Holy Potatoes! What The Hell?! (Review)

Source: Review Copy
Price: £5.79
Where To Get It: Steam

For those who haven’t seen the Holy Potatoes series, they’re essentially games that futz with some established formulae, set it in a world where potato based people live, sprinkle in a boatload of referential humour, and set it into the wild. With Holy Potatoes! What The Hell?! (Yes, the punctuation is mandatory), Daylight Studios have taken on the cooking game genre… And, in the process, given it a very fitting title.

I somehow don’t think this is going on his account.

I mean, what else can you call a game where you, a trio of potato people (and additional, potato based cast) are chefs in Hell serving the souls of the damned in various, delicious, potato-based flavours to deities as you travel through the seven circles of Hell?

Gameplay wise, the basics are very simple: Feed the sinners into various pots to create ingredients. This takes time, you won’t be able to put more sinners in until your current batch is done, and each ingredient maker makes better quality ingredients if they fulfill certain arrangements. Early on, for example, very high sin makes for Good baked potato people. A little later on? Oh no, we’re not doing that “More is more” stuff, sins within a certain range are what makes the ingredients truly… Mwah. Anyway, those ingredients go into a pool, and, after a certain amount of prep time, your customers (an increasing cast of hungry deities) start demanding dishes. Each dish takes time to cook, the customers have requirements, and, for the early levels at least, you only have one stove. So the addition of potato drinks, in which you send dishes to be made into a delicious Baaleys, comes in. Baaleys in moderation delays those deities from getting angry and docking you Favour, serving within a reasonable time, to requirements, gets you Favour, and, while there’s a fair bit more mechanical gubbins than that, constantly expanding as you go through the circles of Hell to your “Reward” , those are the basics.

As it turns out, the Potato Holy Book is *really strict*

And yes, at no point have we lost sight of the fact that we are potato people, serving other potato people to potato deities, including Potato Loki (Sinstagram star), and Potato Thanatos (The actual Greek God of Death, who, in this game, guilts over his duties because, even though he doesn’t punish people directly, he still has to watch. Poor spud.) So… How does it feel to play?

Mostly pleasant, actually. For all its grisly premise, its sometimes disturbing sins (Mostly wacky, but sometimes icky, like “I stalked a politician, because I have no morals.” Ew. Ew ew ew.), the game is quite accessible, for several reasons. There are skip buttons for talkiness. Everything is clearly colour coded, and, where colour alone might suffice, shape coded or numbered clearly to boot. Tooltips are friendly and, again, clear. And, and I cannot stress this enough… There is a pause button. Oh, thank Potato God for that!

See, while I can certainly appreciate the high pace and stress of unpaused food making in, say, Cook, Serve, Delicious, a pause button is an option I like, because it gives me the option to remove a layer of play that I don’t want on top of what the game already has (Time and resource management, because, even without the pause button, I’ve had a few hairy moments where I’ve been running low on different flavours of sinners, and, in one area on the Second Circle, I was also running out of sinners. They were being cooked faster than they were coming in… And it still came close to not enough!) It also gives the game room to add more layers, which it’s been consistently doing throughout. The 3rd Circle, for example, introduces condiments and the aforementioned Baaleys.

Occasionally, you will be given the option to spare a Sinner, on the offchance they’ll make life easier.

The writing for the game isn’t going to wow. As mentioned, it’s got a setting, it’s setting itself up for humour (and a DRAMATIC TWIST), but mostly, what it’s setting itself up for is Potato and Hell puns. Enough puns, as with the other two Holy Potatoes! games, to make even the most devoted dad joke maker throw up their hands and promise to live a better life.

Overall, I somewhat enjoy the game. It’s accessible while also providing a challenge, it has, for all that it’s an excuse for potato jokes, an interesting premise which occasionally does raise interesting questions… And, y’know, potato jokes and oddball humour. At less than £6, it’s very reasonably priced, and I would honestly say it’s worth a go if you like cooking management type dealybobbers.

The Mad Welshman prefers to eat at Tony’s Hot Manna, down the street (metaphorically speaking.) Damn, those pizzas are heavenly!

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Heat Signature (Review)

Source: Cashmoneys
Price: £10.99 (£21.99 for Supporter’s Edition with extra stuff, £10.99 if you already have the game and want to upgrade)
Where To Get It: Steam

The wheels of the revolution are always oiled with the blood of the people. That may sound like a needlessly depressing start to a review of Suspicious Developments’ Heat Signature, a game about invading spaceships, but, in a very real sense, that’s what it is. Consider…

…Dying in the cold depths of space… It ain’t so bad, compared to failing the Liberation…

For all that characters have a brief, procgenned story, a reason for them to join the revolution, it’s their stuff that matters. Yep, okay, once you’ve done enough missions and earned enough intel on the ongoing interstellar war we’re trying to stop by, er… Liberating everyone with guerilla warfare… We’ll let you know how to save your sister, or steal that thing to pay off your debt, or murder the guy that sentenced your parents to death. Cool. No, you can’t will your things to others, even though we basically tell you, every one of you, that it’s basically a suicide mission, and good luck!

Essentially, while you can change characters at any time (even leaving them to die in the cold depths of space, if you so choose, as I admit I’ve occasionally done when particularly annoyed by a mission failure), what you cannot trade is their stuff. And, believe me, you’ll need some of that stuff, as certain enemy types are unkillable without either some very silly plans (Like shooting an airlock to blow them out of it, or just plain blowing up the room) or some very specific stuff in limited supply. Shields, for example, can only be dealt with by subverters and crashbeams. Turrets, at least, you can turn off if you come at them from the right direction… Shielded guys? Nope. Similarly, if you don’t have something armour piercing or explosive, you’re screwed regarding armoured guys who spot you. Those are the only truly egregious examples, but yes, some enemies just aren’t killable without either blowing up the room they’re in, or stuff.

Secondly, over time, the Revolution will tire of you. After a certain point, your liberations, your strikes against the four Mans of the game (the Foundry, the Glitch, Sovereign, and Offworld Security… Independents also exist, but don’t have a specific style, usually just denoted with “They’ve gone rogue, they won’t be running to anybody.”) won’t be as effective in liberating the stations, which provide challenge runs, possible unlockable defectors, and, of course, better stuff in the shop, be that armour piercing weaponry, rechargeable teleporters (Glitching reality in specific and interesting ways), better pod types (like the Foundry Brick, which can just ram its way into a ship rather than have to faff about with all this “Airlock” stuff), and the like. You’re not the hot new flavour of the month, Pavo, it’s maybe time to either retire or go out in the blaze of glory you deserve. After all, the end-goal of the game is to capture all four main factions’ home bases. Your “personal” mission? Even if you finish it, that will be so that you can pass on one of your things (aka, part of your stuff), to ensure it has extra nice traits for somebody, somewhere in the interwubs playing the game. Maybe even you!

Sorry buddy, nothing personal, but you have a key I need.

Similarly, you can, as a personal mission (Personal missions are always max difficulty), rescue another player’s character, giving them… Perhaps a fresh start? For a time, anyway… As noted, the Revolution cares not for Johnny-Come-Latelies, only the New Hotness.

Overall, the game is somewhat friendly to play, as, for all that it can get twitchy at moments, time slows down when you’re doing something, like lining up a shot or an item use, you can freely switch between items by pausing with no penalty I could see, and, beyond the visual designs of the ships being somewhat hard to read at first, the important parts (the guards, the keys, the captain, the timer, and boxes from which you can steal more items) are very clear. There are also clever ways of doing things, if you have the balls and the right idea… Luring or Swapping an enemy into your ship, then taking off, for example, knocks them out, letting you murder or capture them at your leisure. A Sidewinder or two, cleverly used, can teleport you in hops to the objective or the captain, as, once the captain’s down, alarms no longer trigger. You can even, if you’re ballsy and skilled, blow someone out of a window, and catch both them and yourself with your pod, remote controlled.

So, in the end, Heat Signature is a fairly well designed game. Even folks with silly equipment can, with planning (or a plan you’re not sure will work because holy crap, the first plan failed spectactularly but you aren’t dead and you have a few seconds and… Wait, it worked?), be dealt with. Nonetheless, even acknowledging this, I freely admit I don’t like Heat Signature. Not because it’s a bad game, because it isn’t.

Ships get *big* , and chock full of deadly things in the higher difficulty missions… and Personal missions are always the *deadliest*

But holy crap, do I not like being reminded of the subtext on display here.

The Mad Welshman would very much like armour piercing concussive weapons. Hopefully one day, he will find them. Or make them. It matters not.

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Oxygen Not Included (Oil Update, Early Access Review)

Source: Cashmoneys
Price: £18.99
Where To Get It: Steam
Other Reviews: Release

I can, even at this relatively early stage of Klei’s survival sim, see a few obvious things. Firstly, due to the very nature of Oxygen Not Included, I get easily frustrated. Secondly, plumbers and electricians are deities among humankind. Not a lot of this makes sense until you realise that the core element of the game is that it’s a survival management game… In a closed system. Oxygen is most definitely not included. It must be earned. And, past about day 10, this is a near constant struggle.

Yes, I get frustrated with it easily. But that definitely doesn’t mean I can’t appreciate the vision here.

When Digging Out Water-Pools Backfires Horribly, a TMW Special.

In any case, the basic idea is very simple: You start with three “Duplicants” (clones, basically), stranded mysteriously by a teleporting gate (that also, periodically, is able to “print” new Duplicants.) They start with a ration box, and a small room that has some oxygen, and from there? Well, everything. Outhouses. You need those. And sinks to clean up. Wait, now you need water to wash with. Beds. Food. Electricity to power de-oxidisers and research stations. Algae to run those de-oxidisers, and dirt and more water for research. Wait, crap, you forgot about the carbon dioxide buildup, got to put that somewhere… And the poop. And the bad water. And so it goes, on and on until you’re trying to displace all the waste heat your generators and de-oxidisers and wires and pipes are making.

It is, perhaps, the first game I’ve come across where it becomes more complicated the more established you are. Because, of course, all of these actions, from growing to laying pipes to manning fans and giant hamster wheels, take time. And sure, more people will mean more gets done, but more people also means more CO2 generated. More food eaten. And, because Duplicants have flaws like consuming more oxygen than their compatriots, having a weak bladder, farting a lot… You have to choose your Duplicants wisely, as well. Heck, everything has to be chosen wisely, and, as I’ve mentioned, the further you get, the bigger the scale of the things you have to do, to deal with the buildup of problems over time. I highly expect, by the time I get to day 50, that I’ll have to build an oxygen pump at the top of my base, running a heat dissipating pipe through several areas I don’t care about (but will have to dig through and survive), before finally pumping that good, and most importantly, cooler air near the bottom of my base. Not the exact bottom, you understand… I have to have somewhere the CO2’s going to… Oh wait, now I need to dig down. Crap.

Not Pictured: Me panicking as I realise I’m going to run out of Algae *and* Hydrogen before I can build and power a Slime to Algae Converter.

Right now, there isn’t an end-goal to the game, although there are tantalising hints and things to be discovered. Offices, isolated in the middle of this asteroid in nowhere. Vending machines, with notices not to put harmful materials in. Brains in jars, that give your Duplicants new or improved skills, providing you find them. And, of course, beasties. The simple Hatch, which can be useful for their ability to eat things and poop coal, but will also, unchecked, eat the food destined for your colonist’s bellies. The Slimepuff, which can make slime in areas of polluted oxygen… Whether you want them to or not. And, of course, germs. There’s more, obviously, but I want at least some mystery for the new player.

Overall, I look forward to seeing where Oxygen Not Included goes, because when it comes to survival games, you can’t really top this in terms of challenge without becoming deeply unfair and unfun. As it is, I can see the long-term frustration inherent to its core premise turning folks off, but I also appreciate the thought and craftsmanship that’s gone into making even surviving to 100 days plus possible without resorting to “Eh, this thing just makes the air cooler/adds oxygen/just removes a need” to this point.

MYSTERY!

The Mad Welshman is pleased to announce that Klei have entered the hallowed ranks of “These developers slightly intimidate me.” He politely asks that they not abuse this honour.

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Steamworld Dig 2 (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam

It’s not so bad, being a robot miner whose uncle left you some kick-ass robot powers strewn around the very place where he’s gone missing. Well, y’know, apart from all the times you got disassembled because you got too curious… Or found yourself further on the path toward finding your Unc than you were maybe prepared for. But, generally speaking, being a robot miner isn’t bad.

…Yes, that is a Post-Facts reference. Yes, I’m wincing just as hard as you are.

A wee backgrounder before we continue: Steamworld Dig was the story of Rusty, a mining droid who dug deep, discovered an ancient, electronic evil, and put paid to it via digging, selling ore, gaining and using special abilities from lost technology, and buying ladders just in case he screwed up and dug too far. It was an interesting game, but also a somewhat grindy one at times.

I can happily state that this sequel, while still having the digging and the exploring and the selling ore and finding whatnots, is a tighter, less grindy game. Gone are purchasing teleports, replaced with a (mostly) handy pneumatic tube system that serves as checkpoints, and an ability you can earn later on that allows you to teleport to the surface anywhere that isn’t a cave or a plot-important area. Ladders, similarly, exist in a sense, but the game relies more on the more traditional mobility powerups to speed getting around and gate progress. For example, one particularly clever segment has you using a hookshot to cross a very windy segment of desert, with the most difficult segment involving timing your walljumping to coincide with very short periods of lower wind speed, and, importantly, very little of it feels frustrating.

Here, we see the hookshot being ohgodwhywon’tthelavarobotsgoaway…

Well, except for one feature, but that’s pretty much a personal preference: I really, really don’t like bosses who are invincible for the majority of their pattern, and there are a couple of those. Nonetheless, overall, Steamworld Dig 2 trades a lot of its procgen for something that, in the context, works better… tight design. From the very first, you are taught to use your powers until they feel natural, and then asked to think of them in slightly different ways. Hookshot as means of climbing. Hookshot as means of passing an impediment. Hookshot as means of clearing nuisances. Hookshot as boss avoider. A lot of the time, while there is a difficulty curve, it’s mostly only when the game seriously changes up the formula, or introduces something you’re not prepared for that you notice that. So yeah, props on that. Anything bad?

Well… Not… Really. The game isn’t going to win any awards for writing, with most characters being both functional and one-dimensional (Here’s the cowardly greedy mayor, and his long-suffering mother. There’s the shy mechanic, surprised and pleased when you actually want to hear the tutorials or them nattering about the tech you’ve gotten. Merchant. Archaeologist. Most folks are defined by their role, more than anything else.) But beyond that, it’s a well designed action platformer with clear direction, clear visuals, and some cool powerups. Honestly, that’s all it needs to be.

See, this *looks* intimidating… But thankfully, it’s a lot more chill than it *looks*

The Mad Welshman took quite a few screenshots. And then he realised a lot of them are spoilery as heck. Consarnit.

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Pinball FX3 (Review)

Source: Free-To-Play (Tables come from Pinball FX2, mostly)
Price: Free (Tables are DLC ranging from £1.99 to £7.99 packs, 1 table (Sorcerer’s Lair) included, with option to trial play tables)
Where To Get It: Steam

It’s nice when I get to say something has improved. Even if it’s basically a new lick-of-paint, some community features, and quality of life improvements, it’s still nice. And so it is with Pinball FX 3, by Zen Studios, a free to play pinball game with tables-as-DLC. Let’s get into that.

The Biolab table, complete with cute monstrosity.

Pinball games, thankfully, are somewhat simple in terms of basics, so let’s sum this up quickly: The shift keys control the paddles (Left side paddles on left shift, Right side on right shift… A scaled down version of how pinball machines’ paddle buttons are generally placed on either side of the cabinet), Space tilts the table (Used sparingly, firstly because it’s rarely needed, and secondly because pinball machines don’t like it when you tilt them, punishing someone trying to cheat by lifting the table with a loss of control, and consequently… The ball), and Enter starts the game or, held down and released, launches the ball. Bam. There’s also camera and powerup controls, but those are either not used so often, or are clearly shown when you have a powerup unlocked and usable.

No, the real joy is in how the tables of the Pinball FX series play with the basic rules of pinball. The special modes in the Marvel: Infinity Gauntlet table (Yes, based on one of the many times cosmic gems and Thanos co-incided) can change the camera, elements of the table… Even the basic rule that shift flips the flippers, rather than holding them down, is exploited in the Mind Gem mission. In the Aliens table, the game will, at certain points, flip to a game you wouldn’t possibly have on a real pinball table, a segment where you’re piloting the APC down a corridor, dodging debris by shifting left or right with the paddles. Even some of the earlier tables have their own, separate mini-tables for certain minigames, and each table has its own twists. Epic Quest, for example, has a combat system, an XP bar, and spellcasting. Yes, on a pinball table. No, I’m not messing with you. Right ramp for Sword, middle left ramp for shield, smash bumper for smashing, and you get XP for completing quests and beating up monsters.

See? The, er… XP and HP bars are a little hard to pay attention to, however, seeing as they’re *below* the flippers, and you’re generally paying attention *above* them.

So, let’s talk about upsides and downsides. Firstly, if you did not have Pinball FX2, it’s no longer available for sale, nor are the tables that were licensed to it, and it alone (A list is available here). There is, at base, only one table available for free (Sorcerer’s Lair), but the table sets are, for the most part, reasonably priced at between £1.99 for some individual tables, and £7.99 for the Bethesda 4 table pack (With most at £6.99 for three tables, and bundle options.) Due to the updated visuals on tables, the game has higher system requirements, and is not quite as accessible as FX2, specwise. New tables have already been licensed, such as in the Universal Classics pack (consisting of ET, Jaws, and Back to the Future.) A downside is that the high-score table seems reluctant to share with me some friends’ scores, counterbalanced by an, overall, friendlier UI.

Finally, there are community improvements, powerups, and challenges. Tournaments, for example, are easier to see, and there’s a “matchup” mode where you can play multiple tables to try and get the top spots each month (Alas, the tables chosen aren’t guaranteed to be ones you own, and yes, this is a subtle way of trying to get you to buy tables, along with the Wizard Score, partly based on the number of tables you’ve played. I’m not going to begrudge this considering that the game is microtransaction free, honestly.) Similarly, tables now have different ways to play them, such as the three challenge modes (1 ball mode, 5-minute mode, and Survival mode, where you have a minute to reach an ever increasing score level, the clock resetting each time you get the score up to the maximum of 15) and powerups. Unlocked partly by playing the table normally, and partly by completing the challenge modes to a certain level, these add a bit of variety and score to your game, such as more score when hitting bumpers, or the ability to rewind time a certain number of seconds, improved by use.

Two modifiers and one powerup can be chosen per table, although modifiers level up just by… Well, going farther, or hitting more bumpers, for example!

How does it feel? Well, there’s quite a variety to the tables, so the feel varies quite a bit. Weakest in my opinion is V12, a table with a high emphasis on edge ramps and a limited lower play field, and have had the most fun with the Aliens, Sorcerer’s Lair, Epic Quest and Mars tables, but I’ve sunk a fair amount of playtime into the game, feel like I can ignore the tables whose properties I don’t particularly care about and still have a good time (Sorry, Balls of Glory pack, I don’t particularly want to remember that time where Family Guy was shit, or, y’know… Family Guy in general), and the tables are reasonably priced in reasonable packs. The tables have easily accessible guides as to how they work, and trial plays so you know roughly what you’re in for before (IE – before you say if) you buy, so… Yeah, I quite like it!

The Mad Welshman likes a bit of pin-of-the-ball. It reminds him of ye olde days of cabinette arcades.

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