Growing Frustration with Stormgate

After an releasing an intensely mediocre Steam Next Fest demo, Stormgate developer Frost Giant Studios has continued to court controversy. The developers have caused confusion over what “fully funded to launch” means, they’ve flirted with the idea of using generative AI to run its story NPCs, and they’ve launched an equity crowdfunding campaign.

A promotional image for upcoming RTS Stormgate.I think equity crowdfunding is a bit of a dodgy road to go down in the first place, but what really raised my eyebrows is that in the documentation around said campaign they claim StarCraft II: Wings of Liberty was their previous release.

A screenshot of a Frost Giant Studios equity crowdfunding document, in which they falsely claim to have been the team to launch StarCraft 2: Wings of Liberty.This is problematic because — and I can’t stress this enough — Frost Giant Studios and Blizzard Entertainment are not the same company.

Yes, some people at Frost Giant are ex-Blizzard, but the extent to which they have anointed themselves Blizzard 2 is getting really questionable, and they certainly can’t claim to have been the same team that launched WoL.

I’ve seen some seemingly well-researched reddit posts claiming that almost no one at Frost Giant actually had a major leadership role in the development of SC2. Certainly as a long time SC2 fanatic I can confirm that the only names I recognize at Frost Giant are Micky Neilson, who is just doing lore and not even a full-timer at FG, and Kevin Dong, who only joined the SC2 co-op team well after its launch (and in hindsight co-op’s quality dropped significantly under his leadership).

When I think of the main brains behind SC2, I think David Kim, Dustin Browder, Chris Metzen, Brian Kindregan, and Valerie Watrous, none of whom are employees at Frost Giant to my knowledge. Metzen is supposedly doing some consulting for them, but we have no idea how big his role actually is.

A promotional image for upcoming RTS Stormgate.I’m generally in favour of not ascribing to malice that which can be explained by incompetence, and I think calling game devs shady is an over-used trope, but I find it really hard to frame Frost Giant’s claim of ownership over Wings of Liberty as anything but deliberately disingenuous.

At this point I’ve lost pretty much all hope for Stormgate. There’s just way too many red flags around the game, not the least of which being that its current version just isn’t fun.

It’s frustrating because the RTS genre really needs a new champion right now, and Stormgate seemed to be the best candidate. Age of Empires IV has stumbled a lot post-launch. Godsworn is fun, but too small to be the Next Big Thing. ZeroSpace and Immortal: Gates of Pyre both have great ideas, but I don’t think either has a very good chance to deliver on their lofty ambitions. ZeroSpace so far looks far too complex to appeal to casual gamers, Gates of Pyre has been all but silent for a worryingly long time, and both are from small teams with little to no mainstream name recognition.

I want to be clear I’m not saying this to hate on Gates of Pyre or ZeroSpace. I love the ideas both games have presented, and I would be incredibly happy to see both survive and thrive. I’m just worried they won’t be able to.

Still, I have more faith in them than I do in Stormgate at this point.

Banishers: Ghosts of New Eden Review

I meant to write this several weeks ago when I actually finished playing Don’t Nod’s latest, Banishers: Ghosts of New Eden, but I’ve had a dearth of spoons to spare. Still, I didn’t want to go without covering the game at all.

Loading screen art from Banishers Ghosts of New Eden.This is a game I’ve been hotly anticipating for a long time. I’ll say upfront: Ghosts of New Eden is a solid game that I definitely recommend, but it isn’t quite the masterpiece I’d hoped it would be.

Ghosts of New Eden is the tale of Red Mac Raith and Antea Duarte, a pair of 18th century ghost hunters who are also lovers. While investigating a particularly terrible haunting in New England, Antea is killed and becomes a ghost herself. The two must then grapple with the question of whether to fulfill their oath and grant Antea her final death, or use dark magic to try to restore her to life, all while continuing to contend with the powerful spirit who killed her.

Fantastic premise. In practice it feels very much like Don’t Nod’s earlier game, Vampyr, with the player given the choice to sacrifice people to Antea or spare their lives during a series of “haunting case” side quests. Indeed, this feels like it is essentially Vampyr 2 — there’s even an Easter egg that confirms Ghosts of New Eden is set within the same universe as Vampyr.

I enjoyed that kind of moral decision-making in Vampyr, and it’s executed even better here. Almost none of the cases offer clear black and white answers; each is a gripping self-contained narrative, and the game is worth it for the haunting cases alone. It’s genuinely one of the best examples of “choices matter” game design I’ve ever seen.

Red Mac Raith and Antea Duarte in Banishers Ghosts of New Eden.Unraveling the mystery behind the ghost at the heart of New Eden’s curse is also highly compelling. The Nightmare is one of the most memorable antagonists I’ve seen in a video game recently.

Surprisingly, though, I did find Red and Antea’s story a little less compelling. Not to say it was boring or anything, but it didn’t tug at my heartstrings as much as I thought it would. A lot of this boils down to the fact that Antea isn’t actually a very likable character. She’s not a bad person or anything, but she’s frequently abrasive and often hypocritical. This is realistic; nobody’s perfect, and she does feel very three dimensional as a character. It’s good writing. But it didn’t leave me desperate to save her the way I was with Chloe in Life Is Strange.

Red is an absolute sweetheart, though. My efforts to save Antea were mainly for his sake.

I do also enjoy the simple fact that this is a story about an established, mostly healthy couple. That’s so incredibly rare in media, and it’s something I’ve long been hungry for.

This is also another case where I got the “bad” ending, but didn’t really mind. It was a bad ending for the characters, but a good ending for me as the player, answering many questions.

Combat in Banishers Ghosts of New Eden.So the story isn’t quite the emotional tour de force I was expecting, but it’s still very good, and easily justifies the game’s price tag. My true complaints lie more with the gameplay.

At this point I expect the gameplay of a Don’t Nod action game to be a bit janky or underwhelming, but Ghosts of New Eden has what I would say is the worst combat of any Don’t Nod game to date.

It’s not even that it’s actively unpleasant or anything. It’s just… kind of boring. Nothing about it stands out. I like the idea of being able to swap between Red and Antea to combine physical and ghostly powers, but they didn’t give either character a clear role or mechanical identity. You can kind of give them those things with the build system (which is surprisingly deep for this kind of quasi-RPG), but it still never really came together for me.

So the combat isn’t terrible, but it isn’t that fun, either, and gods, there’s so much of it. You can’t walk ten feet without fighting something. And there’s very, very little variety of enemy types, so it starts to feel incredibly repetitive after a while.

The Old Mill in Banishers Ghosts of New Eden.The fast travel system is also a problem. It’s one of those ones where you can only teleport from one fast travel point to another, and there aren’t very many of them. This is a game that involves a great deal of backtracking and revisiting old areas, which I actually like in theory (makes the world feel more cohesive), but it really shines an unwelcome light on the limitations of the fast travel system. And with so much hoofing it through the wilderness, you’ll need to be subjected to a lot more of that endless, repetitive combat.

There’s also an absurd amount of collectibles and non-story side activities, all of which add basically nothing to the game since most of the rewards are crafting materials that you will soon have far more of than you could ever possibly need. At least you can skip those with minimal consequence.

It’s not a great video game, but it is a great story, and the strength of the writing is sufficient to make it worth wading through all those wolves and ghosts.

Overall rating: 8/10