessor (and therefore, from early Fallout games), even if they're now dressed up in fantasy clothes instead of Soviet post-apocalypsis. World map, crafting, pick-pocketing, trading, most of character development - everything would be familiar to players who already tried ATOM.

Aside from setting, the biggest changes are in combat. First, it is switchable between RTwP and turn-based modes. I played the whole game in TB, only switching to RTwP due to mis-clicks, so I can't say much about this mode, but turn-based one works better than combat in ATOM RPG, in my opinion. The main addition is combat abilities, which modify attack cost, damage and additional status effects. Knockdown/Stun is the most useful of them, and mastering its use makes combat pretty easy, for the most part, especially after you get a full party: 3-4 knockdowns on the first turn render most encounters trivial.

Bosses are all immune to knockdowns (but not other effects, though I think Confusion - which makes the target move and attack randomly - maybe also doesn't work). Unfortunately, there is little else to distinguish them: they are all big piles of HP with attacks that deal high damage, but there are no "trick battles" or anything else to spice things up. Most players will not be greatly challenged until the very final combat which can be pretty hard, depending on your choices.

Combat abilities are tied to type of weapon (e.g. mace, maul and axe all have different abilities, even if they belong to the same weapon group). Unfortunately, this means you have to heavily specialize your characters in one particular type of weapon, and sell everything that doesn't fit you, even if stats are great: abilities are more useful than raw stats.

The same problem exists for non-combat skills, especially for crafting: if you want to be able to craft top-tier items, you need to get your crafting skill to 200, which means pretty much putting all points into it, making the crafting character relatively useless in combat (and of course, you won't be able to upgrade any other skills to any great level, too). I wish the game would be at least a bit more generous with skill points, so you could at least have two high-level skills per character!

Writing, especially English text, I think, improved compared to ATOM RPG, but I also feel that the setting (low-magic fantasy, with a little twist in the end) is too generic compared to USSR vibes of the first game, and dialogues often feel a bit bland, like a translated work that lost all the original colour (the lack of Russian language in the game might be to blame, as I'm pretty sure authors are still better at writing in Russian than in English, and may have been too constrained by the need to write in foreign language). For example, the same thing happened with The Thaumaturge, where the game was much more fun in Russian (and, presumably, in native Polish) than in English.

The plot isn't much to write about: there is apparently some kind of conspiracy, or maybe even more than one, and your party mostly blunders about while people conceal crucial information from you. The twist at the end comes about as somewhat a surprise (story seemed to be heading in a somewhat different direction, but this proved to be a red herring), but I don't think it saves the whole thing. Mind you, the plot isn't bad or anything, but I just didn't feel any special emotions about either the main quest, or side quests.

One of my biggest gripes with writing is the amount of false choices in dialogues: it is very often doesn't matter what line you choose. This is especially tiresome in the dialogue before the final battle, where you might refuse to listen to final boss' arguments, but he will tell you them anyway, at length, and force you to ask questions. Since I was forced to repeat that interaction quite a few times, I found myself longing for a simple "Attack!" option (admittedly, it is present in many other dialogues in the game).

The game offers a number of companions with fixed names and personalities. You get one out of several available at the start of the game (I think this is based on your chosen class), and then can find a few more during the game (but none of the starting ones). Companions voice their opinions at the crucial points in the game, which is maybe 3-4 times. Otherwise, they might as well be nameless henchmen. There is apparently a romance somewhere, but I missed it.

All in all, the game isn't bad, but isn't particularly great, either. It's a competent generic RPG, with good enough exploration, combat and side-quests that doesn't make its 40-hours length too tiring (but only if you use x2 time scale, because otherwise walking around huge locations takes too long). Get it on a sale, if you want to try it.

u/Aistar — 4 months ago

Who still writes long-form gaming articles and let's plays like Shamus Young used to?

I loved Shamus Young's blog, Twenty Sided Tale, but unfortunately, Shamus died a few years ago, and I haven't found any other good blog (admittedly, I haven't searched very hard). He provided very interesting insights and critique of both game plots and game design, as well as plain fun content.

I know there is plenty of video content, but frankly, I just overwhelmingly prefer text to video.

Now I only read CRPGAddict, but while I absolutely love his quest to play every RPG in the world, sometimes I just want to read about more modern games and other genres, too (even if I mostly just play RPGs, too). Oh, well, there is also The Bottom Feeder, Jeff Vogel's blog, but Jeff, being a developer himself, obviously doesn't have much time to write.

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u/Aistar — 4 months ago

Review: Broken Roads

I think I play pretty much every isometric turn-based RPG that comes out, and I very rarely write negative reviews. Most games have at least some redeeming qualities: maybe mechanics are bad, but plot is good, or vice vera, or maybe it has good ideas, even if the implementation is half-backed. Broken Roads, unfortunately, is a rare exception, and gets a thumbs down from me, for breaking the very basic rules of making a good game. Still, at least we can all learn something from a failure, too.

Let's start with a few good things I have to say about the game. First, the setting is relatively unique. We don't get many games set in Australia. Graphics are pretty competent, too, for an indie RPG.

The troubles start with the setting and plot, though. Yes, it's post-apocalyptic Australia, but there is very little to distinguish it from post-apocalyptic USA. Part of this is nature: the game does very little to differentiate Australian Outback from deserts of Fallout or Wasteland. And little communities that survived the war don't look all too different from what you see in American games. ATOM RPG, for example, did it noticeably better with Soviet aesthetics. Also, the plot... Well, it's a very generic nuclear war stuff. Which makes sense for USA, USSR or China (a Chinese Fallout would be interesting to see!), but Australia isn't the prime target in a global war, or so I always assumed. At the very least, it should be affected less. Sure, it would still suffer from logistics breakdown, and probably Great Powers would spend a few missiles to nail the major cities, but... It feels that Australian post-apoc should be different, and here it isn't. And that's just the backstory. The actual plot is also kind of a repeat of Fallout 2. To be honest, ATOM RPG was guilty of the same thing, as were most other post-apocalyptic RPGs. But why not try something a bit different, for a change?! How many times will we have to save free wastelands from a tyrannical attempt to restore some kind of civilization?

The main problem with this game, though, is that while it has all parts of an RPG - quests, items, abilities, character development, combat, companions, choices - all of it just doesn't work together to provide a good experience.

Quests are the worst: the game is full of cases where you go talk to one character, then go talk to another character, and complete the quest. Fetch quests have their place as providers of low-effort experience, but this game just don't give you any challenges to overcome most of the time. It seems like the designers didn't understand the very idea of a challenge, that players should WORK for their rewards. The laziest way to satisfy this requirement is just to place all quest items behind a combat or two. Surprisingly, it's also the most effective way, but this game avoid it to the point where you EXPECT a fight, but it's just not there. It could be a clever subversion in a better game, but here, it just makes the whole thing feel hollow.

The few times when a quest requires combat, the combat is easy and boring. Enemies usually don't outnumber player's party too badly, and, also having a slightly weaker or comparable firepower and not being able to concentrate it too well, go down without much effort. There are probably 2 or 3 hard combats in the game, if you stretch the definition, but they can be easily overcome by coming back slightly later with some better equipment or stats. There are no "boss fights", or any enemies with interesting abilities, no gimmick combats. Which might be a pity, since the authors put a bit of effort into providing tools which could have been used to overcome harder challenges: there are some consumables and grenades, and about a third into the game you suddenly learn some magic, which somewhat compensates for lack of difference between weapons.

Weapons are just boring. Weapon upgrades come in "+N" variety. I guess this is due to budget constraints, but it's still somewhat strange to see "Sniper Rifle +3" in a shop. Which brings me to another point: almost all the best weapons are available in the first big shop you encounter after the prologue. Sure, you can't afford them, but you know they're there. There is no excitement which you usually feel when you discover a new town with new vendors who sell better items. This also makes loot boring (though you still should prefer to fight all humanoid enemies you encounter, because selling weapons is the best way to make money).

Character development is divided between attributes and skills. You can't really tell if it's good or not, since there are no serious obstacles to overcome in the game, but I sure didn't feel excited getting another level, which is always a bad sign in an RPG (the pinnacle of being excited for a level, for me, is Arcanum, where you had to spend a very limited number of points on some very interesting options). Dialogues sometimes include skill checks, but only so rarely that you never feel constrained by your advancement.

Companions... are there, and that's about everything I can say about them. They have names, and back stories, and a small personal quest for some, but they are less interesting than blank slates from e.g. Avernum series. You just don't feel any personality behind them. A big part of the problem is combat: I usually get attached to the best performers in combat, but here, everyone does pretty much the same. Another problem is that companions usually don't voice opinions in dialogues, or provide any particular help in quests.

Finally, I have to mention bugs. Despite getting several post-release patches, the game still has some broken quests, and I got the wrong final slide, which described our party doing "the thing", when I explicitly decided not to, and other slides all assumed I didn't do it. It was really adding the insult to the injury.

The game's saving grace could have been its shortness: you can complete it in 10-15 hours, but even that time is better spent somewhere else, unless you're a scholar of game development, in which case Broken Roads provide an excellent object of study in all possible mistakes of RPG design.

If I was responsible for doing a remaster to save this project, I would start with adding more challenges to quests, and then see where that leads. Everything else might be salvageable, or need some tweaks, but quests are fundamentally bad. Just fixing them would probably make this game mediocre instead of bad. Making it actually good, though... I don't know. I would change the plot, companions and itemization, but this is just a new game.

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u/Aistar — 4 months ago