Genesis Alpha One Review – Drifting Without Direction

Genesis Alpha One‘s ambitions are made clear from the moment you begin constructing the vessel meant to act as an ark for humanity’s survival. You’re alone in space, searching for a planet hospitable enough to act as a new home. But getting there is no easy task. You need to juggle the expansion of your ship, the maintenance of its existing modules and the living conditions of your growing crew of clones, and that’s when you’re not mining for new resources, fending off alien infestations, or tending to crew job assignments. The problem with Genesis Alpha One isn’t that all of these systems buckle under the weight of their interconnectivity–it’s that none of them are that engaging to interact with in the first place.

Genesis Alpha One contains a mixture of strategic shipbuilding and the more personal exploration of your ship and surrounding planets through a first-person view. Your ship can be thought of as a moving command center; it’s where you construct new modules to scan and scavenge resources from nearby debris, hangars for ships to explore nearby planets and biomes to sustain life onboard as you expand your crew of barely indistinguishable clones. When not making changes to your ship, you explore the hallways of your creation or join crews on missions to planets for resource scavenging.

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Each run in Genesis Alpha One rarely deviates from the same starting steps. You construct the bare minimum you need on your ship before getting the chance to jettison off into the great unknown–essentials like a Greenhouse for oxygen production, Quarters for your crew, a Tractor Beam for harvesting resources, and more are the fundamentals around which the rest of your ship is built. Although finding the exact module you want to add to your ship is made frustrating by the unclear menu headings (which I never got used to), actual construction is far easier. Modules click into place like Lego blocks, offering entrances and exits that need to be lined up to existing pieces of your ship or strategically placed for future ones. It’s satisfying to go from a broad overview of your uniquely designed vessel and straight into the shoes of a member on board, giving you the freedom to roam around the intricately (or confusingly) laid-out hallways you just placed down.

Genesis Alpha One features familiar elements from roguelikes, giving you modifiers to change how you start each run. You choose a template for your initial crew–based on a Corporation you select–which determines how many metals, elements, and oxygen-producing plants you begin with, as well as the number of crew members on board. You unlock new corporations as you play. To gain access to a corporation that specializes in mining ore, for example, you’ll first need to have one lucrative mining run.

These corporations and their advantages are then combined with a limited number of separate static upgrades, which you discover during your travels through the galaxy and that impact your playstyle more directly. You might choose to adorn your personal suit with upgrades to health and damage reduction but miss out on helpful indicators pointing you to special resources on your galaxy map, for instance. You’re encouraged by the numerous locked upgrades–which appear in the menu–to search new areas of the large galaxy map during each run so that you can secure a more diverse set of upgrades to further modify your playthroughs. There are few that drastically change how a run might unfold, which leads to a sense of tedium setting in with each new attempt and its protracted start. The slight changes to your starting resources and crew do, however, give you more creative flexibility when deciding how to initially start the construction of your ship.

Although building out your vessel is generally satisfying, you soon begin to realize how tedious your routines around the ship can become. Each module has a purpose, and without hands tending to them they remain ineffective. Salvaging resources from nearby debris requires workers on the Tractor Beam, for example, that you need to assign via a console that’s only located in that specific room. The same goes for every other station around your ship, making your opening moments aboard a frantic dash between each room to get everything running. When you jump from one solar system to another, this process sometimes needs to be repeated. You’ll need to rescan new debris around you–which requires you to hold a button for far too long–and manually assign the Tractor Beam again for salvaging, even if you previously assigned crew members to that job. It’s baffling to have to go through these same motions every time you jump to a new solar system (which happens fairly regularly), especially when a centralized interface giving you access to all your ship’s sub-systems would be far easier and more manageable.

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This is exacerbated by AI that makes your crew largely useless without your input. Unless they’re assigned to a station, crew members will wander around the ship and not really do anything. They might engage with unwelcome alien stowaways but appear to ignore or forget about them completely when even slightly separated from them. An attacking pirate crew might be storming your hallways and causing mayhem, but your crew won’t react until they’ve entered a room with them inside. As a captain, you’re severely limited in the ways you’re able to command your crew, save for ensuring that they’re present at a console to carry out the menial tasks that rooms and their associated purposes require.

That leaves a lot of additional work for you to do alone, which starts piling up to an unbearable degree. Should you find yourself fighting off an alien infestation, you’re stuck dealing with eradicating the spreading alien eggs alone in the catacombs below each corridor. It’s satisfying to set up your vessel in a way that establishes clear choke points or routes enemies into an area filled with turrets you’ve placed for defenses. But as your ship grows, your ability to actively react to a growing danger becomes nearly impossible. It’s compounded by unclear ways to deal with mission-ending threats such as infestations and raiding pirates. It seems that once either is onboard there’s little you can do to get rid of them for good. Pirates will continually spawn on your ship even after multiple jumps to new solar systems, while aliens will continually sprout new hives even after you’ve cleared them all out. If there’s a way for you to triumph over these challenges after you’ve encountered them, Genesis Alpha One doesn’t make it clear exactly how.

Losing progress in a roguelike is meant to entice you to hop back in with new accessories to change your next run, but Genesis Alpha One doesn’t have the mechanics in place to make these variations interesting enough to experiment with.

The first-person action isn’t that robust, either. You can craft numerous types of weapons–ranging from simple assault rifles and flamethrowers to more futuristic, slow-firing laser weaponry–but enemies rarely offer diverse-enough challenges for you to consider the strategic advantages of each. The actual mechanics of shooting are also not satisfying. You can’t aim down a gun’s sights; instead, you lock onto enemies with the press of a button, making skirmishes tedious and boring. Enemies don’t recoil from your attacks convincingly, robbing the action of a punchy feeling. And, despite your abnormally high movement speed, there are no enemies that demand you use this in creative ways. Instead it’s just easy enough to use that speed to back away from enemies that can hardly ever keep up, or are never accurate enough to pose a threat from afar.

Losing progress in a roguelike is meant to entice you to hop back in with new accessories to change your next run, but Genesis Alpha One doesn’t have the mechanics in place to make these variations interesting enough to experiment with. Instead, death just feels like a punch to the gut, and a reminder that all the tiring setup you endured in the previous run must be repeated for hours to feel anywhere close to where you left off.

From tedious combat to the repetitive nature of exploring new solar systems, there’s little in Genesis Alpha One to hold your attention. Expanding your ship as you traverse a vast universe is marginally rewarding when you get the chance to roam around the elaborate structures you’ve built. But the process of gathering resources to make this possible is arduous, while threats bringing your inevitable demise are either dull to fight against or spawned onto your ship in aggressively large numbers without any clear methods of success against them. Genesis Alpha One contains all the components for deep space adventure, but none of them are executed well enough to make it a voyage worth taking.

See Marvel’s Black Panther For Free When It Returns To Theatres For Black History Month

As we steadily approach February, there’s no shortage of entertainment to consume in the month of Black History. In an effort to support black entertainment, Walt Disney Studios Motion Pictures has announced that Ryan Coogler’s Black Panther will return to the big screen for one week.

The news comes via Twitter, where the official Walt Disney Company Twitter account confirmed that the Academy Award-nominated and Screen Actors Guild Awards (SAG) winner will begin playing in theatres starting February 1. Tickets will be free and two showtimes will be available each day at 250 participating AMC theatres.

In addition to supporting Black History Month, the Walt Disney Company has announced that it’ll donate a $1.5 million grant to the United Negro College Fund (UNCF) to help minority students access and move through college. According to the press release, UNCF is the nation’s largest and most effective minority education organization who, for 75 years, has helped support “students’ education and development through scholarships and other programs, strengthens its 37 member colleges and universities, and advocates for the importance of minority education and college readiness.”

Black Panther stars Chadwick Boseman (Get On Up, Gods of Egypt) in the titular role of T’Challa/Black Panther, who becomes the king of the African nation of Wakanda after his father T’Chaka (played by John Kani) is killed in the Russo brothers’ Captain America: Civil War. As T’Challa rises to the throne, N’Jadaka/Erik “Killmonger” Stevens (played by Michael B. Jordan) takes this as an opportunity to compete for control of the nation. What follows is a rivalry over who’s more deserving of the title of king.

In our Black Panther review, we called the film “a top tier Marvel movie with all the humor, style, action, passion, and fun that the MCU has come to embody,” calling it “a cultural event that’s going to be hard for Marvel to top, no matter how many worlds Thanos conquers later this year in Infinity War.”

You can view where Black Panther will be playing here.

Microsoft Really Wants To Know How You Feel About Halo

Halo Infinite developer 343 Industries has made a new hire, and it’s for what sounds like a completely new role. Justin Robey, a 17-year Microsoft veteran who worked as a Software Test Engineer and then a Senior Producer for nearly two decades is now the “Director of Player Voice” at 343. In his new role, Robey will communicate and work with members of the Halo community so that their “voice” is heard by developers throughout the production process.

“This new role is about working with you, the player, to have an active voice throughout the development, launch, and lifetime of Halo Infinite. Let’s rock this together,” he said in a tweet.

Not that it’s much of a surprise, but the hiring of Robey in the new Director of Player Voice role seemingly confirms that Halo Infinite will use the games-as-a-service model similar to previous Halo games and titles from the wider industry in general.

It surely sounds like good news that Microsoft believes in engaging with the community so much that it created a new position dedicated to it. Halo boss Bonnie Ross recently admitted that 343 had made “mistakes” after taking over for Bungie on Halo’s ongoing development. One of those was surely elements of Halo: The Master Chief Collection, which had a rocky launch, but has since not only stabilised, but improved in a serious, significant, and highly enjoyable way.

Halo’s overall community director, Brian Jarrard, also congratulated Robey on joining the 343 team for Halo Infinite. He added, “When the voice of the players is heard and acted on, we all win!” Halo franchise manager Frank O’Connor commented on Robey’s hiring as well, saying–in his own way–that just because Microsoft wants to hear your voice doesn’t mean the company will deliver on every request that comes in.

There is no word on when Halo Infinite will be released, but we do know it’ll launch first in a “flighting” phase for testers. While you wait for that, 343 is planning to make some kind of announcement about The Master Chief Collection soon.

Arrow Delivers a Very Different Suicide Squad

Warning: Full spoilers for the episode below.

Don’t you hate it when one Arrowverse episode tees up a compelling storyline, only for the next to veer off in a completely different direction? That’s basically what we got with “Past Sins.” In lieu of the much-hyped first meeting between Oliver and Emiko Queen, this episode focused on Ollie and Laurel confronting other demons from their pasts. The result was still a decently enjoyable episode, but again, not one that really focused on the most interesting story at hand.

You do have to give the writers credit for attempting to address that familiar Arrowverse flaw and creating a “villain of the week” with actual depth and motivation. Sam Hackett (Luke Camilleri) was by no means the perfect nemesis for Ollie. The idea that, because Sam’s father vanished all those years ago, Sam himself decided to become an electricity-manipulating supervillain is still a bit of a stretch.

Continue reading…

Star Wars: C-3PO Actor Finishes Filming Episode 9

It looks like Star Wars: Episode XI is coming along. Actor Anthony Daniels, who plays C-3PO, tweeted that today, January 28, was his final day on set for the big-budget sci-fi film.

“I’ll miss everyone, but I’m glad to know that we’ve been making something exceptional together, to share with the waiting world,” Daniels wrote, giving nothing away about the story. It’s not immediately clear if other actors have finished filming their scenes as well.

As Entertainment Weekly reminds us, Daniels has appeared in every live-action Star Wars movie to date, including the spinoff Solo: A Star Wars Story, in which he played a different character.

Episode IX, which doesn’t have a title or a trailer yet, hits theatres this December. It is the third and final instalment in the new trilogy that started with 2015’s The Force Awakens. The movie was set to be directed by Jurassic World’s Colin Trevorrow, but he was fired and replaced by JJ Abrams, who directed The Force Awakens.

Lost and Lord of the Rings actor Dominic Monaghan will play an unspecified role in Episode XI, while some of the other newcomers include Keri Russell and Richard E. Grant, among others. It is purely speculation, but the Super Bowl often hosts big movie trailers, so fans might have something to look forward to on February 3 during the big game.

In other Star Wars news, EA has reportedly canceled a new open-world Star Wars game in development at EA Vancouver. However, the company says it remains “fully committed” to making more Star Wars games in the future.

Fortnite Servers Down, Preventing Players From Logging Into The Game

Online services issues are afflicting Fortnite players, apparently making it impossible to login to the game. As many took to Twitter to voice their frustrations, developer Epic Games acknowledged the problem and said it was working on a solution.

Many players seem to be dealing with an error message when trying to enter Fortnite, but judging from the ongoing discussion on social media, many who were already logged into the game already are continuing to play. But those trying to sign on are encountering trouble at the title screen, which claims some users don’t have permission to play the game. The trouble seems to be affecting all versions of the game.

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According to Epic Games’ online services status page, game services, logins, and the Epic Games Store website are all suffering a “major outage” as of this writing. “We have identified an issue with logins and some players may have trouble connecting to Epic Games services,” Epic wrote on the page. “We will keep you updated as we work towards a resolution.”

Other portions of the online service, like forums, friend lists, and in-game matchmaking, are still operational, the page reports.

The outage is particularly frustrating for anybody working to complete Ice Storm challenges during the timed Fortnite event. Ice Storm was officially scheduled to end overnight at 1 a.m. PT / 4 a.m. ET / 9 a.m. GMT on January 29, when scheduled maintenance would add update 7.30 to the game. Epic hadn’t said how long it intended the update to last, but it looks like it will add the Chiller Grenade to the game once it’s complete.

New Rainbow Six Siege Update Rebalances 6 Operatores; Full Patch Notes Listed

Ubisoft has announced the full patch notes for the upcoming February update for Rainbow Six: Siege. The Y3S4.2 Patch will launch first for PC on February 5, before also coming to consoles on February 6.

This new update is primarily geared at rebalancing Operators based on how often they’re picked and their win rate. Each Operator’s performance after the last update is outline in a blog post on Siege’s main website. Currently, Caveira has too high a win rate, and Ubisoft said it’s getting reports of people referring to her as “frustrating to play against.” She’s receiving fairly large changes as a result, with a decrease to her damage output and an increase to the amount of recoil she has to deal with.

Clash is also getting some rather drastic changes. Ubisoft is “not satisfied” with the Operator, as the adjustments made to her in the last update did little to improve her underperformance. Thus, Clash is being further buffed, with the fire rate of her signature weapon increasing to full auto. This, along with a few other changes, should make Clash a more viable option for players, as they are designed to make her strong enough to hold out on her own until her teammates arrive to assist.

Kaid, Rook, Nomad, and Doc are all also being rebalanced as well, but their changes aren’t quite as severe as Caveira and Clash. The patch also implements a long slew of bug fixes across several Operators, two multiplayer modes, general gameplay, and the user experience. These changes are outlined below.

Rainbow Six Siege Y3S4.2 Patch Notes

Balancing

Caveira

  • Luison
    • Damage decreased to 65 (from 99).
    • Adjustments to damage falloff to align with other pistols for consistency.
    • Reduced magazine size to 12 (from 15).
    • Increased recoil to make chaining shots at long-range more challenging.
    • Increased hipfire spread to reduce the viability of spamming non-ADS shots.

Clash

  • SPSMG9
    • Upgrade to full-automatic fire mode from 2-round burst fire mode.
    • Updated recoil to align with other full-auto weapons.
    • Increase total ammunition at 161 (from 121)
    • Increased damage to 33 (from 30).

Kaid

  • AUG A3
    • Increase ADS speed by 33% to align with other SMGs.

Doc And Rook

  • MP5
    • Decrease max damage to 27 (from 30).

Nomad

  • Yellow light on Nomad’s Airjab will now blink during activation delay.

Bug Fixes

Gameplay

  • FIXED – Visual graphics glitch that impairs player sight. (Also known as the “Bird Box” glitch)
  • FIXED – The shield collision box is not synced properly when the player looks up and down.
  • FIXED – On Bomb, counter defuser will instantly appear in operators’ hands instead of playing counter defuser animation
  • FIXED – Missing frames on crouch replays on end of round replay and death cam replay.
  • FIXED – Defusing at the last moment will not stop the round timer and prevents the round from ending.
  • FIXED – The holographic sight reticle thickness.
  • FIXED – Players can become immune to Stun/Flashbang effects after being stunned multiple times in Hunt.
  • FIXED – Recruit operator has Fuze’s default green ballistic shield skin instead of a black shield skin.

Game Mode

Terrorist Hunt

  • FIXED – Users in a PVE squad session can be stuck in an infinite loading screen after voting to retry.

Custom

  • FIXED – In Pick and Ban, if player votes ‘No ban’ for the first ban, the ‘No ban’ option is automatically selected in the second ban-round.
  • FIXED – In Custom matches, the Operator art remains grayed out when ‘Change Operator’ button is pressed during 6th pick.
  • FIXED – In Custom matches, players cannot re-pick their previous Operator selection during 6th pick.
  • FIXED – In Custom matches, when the Attacker’s Unique Spawn option is set to off, the Attacker’s tactical map may have missing or displaced icons.
  • FIXED – In Custom matches, when a player leaves after spawn location vote, their vote count text remains.
  • FIXED – Players who are Clearance Level 5+ can’t create a Custom Online game when in a squad with users who have a CL less than 5.

Operators

Nomad

  • FIXED – Drone collision issues with Nomad’s Airjab when deployed on any surface.
  • FIXED – Fire damage from any environmental map sources will not destroy Nomad’s Airjab.
  • FIXED – Nomad’s Airjab does not deploy on some types of debris.
  • FIXED – Certain gadgets are not destroyed even when Nomad’s Airjab pushes an Operator through them.
  • FIXED – Mute’s jammer can cause incorrect Airjab detonation behavior.
  • FIXED – One of Nomad’s VO lines does not play properly during Airjab detonation.
  • FIXED – When Nomad deploys an Airjab inside a smoke grenade, she can sometimes gain vision inside the smoke grenade’s area of effect.
  • FIXED – Nomad’s Airjabs can sometimes be activated and destroyed at the same time.
  • FIXED – The yellow laser on Nomad’s Airjab will shift left when the unequip animation is interrupted.

Alibi

  • FIXED – Alibi’s Prisma will not activate when dropped by Alibi after being pushed-back by Nomad’s Airjab

Kaid

  • FIXED – Addressed recoil differences of Kaid’s TCSG12 with mouse vs controller input.
  • FIXED – A round remains in the chamber while performing a full reload of Kaid’s TCSG12.
  • FIXED – Lesion’s Gu Mine will deploy in electrical barbed wire if deployed before or at the same time Electroclaw activates.
  • FIXED – The Electroclaw visual zone effect disappears after being deployed when switching operators in Support mode.
  • FIXED – Gadgets will still remain electrified by Kaid’s Electroclaw even after destroying the barbed wire on which the gadget was originally deployed.
  • FIXED – Some parts of Kaid’s uniform clips with the player’s camera when prone against a wall.
  • FIXED – The AOE effect indicator for Kaid’s Electroclaw is missing or is smaller while the gadget redeploys itself after falling off from a deployable shield.

Level Design

  • FIXED – Some walls do not respond properly to destruction after being hit in the same spot repeatedly.

Fortress

  • FIXED – Sound propagation issues in Kitchen / Central Stairs on Fortress.
  • FIXED – Operators bodies clip through the wall of 1F Kitchen on Fortress.
  • FIXED – Operator bodies can clip through a box on 1F Hammam.
  • FIXED – Floating debris when destroying ceiling surfaces in 2F Bathroom.
  • FIXED – Players sometimes pass through the indestructible separator walls of 1F Courtyard on Fortress when activating Nomad’s Airjab from a certain angle

Coastline

  • FIXED – Players can vault through the floor to 2F Bathroom on Coastline.

Chalet

  • FIXED – When placing Fuze’s Cluster charges on the floor above certain metal beams, the pellets will detonate but will not deal damage to the environment or the players.
  • FIXED – Certain ceilings on Chalet don’t destruct properly due to horizontal pillars blocking explosions.

Kanal

  • FIXED – Players sometimes clip through wooden walls of Kanal.

User Experience

  • FIXED – Ranked match summary displays the individual MMR earned from the match, and not the Player’s current total MMR.
  • FIXED – Players sometimes receive a [2-0x00009008] Game Full error in Casual matchmaking.
  • FIXED – Voice chat audio continues to transmit even when alt-tabbed out of the client.
  • FIXED – Erroneous menu UI visual effects when using a controller.
  • FIXED – Menu UI tabs sometimes overlap when using two different inputs.
  • FIXED – Two observation tool key binding popups still erroneously popup on first boot for new players.
  • FIXED – Scrollbar overlaps the end of the details list for seasonal weapons.
  • FIXED – Incorrect compass location is displayed when drones are close to the ceiling.
  • FIXED – Players can duplicate weapon skins between two weapons.
  • FIXED – 2D visual corruption when vaulting over any thin objects.
  • FIXED – VFX issue with Reflex sigh on Spetsnaz attachments.
  • FIXED – FNP9 Pistol Iron sight not centered properly.
  • FIXED – Killcam replay moves sporadically when an operator dies from a thrown C4.
  • FIXED – Kaid and Nomad’s default headgear is misnamed.
  • FIXED – The “Canadian Trenches” Uniform for Frost has a clipping issue around the chest area.
  • FIXED – Glaz’s Elite Uniforms & Headgears have missing titles on the Operator screen.
  • FIXED – Headgears are not arranged by order in player’s inventory.
  • FIXED – Sorting charms by price leads to an alphabetical sort in the shop.
  • FIXED – The Vigil Chibi Charm visual effects missing around the sides of his mask