Sin Vega

Sin Vega

Sin Vega is a temporarily immortal being who writes about games and TV, weeps for the sorrow that resonates in all things, and assassinates people who don't flatpack their cardboard. For maddening reasons, she lives in London.

House Of The Dying Sun rescued space from the nerds, but we let it go again

This machine kills traitors

This is not a war. There is no glory or prize to be won, no victory to be had. There are no gods to satisfy or rewards to covet. There is nothing to gain. You are not here to save the galaxy or prevent the apocalypse. There is a truth, but it is not holy. It is beyond holy. It is this:

Twelve traitor lords remain.

House Of The Dying Sun begins with an imperative tolling bell, and can only end in ruin. That is your explicit purpose. It tells you upfront, not with a cutscene or Sim Cameraman prologue, but in black and white, with intoxicating immediacy.

Levels open with thrumming drums and full engines warping you in to the target, under a beautiful classic font declaring dramatic titles like "Vengeance at Ember Field" and "Slaughter at Horuus Gate", in keeping with its almost 1970s filmic energy. Suns blot out enemies. An ally flies through the fire of missiles you shot down. One HUD marker doesn't rotate with you, and that feels better. Every level is a careful diorama, a stage.

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I am The Thing from the Tower

Chaos ex machina

More of you need to be playing narrative strategy-RPG Heart Of The Machine. I don't care that you'll enjoy it. I just want to see what you do.

I love this kind of game. Take your wiki and your tiers and your meta and shove it up your tedious spod arse. Heart Of The Machine wants you to explore, to imagine, to play with its premise: that you're an (actual) artificial intelligence, newly sentient, in a far future dystopian city. Now what? What kind of being are you? What should you do about the world?

Don't look it up. Figure out who you are, you goddamn coward. Make a decision. Be someone.

A monochrome, humanoid robot and a human silhoutte stand either side of a text box offering two player responses: "Accept the Nuclear Device", and "Ignore her and scan the facility". Less relevant is the event itself, detailing the human, a manager, offering the player a nuclear bomb and asking them to use it on a third party.
You have been blanked. But have you been "offering a nuclear bomb" blanked?

This is not a game to win or (ugh) "beat", but to play along with its many choose-your-own-adventure style events. Its earliest paths can diverge pretty widely, offering choices in story events like "Ask to see her wares" vs "Murder her for some reason", at least unless you look further into the option to "Start Therapy". There are wonderfully evocative choices like "Befriend The Creatures", "Design Something

I am very late for a beating with Treachery In Beatdown City

Silly but still topical

Becoming a games critic is a great way to think about failure all the time. Oh, you're tormented by that terrible time you didn't do enough? Amateur. The unwritten articles, the uncovered games, the abandoned projects: space-time itself recoils at the black hole of their uncountable billions. I should've stuck to shelving. You know where you stand with a shelf.

Treachery In Beatdown City made me feel this way twice over, thanks to a huge "remix" re-release, and thus a second layer of "Argh, I've left it too long now". Well, what the hell, let's do it now. You like smacking virtual jerks around, right? You like unusual designs and experimental genre fusions? You hate microaggressions? Well now. This is an interesting one.

It's a more cerebral Double Dragon where instead of button mashing, you alternately avoid enemies while action bars refill, then pause time to spend them in a Fallout 3 VATS-ish combo menu, ordering unique attacks with many status effects for preparing later moves or bypassing varied defences. The rhythm and balancing take a lot of getting used to, and a little too much waiting, but mean a long