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StarForge Review: Crowdfunding Nightmare - YouTube
Channel: MandaloreGaming
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Before there was "No Man's Sky", there was "StarForge".
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You might not recognize it by the title alone, but the gameplay reveal of it got around.
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The game "Minecraft" was in a popularity golden age, so, naturally, other developers wanted to get in on this.
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But "StarForge" was selling itself as being much more than a "Minecraft" clone.
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For starters, they were aiming to have more realistic visuals.
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That's a pretty immediate difference.
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On top of this, they sold it as more than just another building game.
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There were gonna be RPG mechanics, there were gonna be team battles and PVP modes.
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Environments would feel alive, you'd have custom weapons and could fly into space...
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Wait... What?
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"StarForge" used to hold the title of the fourth lowest rated game on Steam.
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At least, until was taken off the website.
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It seemed like they wanted it buried and forgotten, but I didn't forget.
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Neither did the people who really got burned by it.
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So, if you're not familiar with the game, you're probably wondering why it's so hated and how it ended up this way.
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Well, this IS a review first and foremost, so let's take a look at the game.
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The menu actually features the best part of the game, which is the soundtrack.
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I've had it playing the whole time.
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It reminds me of the "Terminator" theme crossed with "Starship Troopers".
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This music has some soul, so good job, Kevin.
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Generating a map for the game is simple, but the water height setting is a little vague.
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Are there going to be no water bodies in the game without this?
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I guess I'll know soon enough.
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Uhh...
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Well, so far it's like if Sean Murray was the lead developer for "Subnautica".
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The game seems like it doesn't have a whole lot to process right now.
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So I'm literally in a Land O'Lakes, but my frame rate isn't buttery smooth.
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In fact, I'd say it's a bit more than marginally shit.
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So what's happening here?
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"StarForge" was built in the Unity engine, which has gotten a bad reputation for the wrong reasons.
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This game here is called "The Forest".
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It's also a Unity game that, at the time of this video, was still in Early Access.
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It's a pretty game that's running without a problem, and I recorded this right after playing a session of "StarForge".
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This might be one of the worst-performing games I've ever played.
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So how come this Unity game runs and looks like this, and "StarForge" is... how it is?
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The problem is not with Unity. It's with the developers.
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There are plenty of popular, or at least well-performing games on Unity.
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But now it's fallen prey to a curse.
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You might know it.
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"Crafting."
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"Survival."
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"Open World."
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"Early Access."
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These have all the letters you need to spell out "CURSE".
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These are "CURSED RUNES".
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It seems the more of those boxes you tick off, the more likely the game will be bad.
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And yeah, I know there's some exceptions to this, but that's how a curse works.
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It could be nothing and you'll feel silly for thinking about it,
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or you get the equivalent of Imhotep sucking $20 out of your wallet.
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Anyways, the reason things are this way is because Unity is a good engine for non-programmers.
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It has a web store, where you can buy assets and essentially stitch together a video game out of them.
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So most development teams with programming "know-how" will make their own engine or use something like Unreal.
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But if they do use Unity, they know how to optimize assets and make it all run together.
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There's a few things that give me the idea that "StarForge" lacked in this.
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So, while on a technical level it's a nightmare, let's talk about the art style.
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Colors in the game are very muted. There's just this general ugliness to everything.
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I'm not sure if your hands are supposed to look like clay.
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In fact, I'm not sure what a lot of things are supposed to be.
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When I first started out, I had no idea what I was holding half the time.
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That's really not a good way to start off.
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A few of the biomes in the game are actually pretty neat.
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Some of the strange plants and alien life kind of reminded me of the book "Expedition".
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[Angry alien monster noises]
But then you would have, like, these weird, armless Hydralisk worms that would attack you,
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and any hope you have of getting kind of into the game is gone.
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The enemies in the game get stuck on everything.
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Their quality is also taken down by the poor, to sometimes broken animations they use.
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This is on top of them looking technically low quality for a 2014 game.
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Look at this for example.
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This is a DEAD enemy.
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Yeah, dancing around is the arachnids' "I'm dead" animation.
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And this problem definitely isn't unique to be arachnid.
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♥ Goodby-ye. ♥
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♥ I love you~ ♥
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One of the few things in "StarForge" that gave me genuine joy was watching animals fall down the mountain.
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[screaming]
One of the few things in StarForge that gave me genuine joy was watching animals fall down the mountain.
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[screaming]
I don't know why they didn't program their AI to handle slopes.
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I mean, they did go through the trouble to animate and model these unique alien creatures, so...
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Wait a minute.
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What's this?
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(reading): "Alien bug model 302, includes animation rig..."
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Oh!
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Oh, they didn't make these!
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[shooting bugs]
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[more shooting]
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[angry alien worm noises and shooting sounds]
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[Angry alien monster noises]
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[Angry alien monster noises]
DAVE: "He's eating me!"
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[Angry alien monster noises]
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[Angry alien monster noises]
DAVE: "What the f-!"
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[Angry alien monster noises]
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There's no real way to tell how many this game's assets are really original.
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The people they bought the alien assets from aren't listed in the credits,
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so who knows what models they made compared to buying them off Unity.
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But here's something that bothers me.
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This is the original worm asset.
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The guy who made it found out it was in the game when he saw the trailer.
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He seemed pretty happy that his work was getting around.
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The animations in his demo are very smooth and precise.
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But what about when it's thrown into the physics of "StarForge"?
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It seems kind of clear that it wasn't polished for this game.
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Learning this explain so much about why the enemies acted bizarrely different.
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I mean yeah, they were running on a budget, but we'll come back to that later.
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So the art style is all over the place, clearly unfinished, and the game runs like garbage.
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Not a great first impression.
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I turned graphics down to the minimum at some point and it didn't look too different, and ran the same.
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The visuals give an immediate impression that this game is broken.
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Let me show you HOW broken.
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Here's what happened when I dared to turn the in-game music down.
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If a song falls in the woods does it... kill a tree?
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Well, in "StarForge" it does.
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They sold this for $30-
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What about gameplay?
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I mean, what's the whole point to playing "StarForge"?
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If you've played any survival game, it's not a whole lot different,
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but in this game you start scratching your head really early.
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Like, why do I have to grab the space corn in one specific spot?
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And three stalks only give me one fiber?
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You kill a weird space pig to get meat, but it doesn't have any meat - it has a blueprint for cement stairs.
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WHY?
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Why does the drill make grass evaporate into nothingness, and why just doing that break the sound?
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[Bizarre audio glitch]
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How come I can't look at items in my bar to see what I'm holding, but I could look through at my inventory?
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WHY?
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The tutorial wasn't helpful.
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I also couldn't change any of my keybinds, because I couldn't find any keybinds.
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I had to look in the "StarForge" wiki, and even then, most of them are out of date.
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I had to use a wiki to even find controls and even then they didn't work!
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So, I figured I should consult the wise master.
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I assumed he was like Sisyphus and only playing because it was a divine punishment.
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But he logged out when he saw me connecting, so I guess I'll never know the answers.
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BY THE WAY,
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connecting has its own little quirks.
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If you click "Connect", you're stuck forever.
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You have to double-click the server name and then "Join" and you're good to go.
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It's all so strange...
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So, to make the game tolerable enough to actually play it, I brought in a team.
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This could have been the largest influx of players the game has had all year.
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DAVE: "Do you know what- Do you know what this makes me feel like?"
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MANDALORE: "What?"
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DAVE: "Remember that movie "Atlantis"?"
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MANDALORE: "Yeah?"
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DAVE: "There's that little, like, mole guy..."
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MANDALORE: "Is that supposed to be you, Dave?!"
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[Laughs]
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MANDALORE BUDDY: "What the fuck?!"
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Since the game had voxel terrain, we thought it'd be a good idea to dig.
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Digging is one of the few things in the game that seems to work the way it's supposed to.
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It's simple and kind of fun at first.
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DAVE: "How'd you go so quick?"
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MANDY BUDDY: "I just... held out the mouse button down."
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DAVE: "That's what I did!"
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DAVE: "And now I, like, I can see through the ground and see space..."
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But if you dig too deep, then things can break.
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And this doesn't matter too much, because you learn that digging is pointless.
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"Minecraft" and games like it usually have resources under the ground.
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"StarForge" has... piles.
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The piles are massive and they only hold one resource.
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So, instead of digging or using sensors or anything like that, you just sort of run around the surface looking for these piles.
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Neither of these options are the good one. Just varying shades of bad.
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This is mainly due to the physics.
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"StarForge" uses a physics-based movement system.
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Words really... fail to describe the system.
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I'd compare it to selling an industrial furnace as a fast acting heater.
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Yeah, it does do what it's supposed to, but is it really worth it?
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I was only trying to walk down the hill here. I wasn't jumping or doing anything crazy.
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(whispering) God, look at that frame rate...
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Look at this!
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DAVE: "Where are- Why are you- What the fuck..."
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DAVE: "Why are you- What?"
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This is the worst movement I've ever played in a 3D game. Like, hands down.
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If you walk over a pebble that's too big, you'll go flying like Jet Li.
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This system makes the game nearly impossible to play normally.
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I think, it was designed for two things:
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throwing yourself into these...
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...and this.
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It doesn't even let you fly all the way up.
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That would... That would be a good selling point.
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If the movement wasn't bad enough, the damage states are also very vague.
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I think, they were going for a "Deus Ex'" limb-based damage system that they just never finished.
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Frankly, I have no idea how it works.
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But if we look past all of that, it is a game about collecting resources and surviving.
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Naturally, crafting is a pain.
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Some materials can be refined in structures, but a lot of them you need to do yourself.
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One building block can take a few seconds to make. You can't queue up orders either.
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So just building a really simple, like, 5x3 wall, might take you anywhere from 10 to 20 minutes.
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This is counting the time you need to put the block where you actually want it to go.
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As it turns out, physics-based movement is kind of bad for getting up on a precise angle.
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So I can't really recommend building anything either.
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The end game content appears to be this crashed Star Destroyer.
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The challenge comes from it being swarmed by about 10 million worms, and it also gives off radiation.
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It is a convenient four minute walk from the starting spawn though.
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The radiation might also be melting my '1060.
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At least, Tim is murdering the sleeping playerbase.
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TIM: "I broke into his house!"
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The ship is pretty small, is filled with annoying exploding enemies and you get stuck in everything.
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At this point, this is all to be expected.
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There's also mountain caverns with some enemies, but there's really no resources in here.
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Like I said before, the blueprints come from killing the bugs, so you can do that anywhere.
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I mean, what else is there to say? It's all broken!
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The planet in "StarForge" is an unending nightmare, from which I cannot wake, so let's try going to space.
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We'll take the helicopter.
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Well...
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"Elite Dangerous" and "Star Citizen" are finished.
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Did they mirror the texture on the back?
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Ugh, who cares...
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♪ Highway to the danger zone! ♪
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♪ Ride into the- ♪
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Alright.
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There's nothing new here. I screwed up.
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♪ -danger zone! ♪
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Going to space was a waste of time.
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This game was a waste of time.
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So, the big question is: why did it end up this way?
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When you look at the Indiegogo numbers, you can see they raised nearly twice their budget.
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The cash would be used to keep three devs running full time.
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Along with buying assets from artists they had lined up. And also polish.
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Really?
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Events after the campaign get hard to follow.
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The Indiegogo page has a year and a half long gap between content updates.
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The team at Code Hatch was very quiet about progress.
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The only media still on their YouTube channel is the release trailer.
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So what's there to go on?
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One view of the timeline was shown by an ex-community manager who made a long post on Reddit about it.
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"StarForge: Developer Misconduct, a look back from the inside"
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It details how the team would remain silent for months at a time about the project.
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When it became one of the first games to debut on Steam's Early Access, everyone was surprised by it.
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The manager talked to the team only about once a month and only through Skype.
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At the end of 2013, they cut her from the team discreetly.
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Throughout 2014 the game was making rapid progress.
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Well, the version numbers were.
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The game would jump from version 5.5 to 7.5 and so on.
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These updates were adding very little to the game.
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So when the new community manager was getting quiet in around July 2014, one forum user went digging.
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Over the years, the team at Code Hatch had grown from the few members they had to around 17.
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Using public information like "LinkedIns", the forum user found that most of the team was being sacked.
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Out of the people they fired, two of them were the ex-developers at Bioware that they had bragged about.
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Others with experiences in different fields were also fired.
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Evidence pointed to the company being in massive financial trouble.
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Anyone who spread this information on the forums or on Steam were banned.
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According to Juno, 20,000 posts in total were removed.
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This included information about development, promised features and more.
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Down the memory hole it goes.
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Version 1.0 was rushed out and it definitely wasn't finished.
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The tragedy of "StarForge" has been buried, and this year it was taken off Steam and offered for free.
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But why would they do that?
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Well, they ARE selling a game called "Reign of Kings" on Steam.
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Something about the UI looks strangely familiar.
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A lot of the reviews I've read mentioned it being abandoned by developers and something bad happening...
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Wait, is this happening again?
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I guess the "memory hole" thing worked, because when I was reading reviews of "Reign of Kings" at the time, a lot of them didn't really mention "StarForge".
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It seems, a lot of news outlets didn't even know.
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So now when I see the Code Hatch logo, I can only imagine a guillotine in there.
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The game is bad. In fact, it's atrocious.
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But it's a game that I think more people should know about and what happened.
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The next time you see a game with CURSED RUNES, just think about "StarForge".
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And remember – Unity isn't the problem. Incompetence is.
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Even in its pathetic state, I can still see that there's a good game buried in here somewhere.
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If it was managed better and people were held more accountable, it might not have ended up this way.
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For now, it's just a crumpled monument for Early Access abuse.
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I'm still taking requests for all the games you want to see next.
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I appreciate all the recommendations, codes and even artwork you guys have been sending me.
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So thanks for watching!
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Don't play "StarForge".
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DAVE: "Dude, it looks like... "Prometheus", and, like:"
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DAVE: "GO, my puppy!"
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MANDALORE BUDDY #1: "Where are you- Where are you guys now?"
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MANDALORE BUDDY #2: "What are you saying?!"
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MANDALORE BUDDY #2: "OH! Oh!"
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[laughing]
MANDALORE BUDDY #2: "You're digging straight down to me, and you shouldn't do that!"
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DAVE: "I'm digging to Hell!"
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