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Wednesday, October 28, 2009

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Eufloria, previously Dyson, winner of the TIGSource Procedural Generation Competition in 2008 and IGF finalist this year, is all about being an almighty conqueror. Strip away its beautifully simple universe and ambient medium, and you've got an army sent out to destroy anything that is in anyway different to itself.

This kind of gameplay would normally involve tactics, planning and strategy on the player's part, yet Eufloria turns out to be nothing like that whatsoever. What could potentially have been a solid RTS title falls awkwardly into more of a casual market where the best option a player has is to have patience, build up their seedlings and finally launch a full-on attack to wipe out the enemy.

That's not to say the game suffers badly for it, of course - it's still feels devilishly fun to send an army of hundreds powering through enemy lines and the whole experience feels incredibly polished. The lack of difficulty and actual need for strategy, however, will most likely put many hardcore gamers off.

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Each of Eufloria's 25 campaign missions begin with an asteroid planted into a seemingly simple world. Said rock is inhabited by small seedlings which grow from Dyson trees planted into the ground, and these seeds can flap around using their leaves as wings. Surrounding your home rock are others similar asteroids, ripe for the taking. The key is to order your guys to waft over to neighbouring rocks, plant their seeds and make it part of your empire.

It's never going to be as easy as that, of course. You'll find that you're not alone in this strange world, and other colonies are doing the exact same thing as you. But once all the planets are gone and there's no empty rocks left to take, it's time to start showing the other camps who's boss.

This involves sending a beefy army of seeds over to the enemy's planets one by one, killing all his seeds in a surface shoot-out, then uprooting one of his trees and planting one of your own. Then repeat until fin. There are a couple of battle-deciders to consider implementing including 'defensive trees' and flowers, but this is how the main core of the game works.

I'd already decided from the word go how I was going to play this, as will others who give it a try. It's all about building up your borders, having strong defenses, then going in for the kill once you have a reasonably-sized squad ready, right? Well, that's one possible method of play. The other is to simply not worry about your asteroids and attack attack attack.

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See, the problem is, the enemy don't attack. Ever. Well, ok, maybe a small amount towards the end of the game, but the majority of the time they sit around and wait for you to make a move. They're also a little bit stupid and will make horrible decisions. I've attacked asteroids where the enemy seeds haven't even planted trees, or where they've started planting then all scurried off elsewhere to leave their trees completely open to attack. Put simply, the AI doesn't have a clue what the word 'tactics' means.

Hence, you don't need tactics either. If you build up a nice big army, it's then a case of storming each asteroid one by one until you own the map. This means the game is rather easy - it's technically impossible to lose. This point is made even clearer when you finally get to the last world and realise that you're using the exact same tactics you have been through the entire experience, and it hasn't gotten any more difficult at any point.

There are definitely signs that Eufloria wants to be a strategy game. Each asteroids has a set of values based on Strength, Energy and Speed and any seeds grown from that planet will have those characteristics. It's clear that in some cases, tactics might help you go far - for example, sending a bunch of speedy seeds to tackle a slower enemy is a great idea. However, throwing a whole mixture of all different types at your foe seems to work just as well, and tactics go out of the window.

So, Eufloria isn't a great choice for those looking for a strategic experience. That's not to say it's not worth playing full stop, though. Once I realised that not giving my full concentration to the world made so much more sense, I had a really fun time with it. Leaving the game windowed, I found that setting up my trees then doing other things (checking email, reading news etc) while I waited for my army to grow was the best way to experience the game. In fact, the game initially boots up windowed, so I wonder if the developers had this in mind themselves.

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Whether this form of play will suit everyone's tastes, I have no idea. Of course, there will be people who give the game all their attention and get a great deal of enjoyment out of it. It's one of those 'the experience is what you make it' situations, since the lack of real challenge opens up the opportunity to tackle it in a variety of ways.

The gameplay mechanics themselves are pretty much spot-on. Moving seeds between planets is a doddle, and the interface is clear and very easy to understand. One feature I felt was missing was the ability to create 'convoys' - i.e. to automatically set seeds to move between asteroids. For example, if I wanted to get a nice little army going, I'd have to go back to all the asteroids I'd already taken, and send the seeds from each planet manually to where I needed them. If there was the ability to tell seeds from one of my initial planets to automatically move to a more useful place every time they are 'born', that'd be so incredibly useful and save a bundle of time.

The whole gaming experience has a very distinct style to it. You may be aware that the majority of the visuals in Eufloria are procedurally generated at the start of each level, meaning the textures, asteroid placement and player startpoints are all randomly generated and will be different each time. Even the way the trees are planted and dig their roots is done randomly in real-time. It's a lovely idea and forms some fantastically ambient worlds to explore and conquer. The sound and music go far to help this feeling linger, too, with a wonderfully atmospheric soundtrack provided by Brian Grainger.

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The main campaign will take a hefty amount of time to work your way through, while the extra modes (Skirmish and Dark Matter) provide that little bit more playtime. The huge missing factor, however, is the lack of multiplayer. The is a game screaming for some human vs human action and really we've come to expect multiplayer as a given with this kind of game. In the FAQs on the Eufloria site, the developers explain that they're "not experienced in multiplayer games yet and haven’t planned multiplayer in from the beginning". It's such a shame, as it really does feel like there is a huge opportunity missed.

Eufloria is a beautifully immersive world that many gamers will find themselves losing many hours to. There's a distinct lack of challenge, however, and those looking for a strategy-fest should probably search elsewhere. Clever gameplay mechanics and great visuals will pull many in, but I believe the missing multiplayer option will put many potential purchasers off.

The game is available via the Eufloria site and also on Steam and Direct2Drive. There's a demo available for those pondering whether to purchase.

Comments

Thanks for the review Michael!

I was afraid it would fall into over simplistic gaming after playing the demo.
15€ for a superb "screensaver" is a bit harsh, especially when you have games like Osmos standing there.
At least they should have given more units to unlock so you could have a reason to go forward.
Updates perhaps ?

This review is probably the one which suit the most to my own experience of the game.

I agree with the lack of challenge (even if I had to start again 3 or 4 time the 24th level !) and most of all, with the lack of multiplayer game. I would have loved to experience Eufloria with other "Human" players, just to see how could be the game facing a more tricky opponent.

Anyway, even if the game is not really "RTS" oriented, I was fond of the ambient details. I find myself playing and playing again just for the cool and nice atmosphere... As an "ambient game" I find Eufloria depicts quiet well this categorie !

Thank again for this, not-so-short review about this game. I have read to many poor and short reviews about this game these last days, but yours is really good.

It's a minor point, but I found the speedy seedlings really useful when I was facing an enemy which did attack, and didn't know where they'd go. You can pull in reinforcements from further away using them. Blobbing's still more common...

And yet, I really like the game.

@Simon B: Yeah, sorry about the length of this review! I did go on a bit, didn't I!

This was the only game I've preordered this year. It's the only game I've ever ReTweeted about. And I been playing it on my lunch breaks for the last week (if Broken Brothers is late, this is why).

And yet, I am disappointed by the lack of depth. A few more things, moving planets, comets passing through, a half dozen special units, abilities, random crates (aka multiwinia), defensive turrets that can defeat any attack but turn slowly, forcing the player to flank the planet.

But Alex & Rudolf are both good (great) game designers. They could have thought of more content with ease, and neither shy from hard work, so that can't be the reason. I understand the lack of multiplayer (multiplayer is very hard when it's not planned from the beginning).

Of course, superbrothers said that it was because I was too hard core, I play CoH & Multiwinia, and I was not the target audience.

I think he may be right, which makes me sad. It's such a Good Game, I want to be in it's target audience! :(

Sounds like not much has changed since the initial demo. A better, more strategic AI that took resources into account, a multiplayer aspect, and an explanation of tactics regarding world-seeding (why does the seed take a really long path to the center sometimes, and othertimes it's straight in?) would have done it wonders.

"Strip away its beautifully simple universe and ambient medium"

I know I'm always requesting for this in every comment I put here, at least I feel so, but anyways...

The quote shows exactly what kind of indie games I've been searching on and on since discovering Knytt Stories, which precisely had that.

So, if you know some games with those features, could you tell me about them or something... Like I said, I've been searching for "ambient games" with the "ethereal" feeling for ages but it seems I just am a terrible, err, searcher? :D

And yeah, I downloaded Eufloria's demo, so let's see what'll come of that. :p

I admit I've yet to play Eufloria, though I've been watching it for quite a while with some interest. Still, it seems as though ambiance was used almost like filler here.

If the AI isn't a challenge at any level, why have a campaign (levels)? If it's meant to be an experience, then why have an end game?

It feels to me like the game is straddling two different models of play and has yet to decide which it wants to be. Should it be a simple, casual strategy game, where the player uses an unusual style of army to conquer a belt of planets? Or should it be a strange, almost viral experience where the player directs creatures (seeds) about an ultimately indomitable space?

Both hit a different market, but the existing style doesn't really hit either. Or at least, that's how it sounds. I'll take some time to play it, and see how that changes things.

I seem to recall the enemy in the demo being way more aggressive. The inability to form auto-forwarding convoys really did kill it for me; the developer has mistaken tedium for gameplay.

@michael todd
if they included the things you mentioned, I think I would've gotten a lot more out of the game.

The biggest issue, I think was the pacing. In the current game, I think the play should be accelerated at least 2X.

However, the same feeling of pacing could be kept but be more engaging if there were more things you had to do.

Multiplayer would be nice, but all it really needs is a good random, instant action arena generator and support for user edited AI. I bet some users could make fiendishly difficult computer opponents if the code was easily visible and editable (and transferable from one user to another).

It's a good game, but I feel my 15 dollars might have better been better spent on hammerfall... (I guess it's called hammerfight now though)

There's an error in your review. You claim that Dyson was "winner of the TIGSource Procedural Generation Competition in 2008". That's not correct; Rescue: The Beagles was the winner of that competition. Dyson received second place.

@Sergio: Is second place not considered a winning place now? Phew, it's a good thing I got all those 2nd place egg and spoon race medals early on in my life, that would crush me now!

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