Mercenary Kings Reloaded (Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam

Sometimes, I’ll freely admit, reviewing can get a little odd. But when given the opportunity to compare a game’s experience both before and after a major free update, it’s an interesting window into game updates that would normally be reserved for Early Access releases.

That doesn’t, unfortunately, mean I particularly get along with Mercenary Kings, even after its Reloaded update. But in some areas, I can definitely see improvement, and I see this as a good thing, overall. Let’s get into it.

Big, lumbering… Does a hell of a lot of damage if it hits you though!

Mercenary Kings is a 2D platforming shooter with quite a few elements that are inspired by the gameplay of Monster Hunter and its ilk. Several repeatable missions in areas that expand as you get further toward the end of each chapter, with random drops from a set pool that depends on the enemy or, in the cases of boxes, on the mission itself. Said drops, along with the money reward, goes into unlocking or buying kit, skills, and usable items, which make your pretty damage and defense numbers go up, allowing you to fight bigger and nastier things… With the caveat that really big numbers tend to have a tradeoff, like weapons being heavy enough that you can’t run or jump nearly as well, for example. Mostly, getting through is a combination of knowing enemy patterns, good item usage, and picking your fights.

Thing is, flow becomes very important in such a game, and, before the Reloaded update, the early game flow was painful, at best. Certain enemies (Shield Joes, Pyros, and Drillerillas, for example) felt more like living roadblocks than an organic part of the experience, hard to avoid even with the lightest of equipment, and equally annoying to kill without damage, and, beyond the weapons, early game progress was slow.

Right is, in this case, the safer choice. This drill kills bullets.

Aesthetically, the game was (and is) strong, with the one notable exception being Empress (the original woman character) being… Well, an Escher Girl in her title appearance. Otherwise, the spritework’s good and clear, and the music is reminiscent of quite a few nostalgic treats, mostly platformers and shooters (The camp music, for some reason, reminds me of Blake Stone, an old Apogee published first person shooter. Maybe it’s the sound font.)

Has the Reloaded update improved this? Somewhat. The aforementioned roadblock enemies still feel like roadblocks, and are still somewhat annoying, but the weapon updates and balancing has definitely improved things, even if the early game flow remains a little slow and grindy. The two new characters are a welcome addition, as is objectives clearly being shown on the map (Something I don’t recall before Reloaded. Happy to be corrected if it was the case previously, and I just didn’t see it.) The bosses are mostly pretty interesting, even if I quickly saw the base enemies as a chore, rather than a challenge, or source of enjoyment, and seeing various new knives and guns is always a pleasure to my monster huntin’ mind.

*Sinks to his knees, fists clenched to the sky* GATHERING MISSSSIOOOONNSSSS!!!

As a platformer shooter, Mercenary Kings Reloaded feels a little slow (unless you have the sprinter upgrade), a little grindy at first, but it has taken steps to make its early game a little more friendly, and this is one of the few times where I will say “It Gets Better.” It’s no Contra, no quick, twitchy game this (Although some bosses do require a good handle on movement and dodging), and 4 player multiplayer definitely helps when you have friends to play with… But, as mentioned, despite its influences, it’s sadly not my cup of tea. Regardless of my opinion, though, I will state: The Reloaded update is an improvement. Respect for that.

The Mad Welshman killed 23 CLAW soldiers to make this review. It would only have been 7, but fabric drops were low on the mission he was on.

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R-COIL (Review)

Source: Review Copy
Price: £3.99 (option to donate more on Itch.IO)
Where To Get It: Itch.IO, Steam Page (For the Beta)
Other Reviews: Early Access 1, Early Access 2

When last I reviewed R-Coil, I screamed a lot. It’s unsurprising, considering how tense and twitchy a game can get when, for example, your shields are all gone, and so it’s exceedingly important you murder everything before it murders you, while also doing your best not to crash into asteroids. All of this while your thrust is holding the mouse, while firing is tapping the mouse (or gamepad, which the game prefers) , and both will, in different ways, send you careening around R-Coil’s Asteroids inspired arena.

Right now, I’m lucky. These folks only fire upwards and downwards, so I can take them out…

It’s a lot of fun. But it should also be noted how, relatively speaking, the game is quite friendly. On first loading, it asks three important questions. Do you want to play in its no pressure mode, where yes, you die, but you never game over? Do you want its flashy, arcade style screen shakes, glitches, and flashing text to be turned on or off? Do you want to reverse the joystick? Save, let’s get into it, and, oh, the game’s designed around a gamepad, with mouse being an option that plays a little differently.

Not many games ask you, straight up, if you want to ease your eyes or brain, just get into the game to see what it’s like. So… Brownie points there, and, if you are completely new to R-COIL, I would recommend those answers be “Yes, No, and Whichever you’re used to.”

Apart from that, well, my opinion remains unchanged from the last review, and so do the majority of the basics. Mouse is still a different play experience to gamepad (Mouse is left and right turning, with LMB for thrust/shoot, while gamepad is thumbstick for direction, and face button(s) for shooting and thrusting) , powerups and weapons still hold an entertaining variety of both effects and drawbacks, which makes for the experience of… “Do I really want this powerup?” , the sound is retro arcade inspired, minimalist, and works with its vector graphics experience, and the enemy variety is quite cool, even in the early stages, from wildly spewing space turrets, to finicky, dodgy sniper drones, to UFOs of various descriptions, to, in true arcade fashion, minibosses and the screen splitting laser. It is highly recommended you kill those, by the way.

An exercise for the reader: If the Death Ray has massive knockback, as it does, what kills me milliseconds after this screenshot, the bullet or the UFO behind it?

R-COIL remains, as it has been from early days, an interesting, amusing, and twitchy arcade experience that delights me while adding a tactical twist to an ancient formula. All worthy of praise.

The Mad Welshman has nothing clever to say here. All the clever has been done by the game.

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Iconoclasts (Review)

Source: Cashmoneys
Price: £17.49
Where To Get It: Steam

An Iconoclast is one who attacks cherished beliefs or institutions. Sometimes, because this is the right thing to do, holding back progress. Sometimes, because said beliefs or institutions conflict with the individual philosophy. Sometimes, simply because it’s cherished.

Of course, sometimes it can be a little hard to tell *why* an institution is cherished as an outsider. Who do you love and who loves you? YES!

It’s kind of interesting that this is the title of the game, not because of the story (involving a mechanic rebelling against a techno-religious regime that’s repressive because ??? . No, they’re demonstrably evil. It’s just their reasons are unclear for the majority of the game) , but because Iconoclasts, in its way, is trying to shift things up mechanically. Nominally called a Metroidvania, it nonetheless does… And doesn’t fit that mould. More accurately, it’s a puzzle platformer where even the combat against the many bosses… Is a puzzle.

And, at times, the game contains the frustrations of both. “Oh, sod!” I mutter, as I backtrack three times round an area to solve one small puzzle. “Wait, what am I meant to do here?” , as I get lost, or encounter a new enemy who’s immune to what’s worked so far. “Wait, my reward for solving this bit is… more, with a different element? ARGH!” as, yes, puzzles mix things up, and bosses often have multiple phases. That isn’t to say there isn’t joy, or the appreciation of a well-crafted fight… But poor explanation or signposting often leaves me irritable as I play through.

Oh, hello there, Screen Splitting Laser. How’s the folks? Good? Fine, fine…

Aesthetically, the game works quite well. The music is wonderful, the world is interesting, if a little confusing at times, and enemy designs are varied and numerous. The writing, on the other hand, is a little heavy handed, and I’ve found it, at times, a little difficult to precisely work out what’s going on. Okay, pirates. Who are ancestor worshippers and use seeds, which is apparently heretical. Nearly everyone seems to be going through some form of survivor stress, with abandonment and safety being prime concerns (Presumably because this safety is provably rather hard to keep, even if you follow the techno-theocracy’s rules, and because people keep dying or being kidnapped), and it can sometimes be hard to keep up. The techno-theocrats have pseudo-magic powers, presumably through this Ivory stuff, which may or may not be nanomachines, son?

It’s a bit confusing. Does this necessarily make it bad? Well… Not really. It doesn’t make it great, or possibly even that good, but the movement is fluid, the combat moves mostly responsive, and being able to move (or charge your wrench, when the time is right) while charging up gun attacks is a nice move that makes things a little easier. The physics are pretty dependable, and that’s a good thing, because some of the puzzles really do depend on object physics to get by.

Explained: That ‘sploding the red parts push the box in the opposite direction. Demo’d: That the seeming background blocks stop its movement. Not quite explained: To use your charged shot here, you have to be at least a certain distance *away* from that rightmost pad. Otherwise it clinks off harmlessly.

As to how it feels to play? Well, sometimes, it’s good. Oh hey, a new area. A cool new ability (sparsely handed out in the first two thirds of the game.) A new character. This area’s pretty straightforward. Other times… Well, the frustration kicks in. I’m sure, eventually, I’ll finish Iconoclasts. I’m sure, eventually, I’ll get the point. But it’s not a game I’m playing in more than little bursts, and I’m probably not alone there.

The Mad Welshman wants to clarify that this is an okay game. The frustration balances out the joy of working out how the heck ass gets kicked.

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Delver (Review)

Source: Cashmoneys
Price: £11.39 (or thereabouts)
Where To Get It: Steam, Official Site
Other Reviews: Early Access

Well, it’s been a wee while since I last looked at Delver, and now it’s hit release. And you know what? The game’s pretty solid, for what it is: A first person, moddable dungeon crawler building levels out of pre-built rooms, with random potions and kit, and fixed enemy types per area.

G’bye, broken dagger, you were an ok dagger while you lasted, but now you’re crap and gone!

A lot of what I’d previously said about Delver remains true: Weapons degrade over time, so you’re deeply encouraged to change things up (Unless you want to be walloping things for a grand total of 1 damage over and over again), inventory management is something you generally try not to do in the middle of combat, and you’ll want ranged options, and a fair amount of them, by the time you hit the second area. But it’s the little things, sometimes, that help.

What little things? Well, bigger room variety, for a start. The game really uses the vertical element now, and so rooms feel more fleshed out, more interesting. A few extra enemy types, a bit of rebalancing, and the addition of bombs (and bomb vases… Be wary of darker coloured vases, they go boom) all go a little way toward adding a little more flesh to what was already a fairly accessible, chunky dungeon crawler with a bit of charm to it. Potions can be exploded, if you use them right, and all of this goes toward giving a little more depth to a moderately simple game.

As such, yeah, Delver still charms me. Sure, there’s no incremental play (beyond gold carrying between runs), but it’s not designed around that, more about getting right in there and delving. No one combat option is superior to another, it’s simple to understand and get into, and deaths are simply a pause, a learning experience. Oh. Yeah. I maaaaybe shouldn’t stab the dark red vases, huh. Oh. Yeah… Wands and bows are actually useful. So that’s what that Skeleton does.

With the addition of bombs, things can get a little chaotic. The Fire Bomb is both the most rare and best example of this.

Another addition is that there are more… Sssseecretssss. Doors that don’t seem to be openable, locked areas, little branching paths. While I haven’t found the key to unlocking them yet, it is there, and the rewards, from what little I’ve been able to see, are pretty juicy. The sound really helps to create a living dungeon, and some monster noises echoing from further away really helps hit home that no, you are never safe.

The price has gone up since I last reviewed it, but I still feel, so long as you’re aware this is a pick up and play game, rather than The Big Roguelike of Complexity And Nuance (or something) , then I would still recommend this as a fun experience with a consistent, well put together aesthetic. And, of course, it’s got a mod scene. Not a big one yet, but the game is moddable.

A room? Just devoted to this elaborate patterned spike trap? Oh, you *shouldn’t* have! <3

The Mad Welshman gives this game the Sheev Palpatine Award for Health and Safety. Can confirm that handrails are mostly lacking over bottomless pits, and explosives are placed wherever the heck. Keep it up, villainy’s proud of you!

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