Apocalyptic Path: ToF

AP coverThe Oregon Trail is old. It’s also quintessentially American and, as such, never crossed my path when I was child. I only heard of it relatively recently, mainly in the context of the newer and more universal Organ Trail, which is about zombies. It doesn’t get much more universal than that, as ten thousand indie games remind us daily with a cynical salesman’s sneer. The essence of both games is to trek across the United States in your wagon/car, having more or less randomly chosen encounters ranging from dangerous creatures to bouts of disease. Along the way you can buy and sell supplies, scavenge, hunt for food and take on odd jobs.

Apocalyptic Path: Trail of Fears stuffs itself firmly into this mould and emerges as an appetising hybrid of The Oregon Trail and Fallout, offering that familiar cross-US trek but now with added irradiated wasteland antics. That’s the dream, anyway. Like most dreams it bears as much resemblance to reality as my beard bears to a colony of stoats – that’s to say a little, but not enough to fool someone free from severe cataracts.

Since I sat down here to put pen to paper (finger to key, whatever) my inner tabloid headline writer has been begging me to pun the game’s title into a different form. Perhaps ‘Fail of Drears’ or ‘Stale of Tears’. I know, I know, I couldn’t work for The Sun with that sort of pun skill. I’d be a senior editorial candidate at least. The fact, if I may so boldly claim knowledge of the fundaments of reality, is that Apocalyptic Path: ToF feels like it’s a small child in a park being reluctantly dragged into a game of football with kids it doesn’t like from school. It punts the ball in the general direction of the goal, then shrugs and wanders off.

Only people with anime hair can lead wasteland gangs.

Only people with anime hair can lead wasteland gangs.

The familiar format from The Oregon Trail and Organ Trail is very much in place, with all the accustomed trappings. Your car is now pulled by giant cockroaches and everyone dresses like they’re just killing time before the Mad Max 4 casting call, but it’s mostly the same stuff in broad strokes. Set your rate of food and water consumption to conserve resources while looking for more, but beware of hunger and dehydration. Try to keep everyone’s morale up so they don’t mutiny or decide to end it all. Watch out for sneaky traps placed by bandits, cannibals who eat your arms, and assorted other randomly-arising hazards. Occasionally bump into someone who wants to trade with you rather than gnaw on your elbow. This is as far as the resemblance goes, though. I’ve never played the original Oregon Trail but I have played Organ Trail and it was flawed but fun. Apocalyptic Path is flawed but flawed. I’m the sort who can look past flaws to see the fun beneath, but when I look past these flaws all I see is more flaws.

This would be excusable to an extent if the effort was there. I’ve played plenty of games that made so many mistakes they just weren’t fun, but that scored some points for effort. I’m not saying that no effort went into Apocalyptic Path but it was distributed very unevenly and it’s this pervasive sloppiness that really rubs me the wrong way.

The most competent part of the game, besides the overall structure which was intentionally borrowed from earlier games, is the presentation. Well, the visuals anyway. The less said about the monotone dirge of the audio, the better. Actually, the more said the better, since the ranting might drown out that ghastly noise.) The visual presentation is generally solid enough, if a bit gruesome. Not gruesome in the gory sense, but gruesome in the hideously disfigured, NES Pirates! sense. I enjoyed the general aesthetic but the player’s party of characters consists entirely of radiation-warped semi-human mutants that look ten times worse for being mashed through an 8-bit blender. The world itself doesn’t fare as badly, being minimalist but true to the visual style of the game’s inspiration. Battle scenes bizarrely take the form of a Pokémon-style duel, with your cast of characters taking turns. More on that in a moment, but for now I’ll say the resemblance is more than mechanical. The visual style is accurate to the original Pokémon right down to being in shades of grey, and although it’s a startling shift the first time, it’s actually a pleasant change from the main game screen after a while.

This is where I run out of compliments.

Strangely apt.

Strangely apt.

The very first thing that struck me as soon as I reached the game’s title screen was the interface. It uses a mouse pointer. I know the idea is to tweak and re-skin the Oregon/Organ games but spare a little thought for the fact that this one is actually on a console. On-screen points seldom work well with a controller, and the only cases where it’s really justifiable are the likes of strategy or management games where there isn’t really a better way to indicate what you want to do. Here, the actions you’re required to perform come down to choosing an option from a list and pressing A. Why not just use the stick to scroll up and down the list? Why laboriously drag a pointer across the screen? It makes no sense to anyone who’s put even a moment’s thought into making the game console-friendly, and this slapdash lack of interest in the development runs like a noxious radioactive seam throughout the finished product.

Next was the character naming screen. Your party of five have default names but, as players of XCOM: Enemy Unknown can tell you, personalising your team encourages you to care if they survive. The actual naming process was fine, as was choosing my starting set of perks, but when I immediately went into the inventory to equip my weapons I noticed that the default names were still displayed! On the main game screen, Carys and Kieren were alive and well, but in the inventory screen their seedy double lives were revealed, Carys shamefacedly admitting to being a Molly and Kieren getting stuck with the unwieldy Cig. No one should be named after an abbreviated tobacco product. It’s a purely cosmetic difference, but after an already thoughtless start the game was starting to stray out of ‘we made slightly questionable decisions’ territory and into the murky lands of ‘we didn’t give a shit’.

Whoever gets ill, we see this guy. Attention to detail is the name of the (different) game.

Whoever gets ill, we see this guy. Attention to detail is the name of the (different) game.

Add to this growing heap of rancid gristle the fact that four of your party all have a coloured health indicator but the fifth one doesn’t, and things cease to be superficial and start to become serious gameplay concerns. At the opposite end of the spectrum we have features that should affect gameplay but don’t. Much like in Organ Trail you can adjust the speed of your car. There it was a question of balancing speed and fuel concerns. Here, it’s just speed. Having varying rates of progress is just irrelevant as there’s no reason to go any slower than the highest speed (which, incidentally, wins this month’s prize for Most Brazen Misnomer – a setting called ‘breakneck’ that moves like a glacier sleepwalking through neck-deep quicksand). Again, sloppy. Start to finish, everything I saw in this game was sloppy, slapdash and poorly thought out.

Possibly the most crushing blow to the game’s fun value, though, is the difficulty. I left this to last because I can already hear shrieks of ‘it’s meant to be difficult!’ Yes, I know it is. Its spiritual precursor, Organ Trail, was difficult too. The unpredictability of encounters combined with the very limited resources meant that some runs through the game could be breathtakingly unforgiving. There were two important differences there, though. Firstly, occasional good events; and secondly, a sense of player agency.

I’ve spent some time with Apocalyptic Path now and the random events are brutally unfair. I’ve had maybe two positive encounters in my entire time with the game so far. Everything that ever happens is damaging, whether it’s disease or battles or mechanical damage to the car, and almost all of it is completely beyond your control. Don’t go into anywhere that has enemies because you probably can’t kill them, unless you chose the Sheriff class at the outset, giving you a couple of ‘rat sticks’ for weapons as one of your starting perks. No other choice of class can survive even the easiest early-game fight, in my experience. Nor can you pick up weapons as you go along, at least with any degree of reliability. I have yet to ever find a weapon in a random encounter, only in shops, and even then the only ones I’ve seen are those basic ‘rat sticks’ which by the time you reach the very first shop are already becoming pretty useless. Not to mention that the distance between the starting point and the first town/shop is such an epic slog that it makes the extended Lord of the Rings look like crossing the room.

Ralem used Apocalypse Path. It's not very effective...

Ralem used Apocalypse Path. It’s not very effective…

The game is ferociously stacked against you with a relentless deluge of setback after setback, afflicting you with deaths and crippling resources losses entirely at random and, crucially, with nothing you can do to prevent it or even try to mitigate the damage. There’s no way to prepare for the worst because you have to go so damn far before you can find any supplies at all, and the only modification you can make to your party is to adjust their food and water intake, and equip weapons. Did I mention that you can’t unequip them? Yep, there’s just no option for that. Sloppy.

That’s Apocalyptic Path: Trail of Fears in a nutshell. I’ve abused the word here but it’s the most apt: this game is sloppy. From the clumsy choice of interface, to the name and equipment oversights, to the hideous imbalance in gameplay, the entire thing feels like it was thrown together by someone who was distracted. It feels like the game never had the developer’s full attention, and as such it hangs together in an unsightly congealed clump that I can’t possibly recommend you try to swallow. I have granted some forgiveness to bad games that were made with good intentions and lots of effort. I can’t speak for the intentions of Apocalyptic Path’s developer, but I can say turn off the TV and pay attention to the game next time. If there’s any effort here, I can’t see it.


There have been a few interesting Sim City­-inflected hybrid games, combining city-building elements with parts of other games. In recent months, Lexiv spliced Sim City and Scrabble to surprisingly enjoyable effect. Prior to that, City Rain and Megalopolis offered puzzler gameplay with some city/landscape management flourishes. Now we have MegaCity.

Like the other games I’ve mentioned, MegaCity is more a puzzle game than a sim. You are presented with a grid of empty grass squares in which to place buildings. You can’t choose your buildings; they’re queued up in a randomly assigned order to the left of the screen. Each game starts with five houses at the top of the queue, but after that it’s anyone’s guess.

The idea is to gain a certain number of points along the leftmost edge of the grid. In the first few minutes the target will be four points, but this increases as you progress. When you reach the target number of points, that column will slide off the screen and a new one will appear to the right. This is how you gain more space to build and avoid filling up the grid – which would be game over.

It definitely has a 'SimCity on the Super Nintendo' look to it

The key buildings are the residential ones – houses and apartments – as only these can generate the points you need. They can’t do it alone, though. Other types of buildings have effects on the spaces around themselves, causing any residential tiles to either generate or lose points. Some buildings, like landfills, only have negative effects and have to be kept out of the way. Some, like hospitals, have only good effects. Others have bits of both. Each building has its own pattern for the effect it has around it.

This probably sounds very confusing, but once you sit and play it, it’s quite simple. Like many puzzle games, simple doesn’t mean easy. The queue of randomly selected buildings reminds me of Tetris and, like Tetris, the luck of the draw can ruin your game. Many times I’ve had a pretty good run, then found myself drawing nothing but landfills and factories from the queue when all I want is a single house. And that’s that: game over.

Blue = good effects, red = bad effects. Colour coded for kiddies of all ages, or something.

Aside from this main mode, where the main aim seems to be to get a high score, there are also challenge modes. I haven’t managed to pass even the easiest one, but they at least mix up the gameplay. The challenge modes place certain buildings on the grid before you start, and always give you the same tiles in the same order. It’s not entirely clear what the aim is though, and the game itself doesn’t tell you. These modes certainly add variety, but it’s hard to enjoy them when you don’t know what you’re meant to be aiming for.

I recommend MegaCity, but not without reservation. It’s very much a puzzle game rather than a city management game, though it does have some SimCity touches in the way buildings affect each other. It’s easy to learn and addictive, but the main mode gets repetitive after a while, particularly when you have to keep restarting because you happened to draw some bad buildings. The challenge modes could alleviate that, but instead they’re just confusing.

Not a game that will keep you playing for weeks, but a lot of fun for a little while, and there’s nothing else quite like it. Well worth 80 Microsoft points – just don’t expect perfection.