FORCED, as it’s listed in block caps in my Steam library, isn’t just another ARPG or dungeon crawling hacking and slashing click-fest as you might first assume. In a nutshell FORCED cleverly combines the puzzle-y goodness and seductive challenges of Lara Croft and the Guardian of Light, the less-is-more customisation and twitchier targeting-based combat of Bastion, and the kind of frantic survival co-op madness reminiscent of Magicka and Alien Swarm. I love that it has no loot to tediously sift through and sell, no inventory Tetris — hell, no inventory — no experience points, no leveling, no grinding, no unwieldy hotbars chock-full of timers and symbols, no woefully unsatisfying stat increases like +1% chance to critical or +5% resistance to fire damage, no specialisation that irritatingly locks you in for the rest of the game, no convoluted skill trees, no mind numbingly inevitable dungeons, no quest drudgery and the typically awful (and pointless) dialogue accompanying them, no long-winded time wasting story that takes itself too seriously — FORCED just lets you get straight down to what matters: the trials and working out how best to conquer them.
Once, when I was teaching, I brought the original BioShock into the classroom to show it off to students. We plugged the 360 into a big projector and played it large. I handed the controller to a student and let him play around.
I was kind of fascinated by the response.
Last week on Twitter I was alerted about the existence of a little game called Ossuary. This is one of those situations where I hundred-percented the game, but it’s a odd enough experience that I’m posting long impressions rather than a full review. I definitely recommend it; it’s certainly not for everyone; but then again what is, especially in games?