I remember seeing the Beta of this Heat Signature and was really interested to see what it was like, once it was complete. Now that it’s out of Beta, I’ve gotten my hands on a copy of the game. So we ask the age-old question, was it worth the wait and more importantly is it worth the money?
After a few months of waiting, I went to see the Festival of The Spoken Nerd show in Wells last week. I had no idea what to expect from the show but was curious to find out and took four fellow geeks along with me. It was a busy crowd from a very varied age range, that I think spanned from 12 to 50+ and I think it certainly had something for everyone.
Cast your mind back to last year, when I reviewed a game called Party Hard that had nothing to do with the Andrew WK song of the same name. As you may remember, Party Hard is the game where you play a serial killer and are tasked with taking out as many of the partying people as you could, so you can get some sleep. Did you ever wonder who might come and clean up after you? If you set Party Hard in the seventies and toned down the violence a bit, then Serial Cleaner would be the game to compliment Party Hard.
- Developed by: iFun4All
- Publisher: Curve Digital
- Platforms: Windows, Steam, PS4, XBox One, Mac
- Release Date: 19th June 2017
- Rated: Steam: 71 (Very Positive) & Metacritic (PC) 68%, user score 7.5
- RRP: £11.99
The game has a very unique style and takes full advantage of being set in the 1970’s, where almost every male person in the game has a fine full moustache and sporting some Ray-Ban Aviator shades. Your main character, a Mr Bob Leaner, lives with his mother and makes his living by cleaning up crime scenes. In between missions, there are storyline moments that relate to history. I really like the design line the developers have taken, everything feels right at home.
The colours are really something to behold, the art style is similar to papercraft, almost cell shaded in a way. I’ve not seen that many games that follow a similar art style and for that, I give the game a lot of credit. The design of the levels themselves had a lot of love poured into them. They start fairly simple, giving you a nice introduction to the controls and concept without holding your hand at every turn, as well as having a nice challenge curve.
There are several obvious design decisions made during development and they all feel like they add to the gameplay. Players are punished for taking risks and being caught, given that there are no halfway checkpoints being caught means everything resets. Yes, this causes many moments where you may find your patience being tested and it’s probably because you just were not good enough on that occasion. The great thing about getting caught is that restarting the level is instantaneous. Having a significant reload time for a game like this might be the tipping point that makes me stop playing. Being made to wait several seconds or minutes to have another go of the same level is not acceptable in a game like this, so I am glad they made it instantaneous.
You control Bob, using the cursor keys to guide him. Your task for each mission is to not get caught trying to mess with the scene of a crime. You do this by using your “Cleaner sense”, which gives you the ability to see the whole map, where all the hiding spots, bodies and bits of evidence are. The second tool in your bag of tricks is the ability to hide in things and activate various bits of scenery to help lose/confuse/distract the cops from finding you before you complete your mission.
When you get to a body you pick it up and then hot foot it to the nearest body drop point, which could be your reliable Station Wagon or maybe even feeding it to a Crocodile. Finally, you have a vacuum to suck up some of the blood, which is a requirement on some of the levels. The levels are really well designed; police seem to always be in the same spot while the bodies and evidence seem to rotate around a bunch of predesignated spots with every try. If a police officer spots you then you need to find the nearest hiding spot and wait for them to give up looking for you, before you continue with the job in hand.
If you are looking to 100% complete this game, it’s going to take you a while. There are costumes to be found so you can put Bob Leaner in a Saturday Night fever style suit, or stockings and suspenders to name a few. There are also a lot of challenges for each level so you can replay them to make them more difficult. The game also includes 10 film specific scenarios to work your way through as extra content, so there is plenty to keep you occupied. For a little over £5 more than the RRP, you can optionally grab the music as DLC. I must say that it encompasses the era the game is set in perfectly, with some big hair, shoulder-pad style schlock rock, to funk and disco.
I have a few criticisms.
Even though I think the art style is nice, it is at points difficult to understand where you can and cannot run. I got caught more than once by thinking that I could escape the cops through a certain route and come to a dead end. I also think that you could add a hell of a lot of replay value if there was a level designer. You could happily hook it up to Steam Workshop to share levels between your friends, or the public. There have been a few times where I have managed to glitch through the scenery and actually appear on the other side of an external wall with no other choice but to restart, but in fairness, there have been few and far between.
A lot of other reviewers have picked up on the fact that there is no multi-player but I don’t think that a multi-player version of the game would work. I like the game as is, I’ve not managed to finish it as yet but I have seen enough to be able to say it’s a game I have enjoyed being frustrated by and having that feeling of elation when you get a level right and manage to move onto the next one. It’s certainly worth the money in my opinion.
Have you played Serial Cleaner? What do you think of this wave of games that implement very simple rules with a definitive art style like Hotline Miami, Enter the Gungeon etc? Give us your feedback via the comments section or over on Facebook, Reddit or Twitter
Being a horror fanatic, you have to work pretty hard to shock me with horror films these days. I have seen it all, and I have a preference towards stories that play with psychological boundaries. I am actively looking for those roller coaster moments where you know that something is going to happen, but you just don’t know when. Anticipation is the key; I don’t want a lot of it, but if you can make me feel it once, then the film maker has achieved something. So how did the 2017 version of Stephen King’s IT turn out?
Pocket Mars is a card game that boasts simple rules, and packs a lot of gameplay. I’ve had a copy of it for a while now and remember talking to the publishers Board and Dice about it back at UKGE, and at our recent September Meetup, I finally got round to playing it.
I admit I was both curious and anxious when I read that there was a Doctor Who RPG. The child inside of me was gleeful that people had put the Doctor Who universe into a form that can be played by many and then the adult in me grew very cynical indeed. I wondered how they would deal with the Doctor as a character, will this be played by a player or is the Doctor like a super cool NPC.
Will there be references to the Doctors companions from the series? Which ones and indeed which Doctor/s are we going to interact with? There really was only one way to find out and so in a recent Humble Bundle sale, I picked up the RPG and some companion books to go with it. The following will only deal with the main rulebook and will try to look at it with a fresh pair of eyes with no expectations. This is going to be hard!
When I first heard about Bears Vs Babies I had no doubt that the team at The Oatmeal would put out something worth while. Given the incredible success of Exploding Kittens, they did have some pretty big boots to fill. Back in October of last year was the first we saw of it, let’s just say that it did not take me long to actually invest.
As a programmer, you can take on one or more architectural patterns and one that you may have heard of is the Model View Controller (MVC) pattern. If you are planning on building a functional web application that is easy to test and expand, then you might want to consider using this pattern. I have worked with several PHP frameworks and virtually all of them promote the use of MVC, but you can apply the following information to anything that is based on this architecture.
To help you understand what each component is for, we will be pretending that we are going to build a simple library application where we will be cataloging books.
So last time we went through this, I focused on my days on the Commodore 64. The 64 was an awesome machine for its time, as I am sure you know. It made massive leaps with its’ sound chip, so Commodore had some really big boots to fill when the world changed and most of us went from 8-bit to 16-bit. The Amiga 500 which was released in Europe in 1987; I would have been 12 at that point in time. I can’t remember when I got mine, but I do remember saving up as much pocket money as I could so I could go to the computer trade show with my Dad to buy one.
My Amiga stuck around for years. It became the system I learned a lot more programming on; starting with Amiga Basic and going on to learn the fabulous Blitz Basic. It helped with typing up documents for school and became a companion in my bedroom, as I wrote thousands of words into my own personal diary. After going through several upgrades, it was eventually replaced by its successor the Amiga 1200 which stuck with me until after I left home for a job at 19.
The Amiga was a superb system for its time and if I named every game that I ever played we would be here for weeks. I’m just going to concentrate on the games that I remember the most, these may not be Amiga exclusives but it’s the main ones I remember.
Harbour is a worker placement and resource management game, where you play an entrepreneur who has been invited by Dockmaster Schlibble and Constable O’Brady to set up business in their bustling town. You set up your warehouse and take a hard look at how the market is doing before making your first trades. Designed by Scott Almes and published by Tasty Minstrel Games it was first released back in 2015.