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The Plucky Squire Review | TheXboxHub

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The Plucky Squire Review | TheXboxHub


Nostalgia is a powerful tool. The gaming industry has been going through some changes in the last couple of years and games have been very hit or miss. So when a game like The Plucky Squire comes along, which showcases gameplay that plays to old school platforming and mechanics with a modern twist, it can be incredibly enticing.

Right off the bat, The Plucky Squire is a visually beautiful game. The unique format of a story book to tell the narrative, is well done. The art style is captivating, with smooth animations and transitions that make the game feel like a story book come to life. The characters don’t talk, with the exception of the occasional cheer, but the overarching plot is conveyed by a fantastic narrator that does a great job from start to finish.

The characters are fun and quirky, and while the plot isn’t going to blow your mind, the presentation makes it an enjoyable experience from start to finish.

The Plucky Squire review 1
The Plucky Squire – a storybook adventure

As a game, The Plucky Squire blends 2D platforming and combat with 3D through “meta magic”. Meta magic allows Jot, the plucky squire, to literally break the fourth wall. The evil doer Humpgrump unleashes a spell that forces Jot out of the story book, which unintentionally gives Jot the ability to jump in and out of the book whenever magic swirls are present.

There are abilities that allow Jot to manipulate the pages of the book, mess around with words to change the reality of the book, and fight Humpgrump’s minions to restore order. 

While an overall enjoyable experience, The Plucky Squire suffers from pacing issues and a lack of depth of gameplay mechanics, which become more apparent as the game goes on.

Every boss encounter in the game plays to a specific gimmick; typically nods to old school games. For example, Jot’s first boss fight early on is an homage to Mike Tyson’s Punch Out. In it, Jot becomes a jacked boxer who needs to fight a badger. It’s something that older gamers will notice and appreciate.

However, the tedious pacing of the game, along with the incredibly low difficulty make it feel out of place. Way too often, control is taken away from the player to pan over the scene or to provide exposition that makes the game way too easy. As a result, it feels more like it would be ideal for younger players. This is why the inclusion of references to a game like Punch Out feel so out of place. After all, the first one came out in 1987.

The Plucky Squire review 4The Plucky Squire review 4
Punching out

The other boss fights are incredibly similar. One involves shooting colored balls at an approaching wall, matching colors to clear them before they hit the bottom of the screen. This is a game that I’ve seen recreated in mobile games and old computer games with a million different names.

It’s fun, and while I can appreciate the references, it takes away from the gameplay identity of The Plucky Squire. Boss fights are often defining segments of the games, and every single one in The Plucky Squire is an homage more than an original idea.

Granted, each one is done well and plays cleanly. But why is there a random rhythm game sequence near the end of the game? It doesn’t fit in with the rest of the offering and it doesn’t add anything new.

It’s weird because the platforming elements are done very well. The world is unique, and while the book sequences focus on platforming in a fantasy world, the desk segments are unique and offer a lot of variety. On the desk there are sheets of paper that allow Jot to switch between 3D space and 2D space to navigate. As the plot progresses the desk gets reorganised and the set pieces change. Jot can go from climbing around a doll house to running from dinosaurs in a prehistoric jungle, without it being jarring. It feels like running and jumping around the play sets like everyone wishes they could’ve done when playing growing up.

The Plucky Squire review 2The Plucky Squire review 2
Visually stunning

The platforming is the strongest aspect of The Plucky Squire, and I wish there would’ve been a bigger focus on the mechanics that make The Plucky Squire standout.

Again, everything the developers do in the game is done well. It never felt unfair or mechanically broken, so it is definitely a success as a game when it comes to paying homage to gaming classics. But again, The Plucky Squire is not hard and the people who are going to fully appreciate those references are going to be the people who find the game incredibly easy.

The pacing issues do get better as things progress, but these could be easily fixed by allowing player movement while the narrator speaks, instead of locking the camera and making you sit and listen.

Performance wise, The Plucky Squire plays well for the most part. There is some stuttering in the 3D sections, but this seems to be more of an issue when transitioning from 2D to 3D more than anything else. There does appear to be an issue with memory leak during extended sequences, because some puzzles stopped functioning properly during my playtime, only to be fixed when I restarted the game. Thankfully, auto saves are frequent, and I lost at most a minute or two of playtime.

Overall, if you know what you’re getting when you boot up The Plucky Squire, you’ll be in for a very enjoyable experience. The plot in the second half is very engaging, the visuals are stunning, and the mechanics introduced are all done well. They may not have the mechanical depth that I was hoping for when I booted things up, but they were fun. 

The Plucky Squire review 3The Plucky Squire review 3
The Plucky Squire – a cute platformer

The Plucky Squire doesn’t overstay its welcome either, and it took about six and a half hours for me to play through. Going for collectibles and playing around with some of the mechanics can pad that time out if you want it to, but it’s a game that can be finished in a weekend.

Despite its flaws, this is a game that achieves what it wants to in a fun and accessible format. If you’re looking for a cute platformer, then The Plucky Squire is worth playing through at least once.

From Page to Play: The Plucky Squire’s 2D-to-3D Adventure – https://www.thexboxhub.com/from-page-to-play-the-plucky-squires-2d-to-3d-adventure/

Buy The Plucky Squire on Xbox – https://www.xbox.com/en-gb/games/store/the-plucky-squire/9nc3fhgqrs88



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Get a free copy of Whispering Willows during the GOG Autumn Sale

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Get a free copy of Whispering Willows during the GOG Autumn Sale


It’s time to grab another sweet free game courtesy of GOG.com during their big Autumn Sale that’s ongoing until October 8th, 7 AM UTC.

For this giveaway GOG are letting you claim a free to keeps copy of Whispering Willows, an indie adventure-horror game that also has a Linux version. When you’re logged in on GOG just scroll down a bit and you’ll see the giveaway banner allowing you to quickly claim it.

A reminder on some great discounts currently live in the sale:

Check out the full sale for all the discounts.

Check out the Heroic Games Launcher if you need an easy app for managing GOG games on Linux / Steam Deck.

Article taken from GamingOnLinux.com.



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The First Descendant’s new Death Stalker is the game’s deadliest Colossus yet

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The First Descendant’s new Death Stalker is the game’s deadliest Colossus yet



You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you’re reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

The First Descendant has quickly become a must-play free-to-play title, with awesome looter shooter gameplay and formidable Vulgus and Colossi to fight. In an upcoming update, a new deadly foe is set to arrive as the Death Stalker has made its presence known.

Early patch notes for Season 2 already have fans excited, with a new story set to showcase fan-favorite character Freyna. Some great Halloween skins were also shown off to kick off the spooky season, but this new fearsome foe adds a terrifying new addition to the game.

Watch out for The Death Stalker

According to The First Descendant’s official Twitter account, The Death Stalker is a foe that’s far “more formidable” than any Colossus players have encountered thus far. Beyond fighting this new Colossus, players will also be able to fight more of these gigantic foes in the game’s final Intercept Battle, Gluttony, which has its difficulty adjusted for the newer content.

“With the introduction of the most powerful Colossus, Death Stalker, the difficulty of the final Intercept Battle, Gluttony, will also be readjusted. Join for the opportunity to intercept more Colossi,” reads the announcement Twitter post.

Since The Death Stalker is introduced in this new season, fans should be able to take it down with the various new weapons introduced in the patch. Naturally, players will need to grind to get the best gear in this free-to-play shooter, especially with some of the buffs given in the last patch. Only time will tell if this new Colossus will live up to the hype, but this should make fans of The Last Descendant very happy.

Get ready for The Death Stalker

Now that fans know The First Descendant Season 2 is coming out on October 10, fans should have enough time to prepare for this massive boss fight. Because this is a live-service game, enemies stronger than The Death Stalker will eventually come, but seeing threats like this added in real-time is still pretty exciting.

Players need to head back into The Void to encounter The Death Stalker, so expect to struggle quite a bit before heading into this massive fight. With Ultimate Freyna joining the ranks, players might stand a chance as they stare death in the face. At the least, fans will experience this massacre in a pretty epic way.

For more on The First Descendant, check out the PS5 Pro support this game will receive when the console upgrade is released. Also, check out this new feature that will make characters look even better.



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Survival Float Simulator

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Survival Float Simulator


There’s no way to talk about Survival Float Simulator – Crocodile Waters Craft, Raft, Build, without talking about Survive & Craft. You should go read that review before continuing… read? Good. SFS is a ripoff of that game which itself was a ripoff of Raft. But while S&C managed to hold its own and was strangely good, SFS is a straight up scam. Let me start by showing you what happens when you go off your raft into the water:

The opening logo lasted longer than the actual footage did.

Yes, when you fall in the water in Survival Float Simulator, you die. Why? Don’t know. But wait, there’s more! You construct a hook to grab resources floating about. There’s one problem, there are no resources to grab. This is in stark contrast to S&C, where resources where everywhere, too many in fact. Because you can’t grab any resources, you can’t construct the hammer to use the planks you have. So you are stuck on the the tiny platform you start on. Furthermore, when you drop the planks in the water, they stay still. Despite the little water animation, you are actually sitting still. Yes, Survival Float Simulator is completely broken.

When you make a photocopy of a photocopy, the image quality degrades. When you rip off a ripoff, similarly, the quality degrades. Survival Float Simulator is a scam. All of the images shown on the eShop page were faked because the game is broken. There are no resources to get, so there’s nothing to do in the game. Just go in the water and die over and over again. Play Survive and Craft and thank me later. This gets a Garbage with a one back-end score. May the crocodile end your misery quickly!

Overall: Survival Float Simulator is a ripoff of a ripoff, and is therefore complete garbage and a scam.

Verdict: Garbage

eShop Page

Release Date10/3/24Cost$11.99PublisherPublishMeESRB RatingE



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Portal Buster – A super speedy horizontal shooter released for the Commodore 64 by drmortalwombat

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Portal Buster – A super speedy horizontal shooter released for the Commodore 64 by drmortalwombat


Another Commodore 64 game released this week ( no it’s not Amiga :p ) , as we’ve been told that Drmortalwombat has made available the super speedy bi-directional shooter of ‘ Portal Buster ‘. A game in which the developer was noted as saying “this game is perhaps too fast for some of the armchair scroller fans, but what do I care, I need speed”. To coincide with this news, we’ve got some extra info about the game as well as a gameplay video from Saberman.

And here’s the extra info! “To sweeten the deal, you get infinite continues, nine levels of weapon power-up, built-in trainer modes, portals and respawn points.  So battle your way through a gigantic 32k pixel-wide level to find and destroy the end boss.  You need to pick up fuel barrels to keep your spaceship afloat.  If you activate both sides of a colour-coded portal, you can reap the benefits of hyperspace and travel instantaneously.  Doors require buttons to be pressed”.

Links :1) Source



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Call of Duty Fans Share Their Hopes for Black Ops 6’s New Nuketown

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Call of Duty Fans Share Their Hopes for Black Ops 6’s New Nuketown


Nuketown is confirmed to return in Call of Duty: Black Ops 6, but with Treyarch keeping quiet about what it will look like, fans hope it’ll live up to expectations.

There are some Call of Duty maps that live in our memories long after their release – and there are others that Activision simply won’t let us forget.

Originally arriving with the original Black Ops, and having made its return on countless occasions, it’s safe to say that Nuketown falls under both those categories.

Is Nuketown Coming to Black Ops 6?

Yes, Nuketown is confirmed to arrive in Call of Duty: Black Ops 6, although it won’t be present on release day.

Activision has already confirmed all 16 maps coming to Black Ops 6 at launch, and Nuketown isn’t one of them.

However, the map Warhead appears to be a version of Nuketown from after the nuclear warhead has detonated, and that Strike Map will be available on day one.

Warhead Map in Black Ops 6
Warhead map in Black Ops 6

A Nuketown variant has been present in every Black Ops title to date, and we’re happy to report that it’s set to return in Black Ops 6 too!

After all, all the way back in Black Ops 6’s initial showcase, we saw the map’s name appear in the matchmaking lobby, giving us confirmation that Nuketown will be back again.

Nuketown Spotted in Black Ops 6 Multiplayer StreamNuketown Spotted in Black Ops 6 Multiplayer Stream

In the case of Black Ops Cold War, Treyarch’s most recent title, Nuketown arrived in a post-launch update on November 24, 2020, eleven days after the game’s release.

We expect that the map will arrive shortly after Black Ops 6’s launch, though this is yet to be confirmed.

What Should Nuketown Look Like?

Over on the Black Ops 6 subreddit, fans are sharing their hot takes as to what Nuketown should look like this time around.

One popular post shares the opinion that Treyarch should cease making new variants of Nuketown with each new instalment and simply return to the map’s classic appearance from Black Ops 1:

On the other hand, several fans are hoping that the opposite is true!

A new rumor suggests that Black Ops 6 will feature multiple Nuketown variants to play on, similar to MW3’s new assortment of Shipment variants. For some players, it seems that would be the ideal situation.

Other Black Ops fans suggest that they’re tired of Nuketown altogether, which is fair enough given that players are already complaining about Black Ops 6 having too many small maps.

Personally, we think it’s quite unlikely that the OG Nuketown will come back, seeing as Treyarch always likes to offer a new take on the beloved map every time it returns.

However, with only a few in-game years having passed since Cold War’s Nuketown ’84, we don’t expect Black Ops 6’s 1990s version of the map to be too wild.



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No Tricks, Just Games: GeForce NOW Thrills With 22 Games in October

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No Tricks, Just Games: GeForce NOW Thrills With 22 Games in October


The air is crisp, the pumpkins are waiting to be carved, and GFN Thursday is ready to deliver some gaming thrills.

GeForce NOW is unleashing a monster mash of gaming goodness this October with 22 titles joining the cloud, with five available for members to stream this week. From pulse-pounding action to immersive role-playing games, members’ cloud gaming cauldrons are about to bubble over with excitement. Plus, a new account portal update lets members take a look at their playtime details and history on GeForce NOW.

October Treats in Store

GeForce NOW is offering plenty of treats for members this month, starting with the launch of THRONE AND LIBERTY this week.

Unite the realms across devices.

THRONE AND LIBERTY is a free-to-play massively multiplayer online role-playing game that takes place in the vast open world of Solisium. Scale expansive mountain ranges for new vantage points, scan open skies, traverse sprawling plains and explore a land full of depth and opportunity.

Adapt to survive and thrive through strategic decisions in player vs. player or player vs. environment combat modes while navigating evolving battlefields impacted by weather, time of day and other players. There’s no single path to victory to defeat Kazar and claim the throne while keeping rival guilds at bay.

Look for the following games available to stream in the cloud this week:

THRONE AND LIBERTY (New release on Steam, Oct. 1)
Sifu (Available on PC Game Pass, Oct. 2)
Bear and Breakfast (Free on Epic Games Store, Oct. 3)
Monster Jam Showdown (Steam)
TerraTech Worlds (Steam)

Here’s what members can expect for the rest of October:

Europa (New release on Steam, Oct. 11)
Neva (New release on Steam, Oct. 15)
MechWarrior 5: Clans (New release on Steam and Xbox, Oct. 16)
A Quiet Place: The Road Ahead (New release on Steam, Oct. 17)
Worshippers of Cthulhu (New release on Steam, Oct. 21)
No More Room in Hell 2 (New release on Steam, Oct. 22)
Romancing SaGa 2: Revenge of the Seven (New release on Steam, Oct. 24)
Call of Duty: Black Ops 6 (New release on Steam and Battle.net, Oct. 25)
Life Is Strange: Double Exposure (New release on Steam and Xbox, available in the Microsoft store, Oct. 29)
Artisan TD (Steam) 
ASKA (Steam)
DUCKSIDE (Steam)
Dwarven Realms (Steam)
Selaco (Steam)
Spirit City: Lofi Sessions (Steam)
Starcom: Unknown Space (Steam)
Star Trek Timelines (Steam)

Surprises in September

In addition to the 18 games announced last month, 12 more joined the GeForce NOW library:

Warhammer 40,000: Space Marine 2 (New release on Steam, Sept. 9)
Dead Rising Deluxe Remaster (New release on Steam, Sept. 18)
Witchfire (New release on Steam, Sept. 23)
Monopoly (New release on Ubisoft Connect, Sept. 26)
Dawn of Defiance (Steam)
Flintlock: The Siege of Dawn (Xbox, available on PC Game Pass)
Fort Solis (Epic Games Store)
King Arthur: Legion IX (Steam)
The Legend of Heroes: Trails Through Daybreak (Steam)
Squirrel With a Gun (Steam)
Tyranny – Gold Edition (Xbox, available on Microsoft Store)
XIII (Xbox, available on Microsoft Store)

Blacksmith Simulator didn’t make it in September as the game’s launch was moved to next year.

What are you planning to play this weekend? Let us know on X or in the comments below.



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Three Weeks Nonstop: Star Citizen Devs Forced to Work Without Break Ahead of CitizenCon

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Three Weeks Nonstop: Star Citizen Devs Forced to Work Without Break Ahead of CitizenCon


Key Takeaways

Star Citizen devs endure 18-day crunch for CitizenCon 2024. Cloud Imperium demands weekend work, provides TOIL for extra hours. Devs has left the company during a weakened job market within the gaming industry.

The perpetual development cycle of Star Citizen somehow keeps finding ways to get sillier, courtesy of the leadership at Cloud Imperium Games.

An anonymous Star Citizen developer has leaked an internal memo that details a grueling 18-day crunch to avoid a potential PR disaster at Citizencon 2024.

CitizenCon 2024 is a fan event by Cloud Imperium Games and was created to celebrate Star Citizen. The first convention happened in 2013 when the game entered early access. Back then, developers promised Star Citizen would come out in 2014.

Ten years later, the game is still in early access, albeit in better shape, but the scope of improvements hardly matches the time and money invested (north of $700 million thus far).

The hellish October crunch aims to push out patch 3.24.2 and assemble a playable demo of the Squadron 42 campaign, a star-studded disaster that has been in development since 2012.

Wake Me Up When October Ends

The specifics of the CitizenCon crunch seem inspired by the worst of AAA studio practices, a testament to their commitment to making Cloud Imperium match big names like EA at every step.

Fridays, traditionally a work-from-home day, now have mandatory office presence, but that is nothing compared to the requirement of full workdays on Saturday and Sunday. These are officially flexible, but it is highly ‘encouraged’ to be physically present.

Cloud Imperium will “compensate” workers by giving them breakfast, lunch, and TOIL (time off in lieu) to use later.

The poor management and treatment of developers is made more sinister when you tie in an earlier leak from July. Employees have had to work 12 extra weekly hours to ship a demo for CitizenCon, again in exchange for TOIL, but there is a catch. Any TOIL earned between then and the convention can only be cashed in when Squadron 42 releases, which at this point will occur sometime before the heat death of the universe. Additionally, this will only be available if the employee in question is still employed with Cloud Imperium Games at the time of release.

The company was careful not to infringe on UK labor laws, reminding its developers based in the islands that they need to have 11 hours outside of work per every 24-hour cycle.

Charitably, Cloud Imperium is gifting one (1) day off for free after CitizenCon is over.

These demands from management are a systemic issue within the company and, unsurprisingly, have caused talented workers to quit the Star Citizen team despite the hostile job market in game development and tech today.

In Space, Nobody Can Hear a Release

Star Citizen Ships

Star Citizen players are right when they say the game is broadly enjoyable now, but critics frequently retort that this sentiment is the bastard child of Stockholm Syndrome and a sunken cost fallacy.

It is easy to be deeply invested in a game you have spent thousands of dollars on. “At this point, why not stick around until it is released?” And thus the Star Citizen cycle continues, for another year… or ten.



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The Day Before’s strange saga continues, as Fntastic attempts a comeback with a new game

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The Day Before’s strange saga continues, as Fntastic attempts a comeback with a new game


The developers behind 2023’s disastrous survival MMO The Day Before want a second chance. More than nine months after studio Fntastic announced it was closing down in the wake of The Day Before’s spectacular flame-out, former members of that dev team announced Fntastic 2.0, which they describe as “a plan for recovery” for the beleaguered company.

Fntastic 2.0 will focus on honesty, transparency, and professionalism, according to a PDF of the company’s plan. “From now on, our development and marketing will be based on the principle of honesty,” developers said in the document. “We understand the mistakes and absence of past communications. We commit to ensuring transparency in development and openly providing honest and comprehensive information.”

The studio also pledges to move from a volunteer-driven approach — unpaid volunteers were behind some of The Day Before’s development — to “one firmly rooted in professionalism,” though it’s unclear exactly what this means. The people behind Fntastic 2.0 use non-specific language, saying they will “gather industry professionals and specialists,” “improve our existing employees’ skills,” and “continuously raise all standards and practices.”

According to an FAQ published by Fntastic, the team has become “smaller, but it still consists of the same people who created all of our previous games.”

Alongside the announcement of Fntastic 2.0, the developer launched a Kickstarter campaign to help fund a new game at the studio. The game, Escape Factory, is pitched as a physics-based, multiplayer co-op escape game in which players navigate their way through dangerous factories. Escape Factory appears to be inspired by multiplayer games like Fall Guys and Party Animals, with a cast of cute factory workers trying to survive a series of deadly traps. A demo is available on Steam.

A screenshot from Escape Factory’s demo
Image: Fntastic

Escape Factory’s Kickstarter campaign appears to be on track to fail. The developer has raised just $2,348 toward its $15,539 goal in its first week. The campaign has 23 days left to go. Fntastic says that if Escape Factory’s Kickstarter campaign is unsuccessful, “we won’t be able to return,” and the game won’t be released. Developers said on Discord that they’ve also been trolled by Kickstarter users, with one large contribution pledged and then retracted.

While the people behind Fntastic’s attempted return say they’re committed to transparency and open communication, the general tenor of discussion from would-be players on Escape Factory’s Kickstarter page and on the Fntastic official Discord server is pessimistic and accusatory. Many say Fntastic’s latest project and its attempt to return are all a scam, a common refrain in discussions concerning The Day Before.

Polygon has attempted to contact Fntastic founders Eduard and Aisen Gotovtsev, via their official and personal email addresses, but has not received a response to multiple emails and Discord messages. We’ve also contacted others listed as developers on the Fntastic Discord and have not received a response.

Fntastic shot to fame in 2021 when it first revealed The Day Before. The “open-world multiplayer survival game” set in a “huge, stunningly detailed post-apocalyptic world” wowed viewers with its visuals and pre-release gameplay footage. But after experiencing multiple delays and amassing a massive fanbase, The Day Before landed with a thud, suffering from shallow gameplay and major technical issues at launch. The Day Before was shut down within weeks of its debut, and Fntastic fell out with its publisher, Mytona, losing the rights to The Day Before and a previously released prop-hunt-style game, Propnight.

If Fntastic’s return hinges on Escape Factory’s Kickstarter campaign being successfully funded, the company seems unlikely to get its second chance. The developer says it has “many exciting plans for future games,” including a new version of Propnight, but its “2.0” plans, thus far, do not bode well for a revival of Fntastic.



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No, Starfield Shattered Space ghost parents, I will not stop touching everything in your acid-filled teleportation shop

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No, Starfield Shattered Space ghost parents, I will not stop touching everything in your acid-filled teleportation shop


Warning: Spoilers for the main quest of Starfield’s Shattered Space DLC lie ahead.

STOP. Can you NOT touch things in here and maybe just THINK about p**sing off? They keep telling me this, in pretty huffy tones, their spooky ghost people faces made of slightly wiggly light scrunching up into cyber-frowns.

It’s not enough. I hunger to wander into the places. I yearn to touch the things. This is what I am, it’s all I can ever be, and my curse is that nothing can stop me in my being this way.

I am the stuff interacter, and I am doomed to fondle the universe’s inanimate objects, relentlessly and forever.

Manage cookie settings

I’m not sure if they get it. I’m not sure if I get it, to be honest. But, as I pull out my gun again, after asking them if I can just have the thing, I’m starting to think that this might be the closest we’ve come.

I kill them over again. I move on, because there are things to be touched, but not felt. This time, in Starfield, on the far flung planet of Va’ruun’kai which houses the Shattered Space DLC that I’m working my way through, the thing to be touched is a thingamajig. The entities trapped in here with me, the great and terrifying interacter, don’t want me to touch it, to take it into my possession, to continue building the world’s most depressing Katamari and rolling it about a bleak galaxy.

I have to touch it. Sadly, that is how these things work, and it feels like Bethesda might finally have realised that, and started to play with it in an interesting manner here. It’s probably not the first time it’s happened, during this quest, but in my return to a game I once roleplayed as Santa in, for some reason it sticks out more than usual.

There may be a thingamajing in here, or so I’m told. | Image credit: VG247/Bethesda

Starfield is a game about hoarding. That’s nothing new. We’ve all hoarded things in it and previous Bethesda games, and the litany of other titles guilty of giving you an imaginary – or literal – backpack and allowing you to pick up stuff to fill it with. Useful stuff, useless stuff, it all goes in the bag and gets carried about, just in case you need it. We all rightly laugh about it, giggling as we realise ‘oops, I’m over encumbered again’, and we’re right to, because it can’t be helped.

There are other things going on too, both in Shattered Space and in the base game. Lots of other things, designed to suit whatever you might want to do, but rarely given much depth, or exploration of the meatier human elements behind them. That’s the thing though, none of that’s the point. It never has been. Starfield, rather than being a game that doesn’t know what to say, that doesn’t know what tale it wants to tell, has been busy telling an anti-tale.

It lets you, the player, do things, because things must be done. It doesn’t judge you any more than it has to. It’s got to try, just to maintain the illusion a bit. But it can’t get quite as far as setting things up in a way that’ll make you properly care about a lot of the stuff that’s going on, aside from the occasional bit of marvelling at a detail that its developers have clearly put a lot of research into. It knows you’re just doing what you’ve got to do. A lot of the time, it’s a video game about the act of playing a video game.

One of the House Va'ruun energy ghost people in Starfield Shattered Space.

Look, ghost mum, at least I’ve not just randomly decided to sit down in one of the freezer stuff aisles. | Image credit: VG247/Bethesda

This Shattered Space quest, Exhuming The Past, a simple mission about going to a dam and retrieving a science thing because you’ve been told it might be useful to the putting together of a pile of stuff that’ll allow you to get into a currently magic barrier sealed-fortress that’ll assuredly contain more stuff, is the point. There’s some story going on, about a guy who’s voice you can hear. He’s been trying to talk to a giant snake. It’s an inherently interesting concept, but I’m still struggling a bit to feel like it’s properly hooking me in as much and as easily as it should.

As you move through the dungeon, there’s a bit of light hazard negotiation as you figure out how to make your way past floors flooded with acidic water. As you progress, and get closer to the thingamajig, the ghosts – a few House Va’ruuners who’ve been turned into spectral energy guards for the place by experiments that happened there – keep stopping you and telling you to stop being in their place, touching their place’s things.

Every time, there’s one more to deal with, as things gradually escalate. They really don’t want you to touch this thing. But you have to. Eventually, you do. You touch their thing. As it turns out, there’s another thing to touch, if you feel like it. One of them tells you that if you touch it, some bad stuff might happen to some farmers. If you’re anything like me, you touch it anyway, just to see what that stuff might be. It kills the ghosts. Their corpses flop into being on the floor in front of you, like discarded action figures.

There’s some fairly decent loot on them.

A farmer in Starfield Shattered Space.

I’m so sorry, farmer man, I must touch the things. | Image credit: VG247/Bethesda

Then, you leave. On the way to deliver the thingamajig to the entity that dispatched you to investigate the dam and see if there were any useful thingamajigs – or thingamajigs with useful info about thingamajigs – there, if you’ve picked the choice I have, you’ll be given the option the check on the nearby farm. One of the farmers there will tell you they’re not very happy because their town’s now flooded, thanks to you.

It’s one short conversation, and it doesn’t exactly do much to emphasise why what you’ve done is so catastrophic. Actually going there at all is an optional objective. Then, you head back to the main city, and go on with finding more things to touch. Admittedly, I’ve not quite gotten to the end of Shattered Space as I write this, so there’s a chance someone might pull me up on it further on in the main quest. I really hope they will.

Rest assured, I’ll let you know if that happens, but regardless, I think Exhuming The Past is my favourite quest of the DLC so far. Whether accidentally or on purpose, it’s a fun bit of commentary on what so much of Starfield feels like, outside of those brief moments when everything sings and meaning doesn’t feel a bit lost in the game’s struggle to feel like it’s offering an experience that accomplishes the tough task of properly capturing something tangible and human.

It’s a game about doing things, as all of them are. And it’s nice when stuff like your weird ghost parents are telling you to keep your grubby space toddler hands to yourself in this shop they’ve ended up in is there to bring that to life a bit.



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