Game Review: Banished (Steam/PC)

7/10/2022

Banished is a city-building game released February 18, 2014 by Shining Rock Software for PC. You direct a group of exiled peoples as they strive to survive by gathering resources, building dwellings, farms, and other structures.

Rating: 3 out of 5

Price: Paid $6.79 out of MSRP $19.99

Recommended: No

One Word Description: Stagnant

  • Pros: Good bones, good tutorials, intuitive, initially fun, many mods to significantly help
  • Cons: Frustrating building system, difficulty, slow game speed, sound effects

Game Review

Before I start, I need to admit that it was not clear to me until I started writing this that the game was released back in 2014.

OKAY, so, after about an hour of gameplay, I found myself needing to complete all of the tutorials. That did the trick and the game flowed smoothly…at least for the next hour or two. For the record, I played on the easiest mode. My first city was going swimmingly until I realized I was missing some very important buildings and then everyone died, and I was left with no workers, dooming me. I then tried a second game/city which I restarted a few times to get a more favorable map. For that playthrough I was paranoid and would save constantly in case catastrophe struck. I did have to load the save once. There is a flow you have to figure out timewise to avoid widespread death. First, establishing several (really, all of them) food sources is necessary, then make sure you don’t clear-cut too much because the workers just do whatever, nothing in a particular order as far as I could tell. Then, a trading post is necessary for emergency low-food times (which is often), and then quickly establishing a blacksmith before everyone’s tools are broken and things go even more slowly. And then as the resources start to dwindle, you have to quickly build a quarry and a mine. However, the return on that isn’t too much and not only that but the death rate is high and mysterious if it wasn’t from starvation. Eventually, things go smoothly, though, and sometimes nomads will appear at the Town Center (if you’re able to afford building one) that you can allow to join the settlement or not. They provide much needed labor until they randomly disappear or demand housing even though there are already houses.

Just like any city-building/survival game, you need the basics: shelter and food. Banished successfully illustrates the significance of these two elements to survival. Everything else is just a side thought until those are taken care of. Graphics are fine, not the best or the worst. The music starts out good until it–and especially the sound effects, damn cows–grate upon the ears. In fact, that about sums up the game in a nutshell: Enjoyable initially before becoming aggravating.

My gripes are many.

  • Building anything is supremely frustrating. Buildings are best built one by one because it is unnecessary to have all of the resources before setting the building plots. This in and of itself is not the problem. The major issue is that there’s no way to prioritize any particular building. For example, if you set the plots for 2 houses and a farm and in total you’d need 40 wood amongst the 3 buildings, the builders will allocate the wood slowly amongst the 3. They will still build the first house you set first, but not until the resources are spread apart. Apart from removing the plots, you can’t tell them to go build that farm first. And then, when they are finally building the house, it takes sooooo loooong for them to finish because they have to go get food or rest or get more items? Even though they already have the items there?
  • That brings me to another gripe: it’s confusing how the villagers operate. Say that Jackie is the blacksmith and there’s an option to follow a particular villager around the map. Well, then later, Jackie is a miner and Lemmy is the blacksmith. Why? As I mentioned prior, the builder will randomly travel around the map instead of finally building that bridge that’s been in the works for the past 3 years.
  • Housing is a problem, too. Each house as several slots in them for inhabitants. So, say that each house has 8 slots and there are 8 houses for a total of 64 openings. Even if there are 55 people, several people will complain of no housing despite there being 9 available slots.
  • Mysterious dying. If there is a “low food” alert that’s been going on for too long, or “too cold” complaints, then people will die. You are alerted to their deaths. However, sometimes, people will disappear, but you get no notifications except that a farm plot has no worker all of the sudden. Do they leave? Do they die? UFO body snatchers?
  • Unexplained elements. I guess the mysterious dying goes under this heading, too, but there are others like a pasture will get an infection. The game tells you absolutely nothing about how to fix it. The worker there will just disappear and then appear and then disappear. It never explains how to get more villagers. They have children, but it is not a controllable element. I can’t encourage or discourage growth. When there’s an excess of supplies, there seem to be no children born, but when there’s hard times, there seems to be way too many babies who end up dying.
  • Mines and Quarries vs. Gathering resources with laborers. Both the quarries (stone) and mines (coal and iron) are both expensive to build but seem to not be worth the effort. The production from either one is by far slower than gathering in the wild with laborers and seem to yield much less, too. Perhaps they are last ditch efforts after exhausting the map.

Max playtime before quitting and uninstall: 5 hours.

Overall, it feels like a fraction of a game. The bones are solid, and the core mechanics are good. However, by the time all buildings are built, it just…stagnates. There’s nothing left aside from watching the villagers scurry about complaining of broken tools, the temperature, and hunger. I found myself wishing I could build a military or have some enemy come so that I could fight them. It needed an upgrade element to keep it going. Unfortunately, it doesn’t have that. The replay value is extremely low. I understand that it is now an 8-year-old game, but games like Age of Empires have been around for 25 years and offer much more! Therefore, I cannot recommend this game. I’m glad I bought it on sale because it is definitely not worth $20 MSRP to me. The initial allure quickly fades into frustration and soon into dissatisfaction.

Game Review – Deiland: Pocket Planet (Switch)

written 7/06/2022

Deiland: Pocket Planet, released April 15, 2021, for Switch by developer CHIBIG, is an adventure/simulation/RPG remade from Deiland which released for PS4 and Steam in 2018, which was also a remake from the original Deiland: Tiny Planet which was released for iOS and Android in 2016. Pocket Planet is a farming adventure on planet Deiland where the protagonist, Arco, is the sole inhabitant. The young boy must care for the minor planet through farming, crafting, building, fishing, mining, and protect its heart crystal from monsters and those who seek to use the power for themselves.

Rating: 2.8 out of 5

Price: Paid $8.16 out of MSRP $19.99

Recommended: No

One Word Description: Boring

  • Pros: Throwback to Summer in Mara (if you played that first), good initial/basic gameplay, smooth beginning advancement
  • Cons: Time, random events, RNG mining/drops, waiting, lack of clarity, boring, fishing mechanics, fighting mechanics, minor glitches, punishing hunger meter, lack of pause feature

Game Review

The beginning of the game shows a young boy drifting down to a small planet. All he has initially is a tent and you get to run around a little to see that the planet is a sphere that rotates (kind of like Mario Galaxy) as you move. This made my initially worried that I might get motion sickness because I’m really bad about that, but I found that the more I planted trees, the less I noticed the movement. Immediately, a space traveler appears, introducing herself as Mun from the interstellar troopers. I was excited because having played Summer in Mara first, I anticipated seeing characters I recognized. She gives you recipes and quests to start you off. The beginning smoothly pushes you into the building/farming aspect. I was busy planting trees as I saw fit, their placement limited by water supply which required materials. Building new constructs unlocks further recipes. Mining is heavily random in what is mined. You could get rocks, or gold/silver ore, or crystals, or in the winter, ice. New characters/merchants arrive, and you have 30 seconds to decide where to land the spaceship before they give up and go away. Then, when they land, they only stay for about 60 seconds.

After the initial excitement of placing trees, building, upgrading tools, etc, came the frustration that would plague the rest of the game: random chance and time.

Everything is random, which isn’t initially bad until it is.

  • The fishing mechanics are just muddy and plain obnoxious and especially in the beginning I kept wasting the precious bait from hitting the wrong buttons which are completely random.
  • The arrival of visiting characters doesn’t seem to follow any particular order unless it’s to satisfy a dialogue quest. Given that the quests and gathering of items specific to each character/merchant are dependent upon their visits, this gives a sense of helplessness to the player. There are only 2 characters able to be called to the planet on demand and even then, they won’t come if certain variables are not in line such as storms, or another character is there, or sometimes I have no clue why they won’t come.
  • The mining mechanics are just terrible. Completely random rate of drops which is super frustrating if you need a particular mineral. There is a mining cave in the game where Arco can mine for crystals and then uncover something in the back of the cave. To do so, you are allowed 4 mines before the cart is full and now you have to wait for Goliath to randomly come so that it can be emptied, and you can further mine. (*spoiler* it’s the crystal heart and adds nothing to the game and has no purpose)
  • Meteorites or items will randomly fall on the planet regardless of what you’re doing. You could be fishing where it strangely changes the view, or even sleeping. If it hits your plants, they will burn
  • Enemies randomly spawn. The number ranges from 1-3 and what appears is random, too. Their drop rates can also be random depending on the enemy. For instance, you need insect wings for a quest, but the bees can drop either honey or wings.

Time’s flow was an issue for me. It is unclear how the game tells time because there’s no clock showing, just the sky will change colors sort of. Each season lasts for 7 days with winter being the worst because very few things grow and it’s just boring to wait it out. Sleeping only advances time somewhat and even standing still didn’t seem to advance time much, either. Other times, time appears to move too quickly, and I’ve lost the opportunity to plant a particular crop that is necessary for a quest, or that character/merchant has already left the planet. Towards the end of the game, there’s nothing left to do except wait for time to advance and it became unbelievably boring. Also, time never stopped. There was no pause feature at all. I’d have to hit the Switch’s Home button to pause.

The story advances via the main quest line through Mun. Similar to Summer in Mara the game is heavily quest dependent. Each completed quest will unlock new items to buy from the merchants. It was really nice to see Brram from Summer in Mara and see his story when he’s clearly older (even at one point trying to woo females on his planet). Not only was his music nice, but he had the fish bait and food necessary to satisfy the hunger meter. Eventually, the story allows movement to Ankora which was nice because finally, some other place than the tiny little Deiland. Finally, the end boss battle shows up and the game is over unless the player wishes to completely finish out the side quests.

The RPG element – the level up system – seems completely useless with somewhat appreciable upgrades to stamina, strength, intelligence, and agility. However, the illustrations are eye-pleasing.

That brings me to the fighting mechanics. Well, it’s primitive, and many times physical attacks would miss the enemy altogether if Arco was juuuust turned the wrong direction. There seemed to be a best weapon to use against each enemy, but I ended up either just whacking them to death or using magic. Fire magic would burn all of my plants or chickens, the lightning didn’t seem to work well on the monsters I tried, the ice spell seemed useless because it encased the enemy in ice but then made them impossible to hit. The frog spell was probably the funniest one, but I received that too late in the game to really take advantage of it. Healing was hard because the healing potions are set all the way at the bottom of the item list and since pausing is not an option, I was killed a few times trying to use a healing potion. The game is by no means, hard, though. Healing was only necessary for the last boss and the demon monster that dropped horns. Speaking of the last boss, that battle was plain obnoxious. There was literally no way to get out unscathed and you had to direct Mun to fire otherwise she wouldn’t.

The lack of clarity was frustrating. I turned to the internet a LOT in this game. How does the mine cart get emptied? How to get sheep’s wool? Where is the plantmutate seed? How does one get dandelions? Who the hell is Bom and why do I keep having food stolen? How to get chicken for Goliath (OMG you have to BURN the wild chickens????)? There’s just too much that’s not obvious or explained. I can’t imagine trying to play this game before the internet made it easy to look things up.

Overall – I, unfortunately, do not recommend it. If you played Summer in Mara it could go either way, but I’d still likely tell you to skip it. The game does flesh out Mun and Brram a bit, and does mention the pirate races and Ereti, so if that’s what you’re looking for, go for it, but definitely don’t pay full price. Ultimately, its flaws outweigh the simplistic charm of the game (namely, time progression and random chance) and it’s almost like the developers wanted to make a game that has a little bit of everything. I understand that it’s 6 years old and was originally a mobile game. I mean, it certainly plays like a mobile game hoping to push microtransactions. Regardless, I felt like I wasted my life playing this (took me 2 full days) game that left the taste of BOOOOORING (I even texted that I was bored out of my mind to my brother while waiting for the rest of the characters to visit so I could 100% the side quests) in my mouth, which is not how I feel about Summer in Mara, and don’t wish that on someone else.

Glitches

Thankfully, there weren’t too many glitches in this game, but here are 2 that I found, both late in the game.

When trying to land in Ankora

Attempting to put a tracker on Goliath’s ship. Mun, who isn’t there at all would appear. Later, when she was on the planet and tried to talk to her, the dialogue that Goliath would have spoken pops up instead.