Steam Summer Festival Games to be impressions of 16

Steam Summer Festival “Games to be” – impressions of 16 of the brightest demos

A few years ago, Valve started a good tradition – organizing demos for upcoming projects for a week. And if the first Next Fest offered several dozen projects, the next festival, which will take place from June 13th to 20th, will have a thousand. Of course, most of the projects are of very dubious quality and it is not entirely clear who they can attract. But with all the diversity, there are also very worthy specimens. My wish list has been filled with up to a dozen projects, and one is even aspiring to personal Game of the Year. But one after anonther.

Each game was accompanied by a full video walkthrough of the demo.

Bright viewfinder

BrightSeeker is created by a single developer. The player takes on the role of the last seeker using the spark to fight mechanical soldiers and their evil deity. Stylistically, the game resembles a cross between a transistor and a Hyper Light Drifter – very worthy landmarks. The classic top-down action mechanic is well executed. In order to survive, you must actively use the teleport and the energy shield. Melee and ranged combat, counterattacks and special abilities are offered.

For the difficulty setting, the author has chosen an interesting approach. Instead of the usual “easy”, “hard” and other things, you choose how the enemies will behave: whether the enemies will dodge melee shots, whether the marksmen will use special abilities, whether the first aid kits will fall from the defeated enemies, etc This allows you, on the one hand, to choose not only the hero’s abilities, but also the abilities of the opponents themselves. On the other hand, one has the feeling that part of the balancing work has been given to the player. The release (which is scheduled for this year) will show how successful the solution was.

broken pieces

What happens when you try to combine classic Resident Evil-style horror with the youthful mystique of Life is Strange? Apparently fragments. The demo version gave me just such a strange association. Strange but not repulsive.

The story takes place in a small French town by the sea. The main character, Eliza, appears to have been caught in a time warp, and her situation is clearly related to a tornado raging not far from shore. Apparently, the weather will play an important role in the story – the heroine at least knows how to summon a storm for a few seconds, with the help of which some puzzles will be solved.

The writers took the 1990s horror format, like Resident Evil and Silent Hill, with a fixed camera and an emphasis on exploration, and tried to update it. For example, two viewing angles are selected for each scene, between which you can switch in no time at all – you can comfortably look into every angle. There will be action too: the demo only introduces one type of enemy – a smoky silhouette that dissipates after a few shots. In combat, auto-aim works, and the target is selected by simply deflecting the stick. Although the heroine moves slowly, she can ricochet off blows and avoid damage. Looks a little ugly, but functional.

But the general atmosphere is far from horror. The cozy streets are flooded with light and full of colour. You can even sit on a bench and turn on relaxing guitar music in the heroine’s player. It’s moments like these that give Life is Strange a lot. We will find out where this unusual symbiosis leads in the autumn.


Another replenishment in the “Boomer-Shooter” department. 3DRealms in publishers, blood as the main source of inspiration, a few drops of immersiveness – what’s there to think about, put on the wish list and throw dynamite at the cultists. Only visual performance can deter. A rusty palette with a limited color set is layered over a typical build engine mess that looks stylish in places and morphs into a pixelated mess in places. But the former more often than the latter.

CULTIC offers a surprising amount of freedom. With them you can approach enemy positions from different sides: for example, you can rush through the main entrance into the cultist camp or climb a cliff and shoot the insidious residents from a great height; or drop by. A lot of secrets are hidden in the levels, and given the very evil enemies, resources will not be superfluous here.

dead link

If you take the structure of a roguelike like Hades, the mechanics of Doom reincarnated, and the style of Ghostrunner, you get Deadlink. She doesn’t seem like a clone of it at all, but that’s the best way to describe a Gruby Entertainment project. The protagonist sets off on the streets of a typical cyberpunk metropolis, where you have to eliminate all the “dirt”: bandits, yakuza with implants and aggressive robotics.

The demo shows only one class of the hero of the alleged Four – Soldiers. He has a shotgun and a rocket launcher in his arsenal and gadgets – a deafening blast and a grappling hook. The latter works great in combination with a futuristic double-barreled shotgun, as you can use it to draw in on any enemy. Skirmishes are fast-paced and intense: you need to be constantly on the move, thinking about which order is better to get rid of opponents. Once the arena is cleared, choose the next room based on the rewards each path holds (Hello Hades). The action is addictive and the progression system encourages you to keep going. Exactly the last. And then go to sleep.

Frank and Drake

Frank and Drake is notable for its interesting style. The classic quest was created using rotoscoping technology – the characters were played by real people, who were redrawn frame by frame into an animated image (e.g. Blurred and Awakening Life were filmed by Richard Linklater). This makes the movements soft and lively.

The story is about Frank and Drake sharing the same room. But they never overlap as Drake only works at night and always sleeps during the day. The genre isn’t even clear yet. The demo contains only two short scenes, one for each character. In a moment, a hint of a mystical background to the events slips through. The lines of both characters will definitely influence each other, and in some situations the player will have to make decisions that will affect the course of the story and lead to one ending or the other.

ghost song

If you’ve been wanting to try Metroid but are avoiding the Nintendo console, then Ghost Song could be a good opportunity to touch the big ones. Indirectly – the game has no official connection to the series, of course, but is so clearly inspired by Super Metroid (it still plays beautifully on the SNES emulator, by the way) that it quotes some scenes verbatim.

The action takes place on the moon Lorian, which is full of different creatures. We act as an awakened “dead suit” (that’s how it’s translated, yes). Ghost Song doesn’t even set goals for the first few minutes, but plunges headfirst into the atmosphere of exploring alien flora, fauna, and dark dungeons. Abandoned complexes, ancient statues, the overgrown hull of a spaceship – the landscapes are detailed and full of dynamic objects.

Old Moon tried to replicate the feel of exploring extraterrestrial life, but watered down the gameplay with his own ideas. The heroine (the costume speaks in a female voice) can shoot plasma from her hand, which increases the weapon’s temperature. When overheated, the rate of fire decreases sharply, but the higher the temperature, the more damage a melee attack deals. An interesting approach that requires the combination of techniques. Of course, along the way, you’ll learn additional tricks that will help you fight more effectively and gain access to new locations. This year it will be possible to go in search of the secrets of Loriana.

About the author

Alan Foster

Alan Foster covers computers and games and all the news in the gaming industry.

Add Comment

Click here to post a comment