Monday, June 3, 2019

Golem Gates (PS4)

I've got a joke for you. A MOBA, an RTS game, and Deck Building game walk into a bar ... out walks Golem Gates. I know it's not particularly the funniest thing you've ever read, but it sums up Golem Gates quite well. Golem Gates is it's own take on the whole demons versus angels mythos. One that has MOBA style lane objectives in the form of maps, and RTS and TCG strategy implementation via card decks and resource management. It ultimately pits harbingers of heaven against harbingers of darkness, or hell. As one such heavenly harbinger you must stand your ground against hidden armies of darkness as you make use of their energy sources to create glyphs that can be used to amass your own army of troops as well as defenses and enhancements to keep yourself from being stealth killed by unseen mobs. It is your use of energy, and crafting of glyphs that will allow you to meet various end goals. Whether it be facing, and dealing with like-minded harbingers, or downing generators to cut off power supplies to bigger targets you will need to strategically play the battlefield like a chess master if you hope to prevail.

Spanning four modes of play, and numerous objectively competitive/co-op combat scenarios you must utilize your powers as a heavenly harbinger to create, and utilize the glyphs that are necessary for victory. In laymen's terms gameplay in the Campaign, Trials, Survival Mode, and PvP/PvE Lobbies revolves around a constantly refilling energy meter. That, and energy capture points, glyphs/cards, targets of interest as well as an end game goal. In any one of the modes your main focus will be to secure your harbinger with defense glyphs, create troops through glyph crafting, and send said troops in groups to other energy sources or targets of interest to forward progress. The means to an end isn't all that complicated, but managing energy, energy using glyphs, and resources are where the RTS factor comes into play.

In the Story, or Campaign you will play from the prologue onward through three chapter inclusive story archs centered around getting you familiar with the mechanics, goals, and features of the game. You are given a pre-constructed deck which can later be built upon, and changed using the glyphs you earn through the main modes' of play. The cards included vary by type, and include such things as different rarities/types of troops, defense structures/weapons, single use spells, and utilities meant to buff and heal your troops. The decks are always randomized, and shuffled when all cards in a hand are spent. As with any resource using RTS these glyphs, or cards require a certain amount of energy to place on the given map, and can only be placed where troops have illuminated the encircled area around them. Meaning that all of your glyphs must be placed in the light. You'll know when you can place a physical glyph when it's outline has turned green. In order to make full use of your deck of glyphs you will want to capture, and hold as many energy sources as possible by placing troops on them until their meter is turned to your color. This will expand your own energy meter which can, in turn, be spent on more glyphs or more powerful glyphs.

The real time strategy in all modes of play centers, not only with resource and glyph management, but also your understanding of the MOBA-like map layouts. On each map type (Colossus, Stygian, Chasm, Perdition ...) there lies energy capture points, hidden harbingers, and enemy glyphs. As you send your troops out they will reveal the threats at hand through their surrounding aura of light. In some instances you'll also need to send out a harbinger clone to scout for enemy harbingers in a similar yet not so costly fashion. At all times your harbinger must stay protected while doing business elsewhere. Thus securing him, and surrounding him with defense glyphs is top priority while energy capture takes a second place of importance. The end goal, of course, being the end goal. The map layouts in the story chapters are static as are the objectives for objective sake, but going into modes like Survival, and PvP the MOBA map layouts are more diversely themed.

In Survival mode, for example, you are placed on a large map with the main objective being simply to keep your harbinger alive for as long as possible, and keep enemies from getting past him to your energy capture point. As time progresses so to will the enemy harbinger's troops. Thus it is very important that you seek out energy sources to capture, build their defenses, and send troops when needed to tend to enemy troops approaching your harbinger. In a similar yet not so similar fashion the PvP or PvE (co-op) portion of Golem Gates can be played locally, online via matchmaking, or against different levels of AI. The maps in this mode of noteworthy replay value are chosen by the players, and include named maps with themed layouts. Layouts which sometimes add center targets, environmental structures that can complicate or aid in gameplay efforts, objects that must be dealt with to advance, and the usual assortment of energy capture points as well as the players' harbingers. With different maps comes different end game goals. Sometimes complications like chasms dividing the players from each other are thrown into the mix. Other times Golem Gates with shields or even maps with terrain that offer a more stealth approach are added to give players an added challenge. As with any mode your constructed deck which can be built to your liking via the game's deck builder menu will help you in being better prepared for the tedious tasks at hand. Things like deck naming are included to give the game that TCG flair.

Quality of Life Features & Presentation ...

Golem Gates is a an impressive indie in it's own right. It blends three different genres, and manages to do so in such a way that does not overly  complicate gameplay. The only complication in Golem Gates comes from player strategy, and the randomized nature of the glyph decks. That, and the players' approach to each themed situation. Glyph play in the game is made easy by simply requiring the player to highlight the glyph they want to use with right or left on the DPad, and follow-up by pressing "X" on the controller. Placing defense glyphs, moving troop glyphs, and using spell/enhancement glyphs is also fast tracked in a user friendly way. Guiding the glove pointer with the right thumbstick after highlighting a glyph will allow you to strategically place the pre-rendered outline of any physically manifested in-game object with accuracy. Red means no, and green means go in the way of placement. Moving troops collectively is easy as well. If you want to move them in a larger group simply direct them to group together by sending them along with your pointer, and "X" then follow-up by pressing "Square" over the collective group of troops, and direct them with "X", and the pointer as you did before. Pressing "Square" over the troops will highlight the troops. Something else worth noting is the fact that map viewing is made simpler, and more easily accessible by control scheme. Holding down R2, and moving the camera with the left thumbstick will speed the camera movement up so you can get from point to point quick enough. Along with the mini-map that showcases key points of interest, and enemy advancement warnings you'll be able to micromanage things quite efficiently once you play through the campaign, and learn the mechanics.

The Verdict ...

I have to hand it to the developer. Golem Gates is one of the most user friendly RTS hybrids I've ever played. The controls in accordance to the mechanics is done in such a way as to be truly user friendly. My only complaint lies with the pointer that you guide, and place glyphs with. It can get lost in the terrain as it blends in with the dark colors. It can make for some frustrating instances when facing enemy mobs that are viciously attacking your harbinger. I think making it stand out more visibly would be a big help. In the way of modes, and features this game does have a lot going for it. Not only do you have both multiplayer options, but you can also play against the AI. On top of all that the visual presentation is also quite impressive, and the soundtrack equally as so. The demonically enhanced speech of in-game harbingers is not cheesy, and actually adds to the dark foreboding tone of the game's given soundtrack. For those of you looking for a deep story though Golem Gates isn't all that deep. If anything the relationship of your harbinger to the others feels more hinted at than fleshed out. A missed opportunity, but one that does not hold back the game's worth. I think for what it is, and what it offers it's worth a buy. As I've said it's user-friendly, and a nicely done blend of three strategy oriented genres. Something that's not so easily pulled off. Golem Gates gets the Gaming Inferno's seal of approval!

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