Wednesday 9 July 2014

Shattered Planet - Kitfox Games - PC (2014)


Following an ever increasingly popular trend of “Rogue-like” games, Kitfox Games opted to return to the roots of the genre with Shattered Planet. An isometric turn based RPG with some very interesting mechanics thrown in for good measure and it’s harder than your Granny’s stew!

Playing as one of four playable clones you descent through Shattered Planet looking for scrap metal and crystals and trying to not die horribly. You’ll lose everything you were carrying when you die except the scrap and crystals. These can be used to purchase strength, wits and health upgrades for your clone and also used to create randomly generated items or summon companion pets. When you’ve spent your hard earned resources it’s time to dive back in for another randomly generated shot. Rinse, repeat, Rogue-like.



Exploration is at the heart of the title, you’ll constantly be pushed to find the next teleporter plundering further into the unknown. Being nudged to fill a research catalogue to level-up is also a very nice feature. Levelling up will unlock summonable companions, other classes and items. If you’re a completionist, like me, you’ll find it hard to resist coming back to Shattered Planet. Even if your goal is just to collect new entries to the log. The daily challenge mode offers an experience in itself and the exploration mode, where the real meat of the game is, is long enough to keep you interested in progressing.

The environment Shattered Planet is set in is a perilous yet lovely world. The soft palette of colours coupled with the cartoon style seems to pop off the screen, you will not have a huge amount of time to explore each environment as with each move a spreading area of damage known as “Blight” will spawn into the area. Not only does blight damage on contact, it will spawn reasonably difficult enemies to contend with and ultimately will lead you to your death or to the next teleporter. Unfortunately, it feels like a mechanic solely used to push you further on. For me, I’d find it much more entertaining to clear the area of enemies and reap the rewards of the zone before moving on, it doesn’t add tension, only frustration.



The combat is refreshing, there’s been quite a few Rogue-like titles recently that fixate on the action being live rather than by turn. Rogue Legacy, Tower of Guns and Risk of Rain all done this, all successful in their own right but all having larger difficulty curves. Shattered Planet isn’t an easy title to master, but it is to learn. Being played solely with the mouse makes it easy to plan your next move through the world and decide which path to take. Clicking on your character will cause you to wait a turn which can also be useful to bait enemies into coming into your range. Focusing mainly on Swordplay means being kept to melee range and this can lead to some hectic situations. Being forced into a corner by two adjacent enemies can be extremely frustrating but is usually avoidable.



Shattered Planet does a lot of things right. The combat works well as does the music and sound and being able to fill a codex of everything you’ve seen a goal in its own, however, where the game frustrated me most was with its randomness. Rogue-likes, by their nature, are designed to have random elements. Levels are generated, randomly. Items dropped, at random. Enemies spawn, at random. It’s random. Kitfox may have pushed this a little too far. Before beginning a level you will be given the option to buy consumable items for crystals, these items rotate in options of three and if the Gods of RNG aren’t with you, you could end up buying quite a few grenades and no healing items. Throw in the fact that the crystals are also used to generate your equipment (either a weapon or an armour) and you could very possibly be equipped like Rambo with a headband and 6 grenades and no sword or you could be Robocop with regenerating health and a plasma sword, most of the time it’s down to sheet luck. There’s ways of circumventing this outcome, your inventory will store equipment, healing items and companions and there’s the very real option of saving for that one run that you’re going to throw everything at. Only to be squashed with more RNG from bottled pick-ups or unfortunate enemy spawns. Some more focus on guided gameplay, for example, by telling the player what the bottled item does, and a more forgiving item roll algorithm would help Shattered Planet greatly. When the outcome of your run is down to more luck than skill, that sense of being gripped to keep playing fades quickly.




Shattered Planet is on the right track, it does a lot of things right and with a bit more structure to the randomness it would be a highly enjoyable title. In its current form, and asking for £10, its worthy of your time. Throwing half an hour at it at a time is how to get the most out of Shattered Planet, playing it for a few hours on end will leave you frustrated by its heavy reliance on randomness.

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