Steam Cleaned: Cyber Watch Dev Manipulates Review Scores To Counter Mine


Update 1/17/20: Cyber Watch is still up to its shadiness. Another positive review from a user who created their account on January 15 expressly to play Cyber Watch and nothing else and leave a positive review within 24 hours of creating their account.

In addition, our friend kaushikarathi7 has changed their name and moved from India to Germany.

Original Story:

Cyber Watch’s developer is dumb, they are really dumb, for real. And they just made a fatal mistake.

Cyber Watch is a low quality Unreal shooter that I chatted about just a day or so ago, and I went back on the Steam page today because I wanted to see if anyone else got duped into buying the game and left a review. What I found was even better, three positive reviews two of which contain snarky references to my commentary on the game. Even better, they all come from relatively new accounts with one product. Let’s dive in.

The first review is by a user named bhadana9474, a new account that owns one game and hails from Uttar Pradesh, India which also happens to house Cyber Watch’s developer. Keshav Bhadana, where have I heard that name before? Oh right, he’s listed as a developer for Cyber Watch. I like how he references the developer’s inexperience as “from what I can tell,” as though he only has second hand experience and isn’t actively working on the title.

Now let’s look at review #2:

Another account that only owns one game from Uttar Pradesh, India. What are the odds! Ashish Chaudhary…where have I heard that name before? Okay you know where this is going, Ashish is also a credited developer on Cyber Watch.

Oh my lord, a third account that only owns one game and hails from Uttar Pradesh, India. WHAT ARE THE ODDS? 100% evidently. Kaushika Rathi, where have I heard that name before? Actually this is one is a trick since there is no Kaushika Rathi listed in the developer section. There is however a Kartikay Rathi. Related to the developer? Boy it would be a hell of a coincidence if someone named Rathi from the same area of India just happened to set up a Steam account, only buy Cyber Watch, and leave a positive review within the same time span as the actual developers and after playing ten minutes.

I was born on a day and that day wasn’t yesterday.

Review manipulation is of course grounds for immediate termination, and the attempt to manipulate Cyber Watch’s review score is just as poorly thought out as the game itself. All images referenced above have been archived in order to keep the data sealed fresh for your enjoyment.

Source: Archive, #2, #3, #4, #5, #6, #7

Early Access: Inferna Is A Quaint Little Grinder


Inferna is a quaint little murder box that is kinda fun to run around in for a bit and kill mobs. If it wasn’t free to play, I’d suggest staying away from it.

As part of MMO Fallout’s year end checkup on various early access games, I decided to check out Inferna which launched into early access on December 20 of this year. Inferna is what AAA developers would probably refer to as “minimum viable product,” in that the developers over at the properly named INFERNA LIMITED have created some base systems and tossed the player into a map with gratuitously sprinkled in mobs of varying size, shape, and level.

Otherwise there isn’t a whole lot going on in Inferna at the moment, which is to be expected from a game that literally just launched into early access a week ago. There are some basic equipment enhancement systems in effect, mobs occasionally drop gear that can be sold to other players or to NPC shops. There is the option to create a personal shop like you tend to see in Korean MMOs and plop it down in town to sell items while you are off and about obtaining more goods.

Honestly there’s not a whole lot to talk about with Inferna. On a positive note the developer has clearly been hard at work pushing out patches, and in my short experience the game seems to have a vibrant and active trading community. If you’re expecting a game that is feature complete, you’ve immediately made a mistake by downloading an early access title. If you want a free game to tinker around in for a bit, give it a download.

As for me, I’ll be making a note on my big paper calendar to check in on Inferna in a year.

Early Access Fraudsters: Hellion Is Cancelled, Yet Still For Sale


Hellion needs to be forcibly removed from Steam.

The tale of Hellion is one that should leave you with a fair amount of hesitance to purchase any future product from Zero Gravity (assuming the company doesn’t buckle and cease to exist within the next six months before putting out its next title). Hellion has lots of bugs, Zero Gravity has no intent on fixing those bugs. Rather than push the game through early access and release a finished product, Zero Gravity has decided to abandon the title and cease patching it, ripping off the early access tag and just pushing it out as-is.

Granted, Zero Gravity isn’t done making money off of the game, as they reduced the price to $14.99 and are still selling it. As if to add the fraudulent cherry on the ice cream sundae, Zero Gravity is still advertising Hellion as though the game is still in development. There are features listed on the store page as “work in progress” despite there no longer being any work or progress being put into the title. How’s that for fraud? The company’s own lead production artist and investor even publicly blamed the decision on individuals at Zero Gravity choosing to cut and run to use the funds for their own projects.

The plus side of all of this is that Hellion’s reviews are in the toilet, currently sitting at a 29% mostly negative rating with comments dedicated to warning potential buyers that the game is nowhere near finished and has been abandoned. Should Zero Gravity release a new game, it will no doubt be held to increased scrutiny and the tale of Hellion’s abandonment will surely be reinforced at every possible moment.

For all this and more, check out SidAlpha’s video on the topic.

Early Access: Tower Of Time Hands On Impressions


Tower of Time is hoping to continue the legacy of games like Baldur’s Gate and so far my time with the early access version has proven it a worthy successor. It strikes me as exactly the kind of title that hardcore RPG enthusiasts would be happy to get their hands on, the combination of strategic gameplay, stat building, and a so far compelling story that’ll have you up until two in the morning trying to figure out the best builds for your characters.

In short, this game is pretty fun, and it’s also tough as hell.

Rather than trying to go over every aspect of the game in this preview, I want to discuss the meat and potatoes of Tower of Time, that being its combat encounters. I find myself rather impressed by the fact that a game where you’re not directly controlling your characters requires as much attention to be paid as this game does. While you don’t control your character’s standard attacks, you do direct them around the field of combat and activate their special abilities when necessary.

Combat in Tower of Time is very heavily reliant on line of sight mechanics, with battles easily won and lost based on how you position your characters and keep them working with each other. Kane is the party tank, able to raise walls and absorb damage while your other party members pepper the enemy with attacks. Maeve is a marksman, high on damage but low on defense abilities. Aeric is a druid, able to summon an ent and more adept at party healing than Kane.

There are also plenty of ways to customize your characters, and you’ll need to be paying attention to the deficits in your team in order to properly build in response to them. For instance, I upgraded Maeve’s arrows with the ability to inflict blindness, making Tower of Time one of the few games in which casting blindness on NPCs is useful. Blind is great in this game because combat encounters at least early on have a habit of throwing wraiths at you which cast an ongoing life drain as long as they have line of sight. Now Kane’s wall can break this line of sight, but it can easily just push some enemies into attacking the more vulnerable characters. By giving Maeve the ability to blind them, I could very quickly put a stop to multiple life drains.

In a sense, you can think of each match like its own tower defense mini-game, like a puzzle of sorts where you need to carefully move your pieces around the board to handle each threat as it appears. For me this has basically come down to getting my ass handed to me on a silver platter in some matches a couple of times before I figure out the best way to maneuver my characters around. Arrow Time, Tower of Time’s branded bullet time effect, is both helpful and necessary to keep the action from getting overwhelming, not to mention handy in keeping track of who is targeting who (seen above).

You’ll have the opportunity to bring on more companions, up to seven from the looks of the roster, but the few hours I’ve spent in the game so far have only given me access to three. Presumably if I play the game as intended and put more time into crafting/enchanting gear using the available facilities in town.

I look forward to diving further into Tower of Time.

Early Access Title Tower of Time To Launch This April


Fledgling developer Event Horizon is getting ready to release their CRPG Tower of Time early this year on PC, and players are meeting the title with open arms and positive reviews. Boasting 30 hours of story gameplay on launch, Tower of Time promises to harken back to the days of Baldur’s Gate and the Might and Magic series. Starting with two adventurers and adding on to the party as they progress, players will travel through the Tower of Time, collecting randomized loot, customizing your adventurers, and taking down the game’s more than 100 enemies.

Tower of Time’s focal feature is the Arrow-Time combat system, which players may recognize as similar to Bioware RPGs of old. Arrow-Time allows you to slow down or completely pause a battle, survey the field, and plan your strategy.

Currently in early access, Tower of Time is enjoying a very positive 96% overall rating.

(Source: Press Release)

Best Of Greenlight: Streets of Rogue


Best of Greenlight is a space where I’d like to talk about games that are deserving of your attention, rather than focus entirely on shady independent developers and their shady asset flips and shady copyright takedown notices. The best part about the current spotlight game is that you can play it right now: It is currently in the middle of a free weekend.

Streets of Rogue looks a lot like The Escapists, is developed by Matt Dabrowski, and is currently in early access on Steam. I know what you’re thinking, ‘another retro-inspired hardcore rogue-lite?’ I’m not deaf to your complaints, in fact I’m willing to admit that if it weren’t for the free weekend that I probably wouldn’t have given this a shot myself. What this package contains is a rather charming game, with tight controls, a variety of systems, and more. In short, it actually makes an effort to set itself apart.

The core of all dungeon crawling rogue-lites is pretty much the same: You go through a dungeon, you kill the things, you get loot, and you level up. Ultimately your character dies and you start it all over again, albeit with some sort of overarching progression system that gives you a little more to go on with each passing session. Streets of Rogue is more than just that, rather than populating the level with a host of angry creatures and letting you have at it, the game actually encourages some level of diplomacy, provided you’re willing to go along with it. If you’d rather just go through each level and massacre the whole map, more power to you.

First thing you’ll do before being thrown into the fray is choose your class for that session, each one with their own strengths, weaknesses, and starting items. The soldier for instance starts with a machine gun and regenerates health when it is under 20. The gorilla, meanwhile, has a very powerful attack but his stupid gorilla brain can’t talk English, and therefore can’t interact with characters, his stupid gorilla hands can’t use guns, scientists hate him and will attack on sight, and bartenders don’t want him in their bar (have you ever seen a gorilla pay his bar tab? Point made). A number of factions populate the world, from cops to the ongoing feud between the blahd and the crepe gangs, scientists, and all kinds of strange bedfellows.

But what makes the game pretty unique is that you’re not just going through a dungeon while fighting off a range of NPCs, rather each map is a procedurally generated zone consisting of a random assortment of characters, an assortment of tasks, and you are given pretty free reign to take on those tasks as you see fit. For example, you have to terminate a character who is hiding behind a locked door. You can knock on the door and see if they’ll come answer it, beat the door down with your fists (provided you’re strong enough), blow it open with a weapon, go outside and shatter the window so the NPC comes to investigate, use a lockpick on the door, use a charge on the door, or go to the outside ventilation system (if the building has one) and inject something into it to either kill or force out the inhabitants.

To give another angle to how the AI reacts to events, in another mission I was tasked with killing a scientist in his home, which had a big mean looking bouncer standing right outside the door. I blew a charge on the door bringing the bouncer down to very low health, which was enough for him to decide the job wasn’t worth it and quit right there on the spot. In another instance, I had to terminate a character being held prisoner in the local jail. After taking out the guard and using the computer to unlock the cell doors, I found my target in a fight with another prisoner. Apparently I wasn’t the only one who wanted this guy dead.

I find the fighting to be extremely satisfying in Streets of Rogue, every punch and whack met with a sickening crunch as your target gets knocked back, even more so when you manage to punch them so hard that they crash through a wall. With the AI system in place, it’s very easy in certain areas for small fights to break out into riots, with buildings exploding and people beating each other to death as the police show up and start blasting indiscriminately, resulting in some bystanders getting shot and either joining in or freaking out and running off. Companies love using the buzzword “the game is different every time you play!” and I think this may be one of the few times that that promise actually comes true.

Your currency for meta progression is chicken nuggets, which you’ll receive for completing missions which are required in order to progress to further levels. Chicken nuggets can be used to unlock traits, rewards, and more.

Since Streets of Rogue still has a day and change left on its free weekend, I highly suggest you give the game a try. Otherwise it sells for $14.99. If you do give Streets of Rogue a try, let us know what you think in the comments below.

Early Access: Shadowrun Online


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Following a successful Kickstarter campaign, I finally had the chance to sit down with the early access version of Shadowrun Online. If you missed the campaign or didn’t want to get involved for one reason or another, you can grab early access at Steam for $30 at the following link. Make no mistake, this is a very early work in progress. There are two pre-made characters to use and a very short four mission campaign that will take less than an hour to complete, assuming you don’t die and have to restart any levels.

There are two versions of Shadowrun Online that will eventually be available, a campaign mode and free to play mode. The former, available now in early access, grants everything that the game has to offer with no cash shop or the related bits and bobs of free to play. What you do pay for are optional expansions that Cliffhanger Productions plans on releasing multiple times per year, granted they have the time and resources. The free to play version is just that, no client price but with the added cash shop featuring accelerators and various other items.

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At this juncture, Shadowrun Online is basically an endurance run through four levels. The lack of inventory and healing powers makes it impossible to recover health, although one of the characters has a power that grants shields to his allies and himself, but it requires a three turn cooldown. The mechanics of the game, right now, are pretty simple and should be immediately familiar if you’ve played any similar titles. You move, get in cover, and choose from a small list of abilities to hurl at your opponents.

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There isn’t much to say about Shadowrun Online at the moment. I like the graphics, the game runs pretty smoothly, and what is present so far is a great indicator of where the game is headed. I can’t wait to see what else the developers have in store, and look forward to more Early Access articles on this game.