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Project: Aftermath Review

PC Review by Kieron Gillen

16 March, 2009

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Sometimes doing the right thing really doesn't matter.

The British indie developers at Games Faction, the studio behind Project Aftermath, have done nothing but the right thing since the release of this, their debut game. They have embraced digital download culture. They have kept in touch with fans through a splendid, open web presence. They have had post-release support to put almost all the majors to shame, adding 20 challenge modes to the game, complete with online scoring. Hell, when I booted it up this morning for some fact-checking I discovered they had added achievements to the bally thing. They have even sliced the price to ten dollars, which is proving a popular place for PC indie games. If more developers showed the passion, professionalism and enlightened philanthropy that Games Faction has displayed, gaming would be a better place.

None of it matters. The game's no good.

It's a squad-based real-time-strategy game, so rather than controlling an army, you control up to four heroes and their associated soldiers (plus a couple more slots for mission-related people). In terms of reference points, the modern one would be Dawn of War II's single-player. In terms of indie games, think Darwinia. In terms of being really old, think Syndicate. As a game, Project: Aftermath is considerably more intricate than any of the above, but shares the key idea: a limited number of pieces that you manoeuvre to beat a level - either the 10-mission story campaign or the 20 challenges.

'Project: Aftermath' Screenshot 1

For an indie game, it's actually quite a looker.

There are a couple of resources of which to keep track. GOOP is the main one - a lovely green gel used as currency for a variety of things, including hero characters' special abilities and resurrecting them after death. The latter means the game initially appears a bit of a walkover - after all, what's to stop you resurrecting all the time? Well, if you complete the level with insufficient GOOP, you fail the mission anyway. In other words, you swiftly start trying to minimise GOOP expenditure, and lean on options that don't rest upon it, like pickups around the level, including ones which add more GOOP.

But the handiest one is the battlefield reinforcement system, where slaughtering the opposition fills a meter. As you hit each of three markers, you gain the ability to call in one of the bonuses for the level. It's an elaborate version of the Golden Axe power-up system transplanted into an RTS, really, with you deciding when's best to cash your chips, and what to cash your chips for. Worth saving for a group of hyper-hard soldiers to back you up? Or should you settle for some manner of defence turret? This is one of the strongest parts of the design, with clean-edged and meaningful tactical impact. For example, on the second tier, there's an immobile turret that sets up immediately, and a satellite-powered thingy that can be picked up and redeployed and is more powerful, but takes ages to warm up. One can turn a single fight, or create a single killing zone; the other can be used repeatedly, but is immune to improvisation. That's neat. I wish there was more of that sort of game design.

'Project: Aftermath' Screenshot 2

That everyone fights and dies without speaking is another thing that makes it feel lifeless.

The lower-level abilities mainly tie into the other lynchpin of the combat system, allowing you to swap your squad's armour, weapons or special abilities depending on the situation. This is necessary due to the game's main quirk - four sorts of colour-coded damage. People with red armour are resistant to red damage, so you're better off zapping them with blue, green or yellow instead. The trick is that each hero is only able to carry two sorts of weapons at once, requiring a manual change to the appropriate one. If you've not brought an appropriate one, it's time to use the aforementioned weapon-swapping stuff. Across the campaign, you receive research points which you use to unlock better weapons and armour. The other flourish is that each of the weapons has its own cost, so you're able to make a level harder or easier depending how much you want to spend, which in turn influences your score.

There's quite a lot more fine detail in there, but they are the tent poles. It's the sort of game where there's this filigree of detail for you to explore, which is one of its conceptual problems: there's not much of a framework to encourage you to play with tactics. The turret stuff I mentioned earlier is a notable exception. It has the sense of all the ideas piled into it, and less of a real sense of why.

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Comments: 1-28 of 28 in total

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AaronTurner
16/03/09 @ 11:55
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Great subtitle \o/
Gnort
16/03/09 @ 12:12
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It seems harsh to be so hard on a $10 indie game, but a lot of the flaws with the game system (letting you "win" a mission and then failing you because you used your special abilities too often?) sound like they'd really wreck your enjoyment while playing it.
ChthonicEcho
16/03/09 @ 12:12
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Aftermath you can count better

Ho ho ho. Not me, though.
Chufty
16/03/09 @ 12:37
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Stealth girlfriend reference!
Apostle
16/03/09 @ 12:55
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No way!
Doctor_What
16/03/09 @ 13:05
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@ Chufty: I noticed that too. Are 'I have a girlfriend' comments like celebrity name dropping for non-gaming journalists?
BremXJones
16/03/09 @ 13:09
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There is nothing stealth about my GF references.

KG
Krelle
16/03/09 @ 13:12
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lol, that just made it worse KG.

If youd really have a gf, you wouldnt feel the need to correct us, right?
Chalee
16/03/09 @ 13:14
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KG you cannot have your cate and eat it. You're either a credible games journalist, OR you have a girlfriend. Choose.
BremXJones
16/03/09 @ 13:20
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I don't think anyone's ever suggested I was credible.

KG
Edited 2 times, most recently on 16/03/09 @ 13:23
Tzetrik
16/03/09 @ 13:25
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What is the audio design / music like K?
Azazel
16/03/09 @ 13:28
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How does a stealth girlfriend differ from a regular girlfriend? Does money just start randomly disappearing from your bank account?
BremXJones
16/03/09 @ 13:29
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Tzetrik: Functional at best.

KG
Gnort
16/03/09 @ 13:42
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@Azazel

No, that's identity theft.
mal_reed
16/03/09 @ 13:53
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Hi all, I'm one of the dev team on Project Aftermath. Quite a shock to hear how little Kieron enjoyed the game. As he mentioned at the top of the article we do work hard to support the game and the community, so a bad review does sting! It's the worst review by some Margin! Still you have to take the rough with the smooth and we are grateful that Indies get covered on huge sites like Eurogamer. Off to cry into my pillow :-)
seasidebaz
16/03/09 @ 14:06
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It's the worst review by some Margin!

Not according to Metacritic, which just makes it slightly worse than the other reviews ;)
ZuluHero
16/03/09 @ 14:19
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"Not according to Metacritic, which just makes it slightly worse than the other reviews ;) "

Eh? The next nearest lowest score is at 68%?

http://www.metacritic.com/games/platform...

I would say that 28% is a pretty wide margin...
Edited 2 times, most recently on 16/03/09 @ 14:19
seasidebaz
16/03/09 @ 14:23
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Yeah I suppose so.
ZuluHero
16/03/09 @ 14:45
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see - Aftermath I can count better ;)
Masarin
16/03/09 @ 15:09
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@mal_reed: Better luck next time (with Kieron). :-)
Edited 1 times, most recently on 16/03/09 @ 15:09
levitate
16/03/09 @ 15:17
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I agree with this review. Didn't think I would, but some of the design decisions made are doing my head in at best. Sorry, but this isn't anything I'm writing home about.
Krelle
16/03/09 @ 16:09
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mal_reed
Please explain some of the..odd design desicions while you'r here.

Its always interesting to hear what the person behind such ideas was thinking.
BremXJones
16/03/09 @ 16:24
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mal_reed: Thanks for taking the review philosophically. Add "Takes bad reviews well" to the many other things you guys are doing which I wish many other developers would try.

KG
mal_reed
16/03/09 @ 17:03
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Here are few design thoughts on the systems in PA.

The idea behind the Goop system, was to enable players to play how they liked... so you can over equip and take a points penalty into a level / challenge, then aim to use fewer Field effects, tactical deployments, and resurrections. Or you could under equip and be heavy handed with all of those, even using the Goop boost to call in TD's sooner.

Letting you run too low on Goop without failing the mission, means the player could get back into positive Goop. For example I can spend Goop to get a TD sooner, perhaps taking me into the negative, but now it does a lot of killing for me and gets me higher into the positive range. It does mean you have to manage your Goop during missions to make sure you finish in the Positive range.

The mouse input was designed that way to limit the need for keyboard controls, so you could play it just with the mouse. Using ASWD with QE for rotate, can reduce mouse clicks and make it easier to play.

So that's a bit of it explained. Of course, if you are struggling with the controls, or aren't keen on the game, it won't change your view. Hopefully offers an insight to why we did it though.

busboy33
16/03/09 @ 18:47
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@mal_reed:

You have listened to a negative review and accepted that not all people on the planet will worship your game. You have responded to questions and criticisms with thoughtful, clear, and rationale explanations.

I know you guys are a new development house but you're doing it all wrong.

First, some snarky veiled implication that the review was biased, most likely due to being paid off. Since EG is currently skinned with RE5 ads, blame them for supressing indie developers because they fear your power and genius. Next, post a video blog on your own sight ranting for about 8-10 minutes about the mouth-breathers who don't "get it". Stylistically, its importand to work as much profanity into the video as humanly/legally possible without crossing over into audio porn -- something implying you're heavily intoxicated, but not suggesting full-on crystal meth rage. If anybody comments on your video without swearing eternal devotion, insult their heritage then ban them to prohibit responding.

Finally, wait a few days then post another video announcing your professional seppuku. Something about how misunderstood genius cannot survive in the cold dispassionate corporate world, and about how you're moving on to something more emotionally rewarding, like writing children's books.

Then announce a new game. Make sure to reveal no details whatsoever, but asure us that its the greatest thing since the adding of choclate to milk.

Don't worry about the errors of your first response -- you're still learning about how to be egomaniacal crybabies, after all. It'll come to you in time. After you pull your first Minter, it'll become second nature.


p.s. -- liked the game. Alot. Price point is dead on.
Edited 1 times, most recently on 16/03/09 @ 18:49
élbéróss
16/03/09 @ 21:21
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lol @ busboy33. Regardless of the score this game looks impressive. They do say any publicity is good publicity. Good luck with future projects.
Trikk
16/03/09 @ 23:41
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I give the pun 4/10
Meho
17/03/09 @ 09:41
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Actually, Kieron's review, while ultimately savaging the game and leaving its still warm body to try to forget but eternally sentenced to remember, made me interested and I think I will be buying this REALLY cheap piece of software just to see it myself. At 10 dollars, it's certainly worth a try as it seems that the devs have tried some new stuff for a change.

Comments: 1-28 of 28 in total

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