It's time we put a stop to the romanticism of life in space. Too long have we had to endure the thrills of blast-filled chases through asteroid belts and hyperspeed flings among the stars. Who do these games think we are? Interesting? No, we want the truth! We demand the 9-5 trudgery and certain, unforgiving death that comes with being a cadet in Star Command! We demand Hold Your Fire: A Game About Responsibility.
On its surface, Hold Your Fire has an excitingly fresh concept. As the amusing in-game text points out, your role is to protect the innocent people of the galaxy from space-faring threats. Anything that goes against this one command will be met with your termination. Not the pink slip kind; the black body bag kind.
Although Hold Your Fire gives every indication of an arcade-style space shooter, the above edict means you can't go spamming the fire button. Space isn't all warlords and jerks, and hitting a ship that isn't attacking means you're done. The game, in fact, seems set to place an innocent ship right in front of you at game start, meaning an impatient hammering of the fire button to get into the game will most likely get you toasted before you even set out.
This element of checking targets and being more thoughtful of placing one's shots would be enough to earn the game its use of the term "responsibility." However, the design takes the concept of protective duty too far in some aspects and not far enough in others, putting a serious dent in its fun factor drive.
The player-controlled ship is held to left and right movement at the bottom of the screen, facing oncoming ships in a top-down view as a nice space field saunters by in the background. These other ships, at least in the onset of the game, move straight down the screen at a relatively calm pace. Since the majority of ships are innocent, it can be up to 10 seconds before you come across a hostile.
The "attacking" ships are like every other ship except that they blindly shoot straight ahead, aiming at nothing. This doesn't make them feel like threats as much as neglectful captains who've accidentally set their can of space pop on their fire button. Let them past you, however, and the neglect falls squarely on your shoulders: you die.
By the way, you really don't want to die; especially because there's only one life. Every death is a flash of red, the Wilhelm scream, and an instant ticket back to start it all over again. And again. And again. The developer saw fit to set an on-screen tally not of how many times you die, but of the 9 different ways in which you can do so.
Destroying an enemy ship means placing yourself in harm's way as your ride only fires from the front, so expect to catch yourself on the tail end of enemy shots a number of times as you desperately try to slip in before your window of opportunity closes. If you're successful, you get a point. So, look forward to 1 point about every 10 seconds or so. No points are given for anything else like letting innocent ships pass or picking up items (if there were any). You're on minimum space wage.
If you manage to survive up to 10, small asteroids will start coming into play. Letting these pass by will kill you, and shooting them causes them to break into four smaller asteroids going in separate directions that may hit innocent ships and kill you, and while you're dealing with them an "attacking" ship may just pass you by and yes, kill you. Yet even while all this might sound hectic, it's not. It still feels plodding. It may speed up over time, sure, but the fact that any one mistake equals instant death means odds are high of repeating a dull beginning an exhausting number of times before even having a chance at anything more dramatic or new.
The music, at least, is enjoyable even if only one track plays during the game. It's a mix of sci-fi tones and thrumming electric guitar that surprisingly didn't seem to get old in our time of responsibility.
Conclusion
Credit needs to be given to Hold Your Fire for having the notion to take on trigger-happy shooter tropes, but the overall execution of the idea just makes it feel adrift. The demands on the player are high and yet the engagement feels low, giving it a feeling of tedium. Instead of using the "responsibility" aspect to force the player to try and be perfect, it might have been fun to give the player actual choices to face. Do you let an enemy ship by to take care of another problem, for example, knowing it may have consequences down the line? Unfortunately, the only choice the player makes in Hold Your Fire is whether they want to hear the Wilhelm scream again.
Comments 23
I saw a space game. I had my hopes hope
Did i miss something? Is there some competition going on in the indie scene competing for the longest most ridiculous titles?
Sounds like it could have be improved with a few key design changes.
Like having multiple lives.
Having "three strikes against you, and you're out/lose a life".
It sounds like every ship flies in a straight line, right? Well giving them bit of movement to the side would have helped matters somewhat.
And those asteroids sound like they could have done with some tweaking to make it play better.
I loved "Papers, Please", so games of choice and consequences intrigued me. However, after reading this review, I think I will give this one a pass.
... I will hold my wallet instead, thank you.
What a name to call something that's supposed to be fun!
Nice review, articulate and with the right amount of funny. Congrats. On the other hand, shame for the game, sounds like a missed opportunity.
Well...0_0
Is this the same Star Command that Buzz Lightyear hangs out with?
Looks like the only great shmups on Wii U are Virtual Console games.
Meh, I had more fun playing with Buzz Lightyear fake calling Star Command over this game.
more like Star Bores...
@chiefeagle02 I played it a lot but never reached all endings. It would be a great game for the WiiU, using the stylus and gamepad screen, better than a mouse on PC. "Papers Please" is really addictive, considering how simple it is, and you get in some kind of depressing mood. I love it.
@ChessboardMan Ship behaviors actually do become more complex the longer you play. We try to drip them out at a rate that we think people can handle instead of introduce new behaviors all at once. The further you get in the game, the more you'll need to keep track of since it is easy to become irresponsible and do something that you may have forgot about.
Some people might not enjoy the one life mechanic, but this game wasn't made for those people. We had in mind the masacore audience and people who like games such as Kaizo Mario that involve a lot of memorization and easy deaths. If anything, we have had more failures in marketing and actually want people who don't have tolerance for these types of games to stay away since they likely won't like them. Hold Your Fire has a thriving Miiverse community of people trying to best their scores and unlock all the different death types (something no one has done yet on Miiverse).
We do admit that the beginning might be slow, but this isn't the type of game you try to beat in one sitting anyway (just like Explody Bomb). It is a game that you gradually get good at, hence the budget price. As soon as you feel frustrated, you take a break and try again later. We also spread out the content so people can talk about what else is to come on Miiverse. We want our customers to get their money's worth.
I'm not going to question the reviewer's subjective experience of the game. I'm sad they didn't have fun and I'll keep their feedback in mind if we do a patch, sequel, or when we make another game. I just wanted to let you know that the game does become more complex. From the wording in the review, the reviewer probably never got past 20 (probably due to boredom for which we are sorry if that's the case).
It doesn't bother me when not everyone likes our games because we know we have fans and hearing complaints helps us know how to get new fans. If anything, your enjoyment (or lack thereof) is a personal matter. I'm usually horrible at hard games, but find enjoyment in making them because I like to challenge people's expectations. The question remains how to make that enjoyable for our target audience. I'd like to expand that audience, but it is hard to know what everyone likes. As a small company, our research involves whatever we can find on the Internet, but in an ideal world we would have to have a UX lab to really answer those questions. We hope to get there one day.
It is only our second game and we hope to please as many people as possible over time. We hope you'll try out our games and voice your concerns directly to us. This can be through Miiverse or our social media channels. We'll strive to be more active so we can know what our fans do (or don't) desire, but our dedication is to our fans first. But we do hope to widen that circle.
Thank you for your time!
@chiefeagle02 Check out our Miiverse community and try to figure out if it is the game for you. We have a number of dedicated players who love to see the new content that appears every 10 points (up to a certain point). Based on the text of the review, the reviewer never made it past 20. We probably should have sped up the appearance of new ship behaviors, but we wanted to make sure players could handle them which is why we drip them out at a certain rate. Plus, this really isn't the type of game you play in a single sitting.
@MagicEmperor We actually wanted to reconsider calling them that to avoid a lawsuit, but after researching it we found it is used fairly often in games and other media. Although we do make a fun nod to Disney during one of the Game Over screens.
@ikki5 We hope you'll check out our Miiverse community, since a number of people have made it further than the reviewer (who seems below 20 points) and love it. We do keep everyone's feedback in mind, though, and will consider making the game move a bit faster for people who think it is too slow. We're a small startup and don't have a complicated user research lab, but it is definitely on the agenda
@Ricube @SH007ME @retro_player_22 @Seanmyster6 @MagicEmperor @Tempestryke @KTT @ULTRA-64 @andrea987 @Shiryu @DarthNocturnal @chiefeagle02 @ChessboardMan @ShanaUnite @ikki5
We posted free download codes in the Nintendo Life forum and are hosting an AMA there. The link is here: https://www.nintendolife.com/forums/wiiu_eshop/hold_your_fire_wii_u_download_codes
@alkteriosgames Thank you, I will keep an open mind about this one.
@alkteriosgames Thank you very much for your response. It means that you really care about people appreciating your game. I was unlucky because it seems that all download codes has already been used, but I will follow your work because i actually like original games that can make you play in different ways. We'll see..
@Ricube What territory are you in? I edited the post to reflect that it only works in North America.
@alkteriosgames You misunderstand. From the sound of the review your 'simpler' enemies, are among the hardest to deal with. The suggestion to make them move to the sides was to make them easier to deal with, not asking for more complexity. The reviewer describes his experience as having to enter their line of fire to try to deal with enemies, and how this was frustrating to do without getting hit. Sure, you want your game to be hard, but by the reviewers description of it, it starts off too hard.
@ChessboardMan Thanks for your feedback! You make a fair point and we'll be sure to keep it in mind. We have no ill intentions towards people with different views and we'll keep them in mind.
Edit: the ship behaviors also get harder, not easier. The game isn't for the faint of heart, although we definitely understand if people don't like that. We just apologize if the game ever gets boring and we'll think on how to handle that.
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