Quick Hits! Steam Next Fest Edition
by jeremyf
If I had to list all the upcoming AAA releases that excite me, I could get to… probably two . Indie games, though, are a different story. The various summer showcases put dozens of small games on my radar. That rolled right into Steam Next Fest, where many of those games published demos. Basically, my wishlist is full to bursting. I set aside a day to try as many demos as I could. I didn’t play...
If I had to list all the upcoming AAA releases that excite me, I could get to… probably two. Indie games, though, are a different story. The various summer showcases put dozens of small games on my radar. That rolled right into Steam Next Fest, where many of those games published demos. Basically, my wishlist is full to bursting. I set aside a day to try as many demos as I could. I didn’t play all of them for a great length of time - just long enough to know if I was interested in the full release or not. Here are a few of the titles that appeal to my particular sensibilities.
Angeline Era


Are there any developers that have earned a “lifetime pass” from you? For me, it’s the two-person team of Analgesic Productions after 2019’s Anodyne 2. The studio’s dreamlike atmosphere, low-poly aesthetic, strong narratives, and unconventional gameplay all set them apart from the crowd. Their upcoming release, Angeline Era, looks to continue those strengths. I was a little skeptical the first time I saw the game. An isometric action game with bump combat? Maybe this wasn’t for me. But once I put a few minutes into the demo, I was pretty much won over. The game feel is very snappy. There’s a satisfying impact whenever you bump into an enemy. You also have a gun for combat at a distance, but its ammo depletes very quickly and it can only shoot north, for some reason. Analgesic loves those little restrictions that lead to unique challenges. If there’s one worry I have for Angeline Era, it’s a potential case of where-do-I-go-itis. A big part of the demo was searching individual squares for invisible entrances and items. This really isn’t my thing - I never cared for burning every bush in Zelda. And, sure enough, I got stuck partway through the demo and decided to just move on to a different game. It’s a guarantee that all sorts of cool secrets will be hidden behind this mechanic, but maybe they will include an option that gives more guidance for the less patient among us. The aesthetic choices I saw in the small bit I played were great as always. I love the use of color in Analgesic’s games, and Melos’s soundtracks are always a great listen. I encourage you to try this demo and experience that for yourself!
DoubleShake


I always felt that the 2.5D PS1 era was too short-lived. We got Tomba, Klonoa, and… I guess Pandemonium, but that one’s ugly so we won’t count it. Anyway, here’s DoubleShake, which takes aesthetic cues from those games, plus mechanical inspiration from Mischief Makers for the ultimate low-poly platform throwback. I only played a very small part of this one, not enough to even get anywhere. I love the art style, of course, because I apparently have a type. But I didn’t quite get a handle on the controls. I think the amalgam of mechanics from multiple distinct games kind of broke my brain. Also, I had difficulty navigating the town’s layout given the world’s twisting around. This opening section also has a lot of talking and quest givers. I wasn’t very interested in any of that, this being a temporary demo. Really, I don’t think this part of the game was the best choice to show off for Next Fest. There’s some polishing to be done still. But DoubleShake will at least stay on my wishlist until it comes out and the final verdict is delivered. Maybe it will pull a Klonoa and emotionally gut-punch you at the eleventh hour.
Demonschool


Demonschool is another PS1-era throwback, but the inspiration is very different. It’s obviously a take on the original Persona games, back when that series wasn’t popular. I did play a small chunk of the original Persona months ago. I didn’t care for it, but I still intend to go back out of a sense of completionism. Regardless, Demonschool is similar in aesthetic to those games, but not exactly in mechanics. Combat plays out as a tactics game, moving your teens around and issuing commands that play out all at once. I wasn’t immediately crazy about the combat for a few reasons. For one, this demo does drop you in midway through the game - according to the Steam page, about 10% through. You’re just kinda left to figure out the mechanics on your own, with a tutorial screen you have to pull up yourself. It seemed like only two of the four party members can actually damage foes, which is an issue when you’re asked to kill a dozen demons to progress. I felt the battles dragging - not a good sign for an RPG with hundreds of them. You also get experience based on how well you perform, so I could see someone sucking like me and getting even further behind.
In other areas, Demonschool hits the mark. I hopped around to a few different areas, and they all look fantastic. Whether it’s a cluttered classroom at day, your team’s run-down hideout, or the glowing midnight harbor, the artwork and lighting are on point. Fancy-pants screen transitions are taken from later Persona games, which accentuate the style even further. Also taken from those games is the calendar system. This demo contains an in-game week, which is evidently way too long for me to finish. Players longing for that relationship-building, time-allotting stuff should be in for a treat. I’m not totally sold on the character writing yet. Your party members seem to be sticking close to typical archetypes thus far, especially the “stupid” one. I’m going to need more than that to stick with an entire RPG. Demonschool certainly has promise, but I just wonder if it will get old before its runtime is up. It could very well find an audience when it comes out this September. And if it doesn’t hit for me, I still have a lot of actual Persona games to get to.
Tactical Breach Wizards


More tactics, more magic! This is a weird mashup of covert ops fiction and… well, wizards. Your special abilities are spells, which leads to a few mechanics I haven’t seen before. Seeing the characters prepare to breach a door reawakened memories of XCOM: Chimera Squad, which I forgot I even played. But honestly, that’s the best comparison. You progress through a series of small rooms, taking out enemies and accomplishing objectives along the way. The game wants you to knock enemies out of windows as much as possible. I’m happy to indulge. They also make a big deal out of the rewind mechanic, but that same mechanic was in every tactical demo I played for Next Fest, even the ones I’m skipping over. The wizard game felt pretty solid, although, again, we’ll see if it can maintain that excitement for the whole campaign. To the game’s credit, it’s fully aware of how stupid its premise is. The stakes may be high, but every dialogue scene is wall-to-wall sarcastic jokes. It’s a bit of a problem when every character is detached and sardonic, because they don’t feel very differentiated. At the same time, the writing got legitimate laughs out of me multiple times over the two levels I played. This demo turned me around positively towards Tactical Breach Wizards. It comes out in August.
Thank Goodness You’re Here!


Here’s another game that made me laugh, and one I’m sure won’t overstay its novelty. You’re this little man wandering about this ridiculous British town, getting into ridiculous situations that somehow help these ridiculous people. The demo is very short - around 15 minutes - which makes me think the full game shouldn’t be much more than an hour or two. I don’t want to spoil any punchlines, but the way jokes build took me by surprise. The animation is enjoyable, too, like you’re playing through an Adult Swim cartoon. I could see some folk rubbing against the style of humor, so go ahead and check out the demo to see if it works on you. And as an aside, it’s crazy that Matt Berry is in this game, but he hasn’t been announced for the new Fable.
of the Devil


of the Devil is both the worst title on the list and the demo I absolutely devoured. This wasn’t in any showcases, and I’m not even sure it’s technically part of Steam Next Fest. But while I was browsing, I decided I was really in the mood for a visual novel at the moment. You can download “Episode 0” right now, and playing to completion took me over an hour. Stop me if you’ve heard this one: In this visual novel, you play as a criminal defense attorney. However, aside from one buried “almost Christmas” reference, of the Devil has a totally different feel and attitude to Phoenix Wright. Take the setting, for one. The story is set in 2084, when the surveillance state has completely taken over and everything basically sucks. As I dug more into the worldbuilding, I was taken aback at how close this reality now is. The glossary of terms is presented as in-universe search terms, which is super creative. A description for the resident mega-corp has sponsored text at the bottom, some terms are restricted for being too controversial, and the listed “similar searches” give insight into the pain everyday people are feeling. If not for the holograms, androids, and advanced bodymodding that play into the story, I would say this world feels closer to 10 years away than 60.
I enjoyed all the characters in this demo, especially the protagonist, Morgan. She may be an attorney, but she visualizes the world as a gambler. Whenever you learn something new about the case, you earn chips that represent your credibility. When you eventually come to verbal blows with an opponent, you stake those chips based on your argument. If you know you have the upper hand, you can raise the stakes before presenting evidence. If the reverse is true, you should stay and minimize your losses. This is a cool, flashy system, but it’s a little silly because you can just save right before you make a decision and reload if it’s wrong. Regardless, I think the extended gambling metaphor that underpins the narration is fantastically unique. This case itself is a fun little mystery. Your client is accused of being the Heartbreak Killer, a serial murderer known for his accurate shooting and robotic detachment. Could it really be this dopey sap in the interrogation room? As the events play out, you can enjoy a great blend of tension and comedy, delivered through judicious use of camera angles and killer art (no pun intended). Episode 0 is entirely confined to the police station, yet these tricks make it feel much larger.
Time flew by as I played of the Devil, culminating in a huge surprise at the end. My jaw was on the floor! Then I checked back on the Steam page and saw that the description basically spells it out for you. I had clicked download without looking at anything else, and my experience was all the better for it. I am totally in for the rest of the game. With the way “Episode 0” is billed, I don’t know if the rest will release episodically, or all at once. There’s also no whiff of a release date I could see. It might be a while, but of the Devil will have a spot on my wishlist until that day comes.
That’s my Next Fest. I threatened last time to play only indies in the future. Now, that seems like a totally viable thing to do. Whether or not you agree, what stood out to you this year? Anything I should add to the list? Thanks for reading, see you next time.