Return of the Subway Gamer: War Tortoise

I’ve never claimed to understand the appeal of game streaming; why would anyone watch other people play games, when they could be playing the same game themselves?  Even if the streamer is funny or insightful or entertaining, it seems like a perverse way to spend one’s time.

But by the same token, I’m one of those weirdos who is fascinated and compelled by auto-clickers; games which, eventually, play themselves.  I still have an active Clicker Heroes save, which I’ve actually checked on several times today.  I’ve been heavily invested in Cookie Clicker – twice.  I had been playing Mucho Taco on my iPhone, but then put it aside to play Doomsday.   I’ve spent actual money on these games.

So who am I to judge?

Point being:  in the last few days I have become rather enamored of War Tortoise, which is a strange and uniquely compelling hybrid of auto-clicker and tower defense, with an RPG-lite skill levelling system, a strikingly gorgeous presentation (for the iPhone, at least), and the ingeniously designed option to jump in and play, rather than just watch.

This isn’t just an auto-clicker – the gameplay is that of an endless turret sequence.  You can usually just let it run while you tap on various currency drops, but if there’s a tough bullet-sponge enemy bearing down on you, you can reclaim the turret and use some of the heavy weaponry to help take it down.  It’s not necessarily difficult, but there is a strategy involved in terms of how to best spend your money and build up your defenses, and that’s where the fun (for me, at least) lies.

It’s a strange game, don’t get me wrong – I don’t know why I’m on a tortoise, or why I am some sort of field mouse facing off against hordes of armored iguanas and beetles and such – but I don’t care.  The game doesn’t explain any of this, nor does it really need to.  Nobody plays these types of games for any sort of narrative sustenance.

It’s weird, and I’m weird, and I get it, and I accept it.  War Tortoise is awesome.


I’m in a bit of a holding pattern as far as my game playing is concerned right now; supposedly the review embargo for Uncharted 4 drops tomorrow, and while I’m nearly positive I’ll be buying it, I’m still curious as to how it reviews.  I worry it’ll be too combat heavy, but I’ve said that about all the Uncharted games, and by and large they are still enjoyable games.

I bought SUPERHOT for the Xbox One this morning, even though as a Kickstarter backer I already had it on my PC; my PC is basically busted, though, and I never got a chance to finish the game.  It looks absolutely fantastic on the XB1, for whatever that’s worth, and it plays just as well as I remember it playing on the PC, so that’s really all that matters.

I’m close to the end of Ratchet & Clank, which has remained a very pleasant action platformer which eventually gets a little tedious and exhausting.  I’d like to finish it, but I won’t necessarily kill myself to get there.

Most of my gaming has been on the iPhone.  Before War Tortoise came along, I was heavily invested in Marvel Avengers Alliance 2, which is a free-to-play turn-based RPG with impressive production values and a rather enjoyable combat system.  I’ve also been addicted to Loop Mania, a rather deceptively simple arcade game that is easier seen than described.

The First Few Hours: Ratchet and Clank (ps4)

[Note:  I will be on vacation next week, but unlike last week this is a for-real vacation, in a warm and sunny climate with beach access and a full Kindle and nothing on my to-do list.]

After dozens and dozens of hours in The Division‘s freezing wasteland of post-apocalyptic NYC, and a few more hours in the sci-fi nonsense of Quantum Break, I can’t help but note how refreshing it is to be playing the new Ratchet and Clank, a game where there’s more color in one scene than there is in both of those other games combined.

I have a very soft spot for action platformers, is the thing.  Even in the absence of a Nintendo-filled childhood, I am an avid fan of the genre.  Give me your Crash Bandicoot, your Rayman (2), even your Voodoo Vince.  There is a lack of self-seriousness in these games that is so goddamned refreshing; yes, you might have to kill some monsters here and there, but it’s never upsetting in the way that shooting is.  In R&C, I can fire up a disco ball that gets all my enemies dancing, and then I can blast them with my Pixelator gun, turning them all into dozens of 8-bit sprites that brilliantly explode into hundreds of nuts and bolts upon a solid whack of Ratchet’s wrench.  It is endlessly satisfying.

I’m not sure I’ve ever played an R&C game before, to be honest.  I think there might’ve been a PS3 title that I rented for a few hours, but I might be confusing that with a Jak and Daxter game:  in any event, I am given to understand that this new R&C game is a complete re-building/re-booting of the original, much in the same way that Oddworld rebuilt Abe’s Oddysee into New & Tasty.  As such, I suppose I can see that there are certain elements of the game’s design that might feel a bit antiquated, but I can forgive those sorts of things very easily; beyond the game’s ridiculous good looks (I’ve heard R&C games feel like “playing a Pixar movie”, and even after only a few hours I totally get it), it’s just a joy to play.  And it does feel very much like “play”; it does not feel like “work”.  Even going back to earlier areas to find hidden stuff with newly-acquired gadgetry doesn’t feel like grinding; I’m just happy to be out and about.