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UTOPIA 9 - A Volatile Vacation Download] [Ativador]

Updated: Mar 12, 2020





















































About This Game Are you in need of a vacation to remember and would you like to kick back and enjoy yourself? Then Utopian Travels would like to welcome you to the best vacation resort the galaxy has to offer, Utopia 9! The planet is terraformed to give you the ultimate holiday in a relaxing atmosphere with guaranteed sunshine all year all day. Our professional and friendly staff are always ready to tend to any of your personal needs. We look forward to be welcoming you!Utopia 9 – A Volatile Vacation is a rogue-like 3D twin stick shooter. The game is set in a tragicomic future with a retro sci-fi feel. You play as the most recent guest to arrive on the vacation resort Utopia 9 but nothing is as promised! Upon arrival, you must make your way through hordes of space mutants determined to take you out and snatch your loot. The nemesis system adds unique enemies and invites the player to take revenge on the mutant murderers! Can you survive the mutant onslaught and sue the travel agency? Utopia 9 is a Rogue-Like 3D Twin Stick Shooter, featuring:Procedurally genereated levels!Challenging gameplay & Permanent death!Social corpse, loot your friends!Local co-op up to 4 players!Shields, armors and 40+ powerful weapons!Mutations granting unique abilities!Evolving enemies that loot your corpse!Avenge yourself and reclaim your gear! 7aa9394dea Title: UTOPIA 9 - A Volatile VacationGenre: Action, IndieDeveloper:WhalegunPublisher:WhalegunRelease Date: 5 May, 2016 UTOPIA 9 - A Volatile Vacation Download] [Ativador] utopia 9 - a volatile vacation review. utopia 9 a volatile vacation. utopia 9 - a volatile vacation descargar. utopia 9 - a volatile vacation igg. utopia 9 - a volatile vacation download. utopia 9 - a volatile vacation скачать This is a game with alot of potential that I feel was held back by design decisions.In practice it's a rogue-lite twin-stick shooter. The idea is you start off weak and progress down a series of maps, with randomized points of interest along the way. You get little hints as to what you can expect to find down a certain path, so if you are in desperate need of armor you can keep your eye on the map and look for a path to get you to more armor. This is great in setup and concept! But the actual gameplay is...lacking. Movement is very slow, weapons are very weak and borderline useless, and health and ammo pickups are unbelievably scarce. After beating the game once I played a couple more times and lost interest just due to how weak you constantly feel. Every run is super slow and you are always wishing you were stronger.It's an OK game. I don't think its bad, but nor do I think it's good. There are better choices in the genre to play first, maybe check this one out if it's on sale.. If you enjoy Gungeon, Nuclear Throne, or Binding of Isaac this hits many of the same bulletpoints but adds "Couch Co-op Friendly" to the mix, along with a unique inventory, and a mutation system that allows you to do downright stupid builds. Control is smooth on both keyboard and gamepad, Weapons feel impactful and different, the ragdolling corpses ond debris add to the chaos as your wrench sends a foe skipping across the road splatting bits of him as he slams off of walls and dumpsters. A well placed grenade sends a gaggle of enemies haplessly twirling through the air showering drops soylent and gore. Its got a kitschy retro-futurist vibe going for it too which adds a further layer of absurdity to the action. The weapon variety is strong, with even two weapons of the same class being totally different. A 4-slot weapon inventory system makes loadouts particularly interesting as you can dual wield any two 1-slot single handed weapons or just lug around 2 2-slot heavy weapons. Painting the alleyways and streets with twin powerfists is pretty hilarious, then again so is dropping a wall of lead with a flak pistol and doublebarreled revolver. You also have slots for different types of wearable armor and an active item slot for various thowable weapons. The item pool is just big enough for particular goodies to be rare, while small enough that nothing is chaff. Mutations and Creams mix it up further and allow you to "build" a run and pursue synergies rather than reactively coping with whatever comes along. Like Nuclear throne, you are given three choices each level up, allowing you to add effects to weapon classes, gain passive\/active abilities, or cause new kinds of stuff to drop. Creams are buffs you choose at the outset of runs to slant your hapless vacationeer into certain playstyles, each coming with a powerful buff, but also one or two fairly serious backdraws right out of the gate. Co-op tends to be where other watershed games of this type typically end up wanting, here it's a primary focus.The action while frantic,is much easier to read than its contemporaries, pickups are shared, chests give off more loot per player and it's fairly hard to lose track of your character amid all the explosions particles and gore.. Amazing game! The Co-op is really where it struck home for me, great way to kill a few hours with a friend. They are realeasing awesome updates consistantly and I can't wait to see how to game changes over the next few months.. Definately one of those smaller scale fun indie games, I don't see this game as becoming a big blockbuster, but I do see it as a passion project and being enjoyable for what it is, which in my opinion, is quick, mindless fun with just enough replay value and interesting elements to keep you investedLet me break things down with what makes this game (Will call it Utopia 9 for short just to make things easier) an interesting and quite funny game, as it does do some things that are expected\/have been done before, but first up it doesn't do those things badly, and secondly, where the game does do different\/new things are a tad weird, but in a good\/inovative wayLet me just start by explaining the game itselfUtopia 9 is a rogue like twin stick shooter with a cartoony\/almost Boarderlands-esque art style where you play as a human in the futue that's getting their vacation ruined by these weird freaky aliens, and you have to stop them with everything from literally your luggage breifcase as a melee weapon to the standard shotguns and smgs to crazy stuff like a chain taser or a shrapnel firing one handed shotgun. On top of that you basically buy gooey\/splatoon esque (every powerup you pick at the beggining of the run leaves a pile of goo) drugs\/enhancements that can give you bonus abilites\/perks at the beggining of a runAs you can plainly see, this game just yells parody and passion project (which isn't a bad thing at all) to me, its silly elements and not being a serious game at all, with a more alien focus, kinda feels like a mash up of Zombies Ate My Neighbors, with the whole alien elements of Destroy All Humans (obviously, your the human here tho)Now all these elements are fun, fine and dandy and are executed well. But what stuck out to me\/what makes the game interesting and have a tad of its own "spices" if you will, is the following elementsPath-Picking-The game allows you to pick a route to go down every time you complete an area, but there's a bit of thinking as well as risks. One area may have explosives in the area and you can go down that route if you want to upgrade your "toys" or another rotue may have a focus on health pickups, but each of these routes may come with problems like melee focused enemies one route, and long range enemies the other route, so not only do you have to pick out which route based on risk, but also based on what you think you might needSecondly is the way that dying in this game can affect your next run, and lets just say virtual vendettas are a thing for Utopia 9. Why? Let me explainWhen you die, an alien nearby picks up all your stuff and also quite literally gets "roided up" and while you may obviously want revenge to go after your old stuff, it also won't be easy and can potentially compromise your run if you get tunnel vision, not to mention that your previous incarnations can "haunt" you during future runs and you may run into the 9th or 12th character you used. In short, you have to wonder if it's best to try and get your stuff back\/get revenge, or keep away from these encounters and see how far you can goThis, is what makes Utopia 9 a weird game, but a good kind of werid, and I can definately reccomend this game, but I also see this game as potentially not being everyone's cup of tea with it's different approaches\/executions to things, just be sure to keep these things in mind while browsing\/reading about or considering buying the game. This is such a hidden gem. I'm having so much fun discovering new weapon combinations and strategies. This has the potential to be one of the top rogue-like games out there. Please keep updating this game!. UTOPIA 9,When I got this game, I had no expectations, no knowledge or anything about the game. I just dug right into it.It's something special. I mean, it looks like many other games of the same genre. But this in particular has some unique rogue-like features to it, that I most certainly love.The game itself is easy to learn, and quickly you will play it once or twice a day, just because you want to clear the place where you died.I won't spoil anything, since I think you should learn for yourself.I deffinetely recommend buying this.. Bought it at $6 while on sale. 100% worth it.BIGGEST REASON YOU SHOULD TRY: The difficulty is SO PERFECTLY TUNED. Its only too hard when you're careless and only too easy if you're very lucky. Second biggest pro: The game works without fault. From bugs to gameplay. Consistent and easy to use. Third Biggest Pro: CO-OP that works! I Spent 8 hours of SOLID fun before I finally had beaten every aspect of the game. Not a single gripe other than they obviously have all their systems set up, yet there aren't more "mutations" and Weapons to use. That being said If they release any DLC (I would be surprised of they dont) it will be a DAY 1 purchase.There is so much they can pull from this concept, I really hope they keep adding to the game and take it from being just being great to top 3 games of the year (for me)...8.5\/10 If you like twin-stick shooters: Buy it.If you like Binding Of Isaac: Buy it.If you like Enter the Gungeon: Buy it.If you like a ridiculous pretense for mass slaughter: Buy it.. This initially started at the bottom of my twin-stick 'to-get' list. Factors were a poor impression gotten from a more-narrative-than-informative trailer that seemed more interested in showing off a rather half\u2665\u2665\u2665\u2665\u2665\u2665\u2665mixed media motion-comic than its gameplay, and vague 'samey' screenshots that seem to sell the vistas more than the main course. It had even put me off looking for lets play videos as a result. Talk about false advertising....So I finally got round to this little \u2665\u2665\u2665\u2665ing gem which I now consider my favourite twin-stick dual-wieldable experience I've had since hotline miami. And even then I love it alot more in many ways. So it might just be my absolute favourite twin-stick experience EVER. Makes me regret even wasting my time with the 4-5 other more popular titles. Mainly due to the following aspects:PROS:1)The GUNPLAY PACING. UNGGGHH. SO \u2665\u2665\u2665\u2665ING REFRESHING. Initial firefight on the landing (scrapyard) zone had my eyebrow raised throughout, uncertain if I was playing in a artificially slowed, slowmo ballet mode. By the time I had to switch hands to blind-fire from behind the benches at the welcome area while using my briefcase to shove the bench against the melee goons I. WAS. SOLD. 2)The tactical pacing! Yes, the players projectiles fire at a faster(normal?) velocity while the enemies seem to suffer a slowdown in theirs for the most part, and in typical arcadey fashion, all their attacks have some sort of wind-up sequence that adds to this intoxicating blend of almost too cheese and easy to predict vs. 'once you get too cocky\/adventurous with the gunkata and unsuccessfully failing hard at john wicking due to a microsecond reaction delay, a handful of unforseen tactical parameters changing, and a face full of FAST shotgun pellets you'd find yourself falling onto the landing site once more in your sorry excuse for a tourist transport pod.'2)Animations are simple, sometimes lazy, definitely clever. Always satisfying. Details like shields getting torn apart and caps getting shot off and faceplates shattering, to the barrels while terribly recycled are easy to gloss over because of the elegant integration with physics. The little things are what also help this shine. 3) Sound of a fleeing mutant getting shot in the back, letting out an adorable shriek, and splattering against the pavement never gets old. Gore, even though visually overdone, somehow doesn't feel overdone as a whole package, very... Artfully balanced. Maybe cause its nice to go all jackson pollock on the muties. Still processing why. CONS: 1)The nemesis system feels more punishment than encouragement, with the mutie getting super jacked up and somehow spawning with only (1?) of the weapons he seemingly looted instead of 2? Either way on my 8th tourist, I figured it was pretty much the fault of the random generation not being very... Fair? In a game where every scarce healthpoint counts, having such a seemingly diverse and random variety and position of mobs from even the starting zone, felt a bit cheap. I had really simple cheese runs to dying within the first two levels due to (early?) grenadiers... their blast radius... Omfggg 2)Explosive destructibles. Initially, i felt the abundance of damaging props in the surroundings were a lazy attempt at filling the level, but once faced with a random assigned HUGE MOB, kiting them in and around the various destructibles helped thin out their ranks was indispensable to progressing. Sometimes tooo forced, feels like im at a tactical disadvantage for not utilising barrels, after all isnt this meant to reward mano-a-mutant marksmanship? Probably just me? (also.. Fully charged cooking glove and explosive barrels are a bit too imba? !) 2) mutations are sometimes too obviously useful (convert ammo to hp) and becomes a bit game breaking, no encouragement for experimentation and risk\/reward play for me as I think dying at the final boss because of a 'telefrag' spawn kinda sucks\u2665\u2665\u2665\u2665\u2665 55 minutes in, i dont think making myself 'stronger' with a spray matters all that much, if what im building towards in terms of loadout(which lets face it, IS the game), is never certain. Too many layers of such randomness did not encourage me to dial in on the tactics i enjoyed so much of as mentioned above, and since time-to-be-killed especially sucks to fun out of\/does not encourage me to try out the vastly unique range of weapons. I'm sad to have learnt that the devs will no longer be supporting the game for the forseeable future but I look forward to following their work. Keep it up you two! I love your taste, and thanks for having made this.. Great indie effort. Has the charm of Magicka, difficulty of Nuclear Throne, and graphic style in a class all by itself.

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