Frozen Synapse 2 (Review)

Source: Cashmoneys
Price: £23.79
Where To Get It: Steam

The original Frozen Synapse, released in 2011, gave me a new appreciation for AI. A few simple roles, a few simple actions, and a constricted battlefield nonetheless gave appreciation for timing, cones of vision, and action priority, because the core conceit of the game, whether against AI or players, is that turns happen simultaneously, and so, you have to not only think what you’re doing, but also what the other person’s doing.

A fine example of understanding timing from this multiplayer match… Nothing I do will save this assault, because the grenade is perfectly timed.

Okay, so you have to do that anyway in games, but seeing it, explicitly playing out on a map, and understanding both your mistakes and those of your opponents makes clear just how big that phase space of actions could get. It was scary, but thankfully, the community was pretty chill.

Now, after that, a similar concept with Frozen Cortex (Only robot sportsball instead of corporate murderclones with guns), and a few years, Frozen Synapse 2 has come to deliver… Well, more of that. And it brings two somewhat different experiences, depending on whether you tackle the City Mode, singleplayer, or Multiplayer. Let’s deal with multiplayer first, because it’s the simpler of the two, in a sense.

Four players, in two teams, given one of several random, single weapon loadouts. While there are other multiplayer modes, the most common is that, as mentioned, turns are simultaneous, and you don’t know what a player’s doing unless the opponent is in your vision arc. A good example from my multiplayer matches (Where I have consistently been defeated so far) was where a grenadier, unbeknownst to me, was right behind my assault that turn, and slipped into a doorway to grenade one of my folks from where I least expected it.

It was a clever play, because even if they had been seen because my Assault (automatic rifle) had seen them, they would still probably have escaped before I could shoot them, due to the fact that Grenadiers always run when they’re not throwing grenades, but Assaults track slowly when they’re moving, and are at their best when they know roughly where to aim. There are inequalities, built into the classes (Knife, Pistol, Assault, Shotgun, Grenadier, Rocketeer, Flamethrower) that add tactical considerations. Grenades take time to throw, and won’t move until they do, but their explosions last longer than a rocket (Not much longer, but enough that I painfully learned that Grenadiers can run into their own grenades, after the explosion started), Rocketeers blow up all the landscape in the rocket’s AoE, which can work against as much as for, and everything takes time.

A lot of this would already be known to Frozen Synapse players, new roles aside, but the addition of focus fire makes for a new priority to memorise, and a new wrinkle.

Moving quickly means it’s harder to hit you, but you can’t fire. Moving normally means you fire, but you have a penalty aiming. Stopping when you see someone means you shoot quickly, but are a sitting duck. But whoever correctly predicts the small, diamond shape location where an enemy is going to be when they fire, they get an accuracy boost. So, for example, somebody covering a door, from a far corner, may well get the drop on somebody who knows damn well the door’s their only exit, but foolishly stands in the doorway.

The story of Frozen Synapse continues, as this city is essentially built on the rubble of the first game’s story mode.

So it’s tactically intricate, simple rules making for an intriguing tactical game where you’re seeking a maximum area of action, while attempting to contract the opponent’s choices. I almost won one match from near death, due to the last person being a grenadier, who can quickly deny large areas without having to destroy their cover. Alas, they had a grenadier too, and, on the 9th turn of 8, it was declared a draw.

City Mode, on the other hand, is more complex. Not only are there the same tactical considerations, there’s management aspects to it too, such as building permits, a mercenary market, diplomacy… And it doesn’t exactly tutorialise well. Case in point: Grenades are great. Grenades are useful. But you can’t use Grenades unless you’ve signed up for Explosive Ordnance Services in the City. Or rockets. And the first I knew of this was when I’d already sent a Grenadier along with my squad to help clear out some Raiders. All the great aesthetics, the huge map, the soulful music that plays, isn’t going to save single player mode from some heavy flak for bad explanation of complex systems… Or, overall, the fact that accessibility options for the small text are currently nonexistent (There was, apparently, a “4K Supporting GUI” patch over the weekend before writing this, but it doesn’t appear to change tiny text, nor is there an option for this.)

Just a minute or so before I make a mistake that dooms a merc, I appreciate… Oh gods, this is a lot of buildings!

Add in some awkwardness in Multiplayer (If you want to add one of your own matches to Favourites by liking it, you have to search for its ID in the Match Play tab, rather than something more intuitive), and all of that interesting stuff I mentioned… Is less accessible to folks.

So, unfortunately, I can’t really recommend it. Its single player is complex without good support, its multiplayer isn’t for everyone no matter how friendly its community is, and, while it does make some steps in terms of colourblind support, that doesn’t change that a lot of its UI text is painfully small. It does expand on what worked well in the main game, and, apart from the knife, which is… Not something useful to a beginner player, those expansions add depth while still being easily explored. The rest? Not so much.

The Mad Welshman would make a poor mercenary leader. I mean, who gives soldiers orders to shoot without ammo?

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Endless Road (Review)

Source: Cashmoneys
Price: £7.99
Where To Get It: Steam

Endless Road could probably be considered at least interesting, if its translation had worked a little better, or its information flow… But alas, neither are true, and it’s this core issue that really prevents it from being as fun or interesting as it maybe could be.

There are many pigs in the early levels. They’re all cute, and often deadly.

Endless Rogue is one of those incremental RPGs, where death nonetheless earns you stuff (or at least unlocks), set on a road that may branch, and branch, but will inevitably lead to a boss, and the next part of this… Endless Road. Along the way, you fight monsters, get random events, items to help you survive, and make tradeoffs. It’s largely fairly simple, and there’s a lot of tooltips, but…

See, I can get the sentiment here, roughly speaking… But it really doesn’t flow well..

…Here’s where that whole “Not great translation” plays in. Some skills and elements (Whether yours or the enemy’s) are either untranslated, or missing, which doesn’t exactly help, and, as a result, there’s a lot of cards whose synergy really isn’t clear. Why, pray tell, would I want my enemy to have 100 attack points in a turn? What ability would make that worth certainly taking damage? Do the traps really apply to me? Large swathes of abilities are unclear, and so, through confusion, I’m just not playing as well as I should. Said translation also makes the letters, which appear to be to our character from somebody called Rice, miss their mark, which, at a guess, is meant to be wistful and soulful, as our heroine goes further and further from home, but keeps finding these letters?

Any which way, it’s certainly playable, as there are still abilities clear enough to use, and a lot of it is about managing your various resources. In the board aspect of the game, moving forward takes SP (Stamina Points, I’m guessing), so you need items or events to replenish this, lest bad events become more and more common (They’re moderately common already.) Meanwhile, you’re trading health, stamina, and gold for various improvements and abilities, using items to gain that health, and occasionally getting into fights, where the goal, each turn, is to score more points with your cards than the opponent does with theirs. Simple enough, except that’s then complicated by abilities. Some enemies, for example, punish close point values, others large differences, and cards can do various things as well, and so those tooltips (mouse over an ability or card) become quite important. Escape is, unless you have a certain item (Monster Mucus) impossible, and besides… Some of them drop sweet, sweet loot.

Every area made of lovingly hand drawn bits? My jam.

It looks pretty nice, to the point where I feel very sad about attacking some low level monsters (I’M SO SORRY, BANDIT-PIG-SAN, BUT I MUST DO THIS), and can recognise, roughly, what abilities a monster has by their visuals and repeated play. But while it’s certainly playable, and it’s not resource intensive, those translation issues take away a lot of the potential fun and mood.

Which is, if we’re being honest, a crying shame.

The Mad Welshman reminds you that if you want to gain an international audience, please translate responsibly.

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Lucah: Born of a Dream (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

When you’re the sole reviewer, it becomes ever more important to separate not liking something for genuine problems, and not liking something because you’ve grown tired of certain genres and their conventions. While, normally, a writer can just recuse themselves, occasionally, something interesting comes along that requires, partly, putting aside that dislike.

Lucah: Born of a Dream is one such game. A deliberately lo-fi adventure, with a top-down false perspective, and… Soulslike combat, levelling mechanics, and saving via specific resting points. The latter of which I have, over time, become somewhat tired of.

YOU DIED [Your Corruption Has Risen]

Narratively and aesthetically, the game is bleak. Corruption, or, just as accurately, depression is a core theme, and this is aptly portrayed in a number of ways. Methods of “salvation” often turn out to be nightmares in waiting, the world is unrepentantly hostile, and, when the NPCs aren’t outright despairing, they have a bitter edge to them, such as the shopkeeper who tells you how many times you’ll see them. 2 if you do well… Another one if you don’t. None of the lines are voiced, but I can almost hear a sneer there.

Maybe that’s viewing it through the lens of my own depression. The world is mostly black and “not-black” , harsh, scribbled tones, and its moderately plodding tone outside of combat emphasises that this is a world seen on its way out, a world that’s… Keeping on, rather than thriving. It’s clever, and while it hits a little close to home for me, I can appreciate the artistry behind it. Similarly, the game has a sort of time limit on each “run” , as Corruption is slowly building (quicker the more you die, slowing as you beat fights), and when it reaches 100% ? Well, back to the beginning, you failed. Sorry.

It’s just… The way things are. Give in.

Combat, meanwhile, is also deliberate, but less plodding. In fact, it can get downright hectic at times, and it’s here that I have to separate my more generalised dislike from the few actual problems it contains. You see, for the most part, it works, and is clever. Two loadouts you can quickly switch between, each containing three elements: Your light attack, your heavy attack, and your support option, meant to buy time for your stamina to regenerate. Attacks lock you into their animation pattern, and, as you progress, you gain more abilities, some of which require using limited skill slots ,Virtues, and some of which you can turn on or off as you feel, the Tech… Turning these off appears mostly to be a challenge thing, as it includes things like the dodge parry. Speaking of…

When it works, it works well… Enemies clearly telegraph their attacks, there’s a variety of ranged and melee attacks that keep you on your toes, and the spaces range from large to confined, so there’s a lot of tactical variation. Changing your Mantras and Familiars for different loadouts of attack is definitely encouraged, as is experimenting with them to see what fits your style best. But it’s at this point that I have to mention some jankiness.

Sometimes, although I don’t fully understand why, my attacks will lock onto a specific enemy (I may have fatfingered a lockon there), and this leads to frustration as… Dammit, I was aiming for that one, not that one! Similarly, dodge timing takes a little getting used to for parries, because while often, enemies will telegraph their attacks, the telegraph is not the moment you dodge toward the attack.

Boss battles definitely live up to their name, and each has a different, interesting touch.

The actual attack is, and it’s at this point that I mention a controller is probably a good idea for Lucah, since I’ve found, on keyboard and mouse, dodge parrying a little too finicky, because yes, you do have to dodge specifically into the attack to trigger it, and that’s easier to handle with the more granular nature of an analogue stick.

The rest of my gripes with this game, quite honestly, you can simply note as gripes with the Soulslike formula, and more to do with genre weariness than any actual fault of the game. As such, it overall gets a recommendation, because it does interesting things with the genre, and has a somewhat unique aesthetic and narrative that, overall, works. Definitely one of those cases where, even weary as I am of the You Died bullshittery, I appreciate the artistry the Lucah team have brought to bear here.

Eesh. Only way to progress, huh? Chilling.

The Mad Welshman must rest. He is tired.

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Dungeon Girl (Review)

Source: Cashmoneys
Price: 
£8.99
Where To Get It: Steam

This review took a while because, at first, it’s somewhat hard to see what the problem is with Dungeon Girl. After all, how complex, or intricate, or messy could a game really be, when its main game loop consists of clicking on groups of same-coloured blocks to remove them, and other blocks fall down?

Looks p. simple, and the main action (clicking on those blocks) *is* . Everything else? Nooooot so much…

As it turns out, a fair bit. So let’s get into Dungeon Girl, in which a dungeon explorer for the Kingdom explores dungeons, albeit not in the fashion many are used to.

Dungeon Girl is, simply put, a block removing turn-based game with RPG mechanics. There are several kinds of blocks, but the most important (and common) are Life (Heals you), Work (Digs out ore), Search (Finds the exit to each floor), and Attack (Does what it says on the tin.) More blocks of the same colour make for a larger effect, and if one or more rows of the grid are filled with a block-type when you remove it, this has another extra effect. 200 dungeon floors, bosses roughly every fifteen floors, stairs roughly every 5 floors, and if you get damaged or your Mind meter goes to 0% , you lose that exploration run.

What’s that? I didn’t mention Mind? Are there Mind Blocks? What are these RPG mechanics? Well, this is where it gets a little complicated. Yes, there are Mind blocks, uncommon as they are. There are also items that heal mind. There’s also quests, and item mixing, and an item encyclopedia, and support members with their abilities and skill grids to put Friend Points in, and… Oh, your eyes are already glazing over. Yes. Mine did too, until suddenly some of these things become important. While others… Don’t. So much. So far. This, readers, is the problem here. It’s a game whose core game loop is simple enough, but everything surrounding it isn’t. And not a whole lot of it feels very useful, whether it is or isn’t. I can, for example, affect the tile drop rate by changing my Adventurer Type, unlocked by specific Friend Point tiles on their skill grids. I can also unlock their Stories, little vignettes, and extra HP, and Treasure Keys, and…

Yes. Yes. This is definitely a skill square. Those are definitely words, and abilities, and rising numbers.

…And while a fair amount of this is explained, not all of it is explained well, and so I’ve shied away from certain features because I genuinely can’t grasp their utility. These Object Points are good, huh? How do I… How do I get more of them? What does that actually do? I have Nono’s Bento at something like +4 , with 7 of them, at 0P. Looking at the help explains it a little, but I have 7 Nono’s Bentos, a +4 that doesn’t seem to do anything, and no bonus (the Help tells me it’s because I haven’t got enough of Nono’s Bento to unlock said bonus.) As such, mixes have largely been left the hell alone in my playthrough, and types left unchanged. Nothing seems to have suffered as a result.

But how are these items gotten? Treasure chests. Which require keys. Which require either unlocking skill grid items on party members (Considering how quickly the Friend Point requirement for the next grid item rises, this is not a preference) or Quests. Quests refresh every ten game days (three moves a day) in a dungeon, and, while some are perfectly do-able (Remove X blocks of Y type, Remove X blocks in one go of Y type Z times, Don’t Get Hurt for X turns), others seem, at best, counterproductive for their gains (Reduce yourself to 20% HP! Fight 5 enemies at once!) and others a matter of luck or speed, rather than skill (Fight X enemies, Fight Y rare enemies.) There’s conflicting elements here, and while choosing between them adds to the difficulty (because treasure chests can only be opened with keys), some seem particularly silly. Use X stairs? Er, yes, because I really want to be going deep quicker when my attack isn’t actually good enough for five floors down right now.

Dungeon Girl started somewhat enjoyable, a little confusing, a little popcorny, and I can see how folks who gave up on it early disliked it for “simple” gameplay. Over time, though, I’ve grown to dislike it because it’s not simple. It’s a hodgepodge of systems that aren’t terribly well explained, with elements fighting each other over how you should progress using its “simple” game loop. Which is less simple because that hodgepodge of elements seems to be affecting, behind the scenes, how well I attack, or the like. To the point where even explaining why it feels like a hodgepodge has turned this review… Into a hodgepodge.

While this ends well, I can’t help but feel this isn’t a good way of going about things. Also, I like pineapple on pizza.

The Mad Welshman loves tooltips. But tooltips, as he’s found elsewhere, are of little use when you don’t know the tooltip is there.

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Ghostly Matter (Review)

Source: Cashmoneys
Price: £9.99
Where To Get It: Steam

Ghostly Matter is one of those games where, with its retro stylings and cool ideas, I want to like it. Mixing old action adventure titles (Not the modern definition, but essentially, platformers with adventure game elements), pulp horror, and survival horror.

Two professors, both alike in dignity…

But a common problem, it seems, with retro games is that they also take the less laudable elements of retro design, and Ghostly Matter, for all that it has an interesting world, won’t particularly let me get into it because it wants to be retro hard.

The general story is, admittedly, nice and pulpy. Two professors, both alike in dignity, work in the burgeoning field of ghostly research, but they split over an argument about whether something that lets you look into the abyss that is the realm of the dead will also let the abyss look into them. Years pass, and Dr. Penderghast, the protagonist, receives a mysterious message from beyond the grave that seems to be his old professorial friend. Cue horrors and hijinks.

I’d love to tell you more about those hijinks, about the direction the game goes, but, unfortunately, I can’t. Because there is a lot of dying in this game, and checkpoints… Are not terribly helpful. Fixed life with few healing items contrasts with contact damage, rapidly firing enemies, the fact that your Spectroscope is necessary to see certain enemies, but also drains your health at a rate of knots (and needs batteries) … Before we even get into things like the gotcha that opens up a shortcut in the second level, where you open up said shortcut, jump down, and… Are immediately assailed by four skeletons arising in very close proximity. Whups, opening this shortcut is going to cost you health, no matter what you do. What’s that? Your health is in short supply? Better remember where the nearest checkpoint is, then!

In game design philosophy, there is the problem of Schrodinger’s Monster Closet. When the waveform collapses, you either take damage or have an item (its usefulness also determined by a waveform.)

There are other, better weapons that, unfortunately, but I can, at least, tell you there are three different types of enemies, and certain weapons work better than others. But when maps are large and sprawling, health items are few and far between, checkpoints are equally pretty far… And the enemies like to be invisible (use the spectroscope to hit them, lose health anyway, because the spectroscope is a gateway to death), or pop up from the ground (with some being easy to spot, others not so much) or just have hard to dodge ranged options, I found myself hitting brick walls pretty often, to the point where I’m writing this review without having gotten nearly as far as I’d like.

Oddly, narratively, everything fits together well. The supernatural world is tough (enemies are bullet spongy) , the spectroscope drains life with use because it’s basically a gateway to the spirit realm (but is necessary for puzzles, while health items are rare) , and you can’t exactly have a horde of evil in a small room (maps are large, with only a few navigation aids.) Mechanically, as those little asides note, it doesn’t work so well, with a lot of factors contributing to the difficulty, while less factors ameliorate it. The controls are also a little tough to get into, sadly, but this is not a huge issue when a lot of the time, what you need is move, jump, and shoot, all of which are simple enough.

Still, it is an interesting story, and while I have a lot of trouble with it, if you’re fine with games being tougher than usual, this may be one to look at.

Even in the areas I’ve been able to struggle through, there’s at least some variety. From a normal house to… This. Cool!

The Mad Welshman loves him some horror. It’s part of why he’s often so harsh with horror titles, it must be said.

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