Thea 2: The Shattering (Review)

Source: Cashmoneys
Price: £19.99
Where To Get It: Steam
Other Reviews: Early Access

I appreciate modular difficulty sliders. I appreciate the ability to customise one’s experience somewhat. I appreciate survival, and I appreciate 4Xs. What I am not, strictly speaking, so fond about, however, is when the percentage of your “Normal” difficulty is 150% difficulty. That, and needing to survive 100 turns on “Normal” difficulty, are a fair portion of my irritation with Thea 2: The Shattering, a survival 4X that I had taken a look at in Early Access.

This, for example, has a better chance of happening. Which, considering how few folks you start with…

And, just to make this clear, the game has improved from last time, in several important senses. But in terms of feeling whether the devs actually want me, someone who isn’t dealing amazingly well with Thea’s particular brand of conflicting desires, to see more of its content? Thaaat’s not so hot still.

So, let’s back up a second, quick recap: World’s Nordic in flavour, pantheistic, got a bit of a problem with the world maybe ending sometime in the near-ish future. And your deity has chosen you to lead a small group of folks to grow, to expand, and hopefully to survive long enough to find out what the Darkness is, and, best case scenario, how to defeat it. And, being fair to the developers, they have introduced more to help deal with that. An extra modular difficulty setting, allowing you to autoresolve conflicts more easily (or with more difficulty.) A lumber building that gives wood, even if there’s no wood nearby. That sort of thing.

A new deity is useful, it’s true. But it takes about 400 odd turns of good play per deity to get one…

But, in the end, here’s the thing. As I mentioned right at the top, unlocking more things is a royal pain in the ass. I need 9 God Points to get a new Deity to try out. I need at least 5 to get new potential starting bonuses (At least some of which are locked behind their respective Deities.) I will, if I do well on “Normal” difficulty (Surviving at least 100 turns, completing various events) gain… Maybe 3. For about an hour and a half worth of play, maybe more. And “Normal” difficulty is tough, not least because of conflicting desires.

It wants you to move from Island to Island. It wants you to do events. But it also wants you to hunker down, because this adds its own benefits. It wants you to spread, but gives a pittance of children and growth, slowly depleting the resources, and increasing the hostility. And, in essence, the games feel the same, because they tread along the exact same path. Here, the Witch’s hut, and gathering food, and finding a settlement. There, the Cmuch prince, the Wisps, the Demon Games. That very sameyness means that, to unlock more Gods, more things that maybe help you get further, you have to tread the same path over, and over, and over again, and…

It’s well written. But it’s also something like the 20th time I’ve seen it.

…Thea 2 has some interesting ideas. It has an interesting world. But I’ve never really felt like the game wants me to explore that world, to look down its path. And, even with the narrative conceit that yes, the world is hostile, it is not a game that resists being played in a fun way. It merely resists, struggling against being enjoyed, and that saddens me.

The Mad Welshman wants games to be enjoyed. Sometimes, the games themselves don’t help.

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Black Paradox (Review)

Source: Cashmoneys
Price: £11.39 (£13.74 for game+soundtrack, £5.79 for soundtrack)
Where To Get It: Steam

Hey you! Do you remember the 80s? How about something more recent that remembers the 80s, Vaporwave? Okay, okay, let’s make this a little easier? How much do you know about shooting spaceships in procgenned patterns that then go boom, followed by a bigger boss spaceship, and doing that until you go boom, at which point you get points to buy better stats, then do it again?

Ah, okay, I feel we reached the maximum number of folks with that last one.

As soon as I saw this, I thought: “Yes, this is exactly the mood the game is going for: Blowing shit up with MURDERKEYTAR.”

So yes, Black Paradox is a shoot-em-up, of the horizontal variety, where you, a bounty hunter with duplication powers called Black Paradox, shoot space pirates, cowboys, and other ne’er do wells, beat bosses in a space DeLorean, and, when you die, you get the chance to use the money you earned to buy upgrades. Not new weapons, mind you, because weapons drop from Carriers in level, and it’s random what you can pick up, but stat upgrades, to things like health, attack, speed, and fire rate (With added percentage chance of something extra per shot, according to the chip you slot.)

So, what’s it like? Well, I feel like the main good points are its aesthetic, and the energy of its weapons. Aesthetic wise, Black Paradox is trying for a Vaporwave aesthetic, a style that pays an odd kind of homage to the 80s styles while also ambiguously satirising the consumer culture of the period. So, on the one hand, synth tunes with a distinct 80s feel, bike helmets, big triangles, and, on the other, parodies of popular 80s icons like Lobo, Tex Hex, and the Master Blaster duo. It’s mostly surface level, but it does work moodwise.

I don’t feel like fighting this guy, where’s a wisecracking horse, a bad comedy sidekick, and a sheriff with animal powers when you need them?

As to the weapons, well, there’s quite a few of them, and, beyond the bog standard gun with middling round bullets wot go pew pew pew, there are lasers, deadly boomerangs, railguns, flamethrowers… Each weapon acts pretty differently, and some, like the railgun, are definitely meant for use on bosses or big enemies only. What matters is that they are all, from the weakest to the strongest, chunky and exciting to use. I love being slowed down by the Dart Punk, my missile pods wrecking anything silly enough to stay in the way. I love filling the screen with boomerangs, wandering around the screen as entire asteroid fields (and the ambushes behind them) die before I really get to see them. And equally, I love a lot of the powerups you get from defeating one of the seven bosses. The blade drone (A roomba, but with knives.) The medic drone, occasionally topping me up because, boy, I also love running into bullets and exploding a lot.

Of course, that’s because, at any given time, there’s a fair amount of bullets on screen at any one time. It isn’t quite bullet hell, but it comes pretty close, and there are some attacks that make you panic. But runs are quick to restart, and I know, with each failed run, I’m a tiny bit closer to getting more powerful. I could do with becoming more powerful a little more quickly (As higher level chips cost a lot more, and so do the chip slots), but, honestly, it isn’t terrible. Know that, unless you’re good at these ol’ shmups, you may be a while to properly powerup, and, if you’re cool with that, then it’s all good.

And yes, occasionally, you run into a Black Paradox event. Which is mirror match BADTIMES (In the best way.)

So yeah, overall, I feel positive about Black Paradox. It’s a little slow to get going if you’re not great at shmups (HI), but its aesthetic is nice, its weapons feel good, especially once you get how they work, its music is good, and I can see myself coming back to this quite a bit.

The Mad Welshman unfortunately has neither the touch, nor the power to take on the final boss yet, but when he does, he will dare, dare to believe he will suriiiiiive.

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Zanki Zero: Last Beginning (Review)

Source: Cashmoneys
Price: £49.99
Where To Get It: Steam

CONTENT WARNING: It should be mentioned that Zanki Zero deals with adult themes like abuse (sexual or otherwise), gaslighting, and murder, so… Yeah, be warned, this game deals with squicky subjects.

It’s an interesting exercise, to tot up the thematic elements of a developer. And for Spike Chunsoft, there’s a fair amount to pick from. Sins of the past. Just about believable pseudoscience made believable. Big twists. And attacking the heartstrings with comically large pliers.

This… Isn’t going to end well. I want it to… But I know it won’t.

And Zanki Zero definitely goes in for all of these, along with a bit of cringe early on. If I had a nickel for every time a “wacky” cartoon character was just groan inducingly gross, I’d have enough to whack said cartoon characters with a small sack of nickels. Thanks, Zanki Zero, for the unnecessary addition that one of your MCs is proud of pissing themselves on camera. I’m only grateful that’s told, not shown.

Iiin any case, once the game gets going, the cringe seems to die down (somewhat, although content warnings for abuse, sexism, violence and murder definitely apply throughout), and the game gets interesting. A survival RPG/Visual Novel hybrid, Zanki Zero follows eight protagonists, and… Seven sins? Ah, one of them is secretly an architect of this whole mess where humanity is extinct, and eight (?) clones of people are asked to rebuild a cloning machine to resurrect humanity, despite the fact that they, as clones, cannot breed. I’m sure this’ll at least try to make more sense down the line, but at the beginning, mysteries, gribbleys, failed human clones, and ruins abound, with various systems unlocking as you go. Building elements of your base. Cooking, crafting, upgrading. And, through it all, the clone mechanics.

There are, thankfully, lighter moments, and the game paces itself well overall.

At first, as described, it’s stressful, and the game makes sure to kill off a character to get the point across, but, while death isn’t the end, and can be beneficial in certain aspects (Dying in Adult life, for example, extends Adult life by 1 day), it costs to resurrect someone, so care must still be taken, as there’s a lot that can screw you up. Traps, monsters, the threat that some of the gifts you get from the EXTEND Machine have strings attached. You know, losing what’s left of your humanity, that sort of thing. I’ve been playing it on the second difficulty setting, and this honestly seems reasonable for me, since my only party wipe was through overconfidence. It’s only later, with the introduction of various traps, that it starts to get properly mean. God-damn bird…

Ohhh, this feller. I have feelings about this feller… And all of them are associated with flipping tables…

The game’s pace is, honestly, pretty good, and, some odd keybinds aside, it tutorialises pretty well. This, plus the interesting way combat and “survival” plays out (The bars, equally, decrease and increase at sensible rates, so I rarely felt I was nannying) means that, overall, I quite like Zanki Zero. Sho, the cringier of the two Extend TV hosts, is a different story, but thankfully, his segments are quite brief. If you want to explore a VN/RPG hybrid which adds depth as it goes on, Zanki Zero is definitely an interesting one to check out.

The Mad Welshman doesn’t have anything clever to say here. How can he, when Humankind is long gone?

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ISLANDERS (Review)

Source: Cashmoneys
Price: £4.79
Where To Get It: Steam

Ahhh, the city builder. The puzzle city builder. They’ve both got their own beauty, but, done well, both can be extremely relaxing times. And Islanders… Is done pretty well.

I’m about to lose… But, you know what? I feel accomplished for having done this much, not bad for losing.

As with city builders, buildings in the right range of each other create synergy, for good or for ill. A lumberjack does well with lots of trees around, better with a statue, better with a sawmill… But it makes parks, shamans, and other stuff less palatable to place nearby. Some buildings, like the Temple, are very picky, so thinking ahead is definitely a useful skill.

And then there’s the title. See, it all revolves around islands. Sometimes tiny archipelagos, sometimes big grassy dealios with ruins… But always, space is at a premium. And always, progress must be made. Most of the time, this means making enough points to get more buildings. But once you get far enough, the next island starts calling, and, whether through feeling you’ve maximised your work here, running out of useful buildings, or simply from having placed a lot of buildings, it’s time to move to the next, keeping only the score you’ve accumulated so far.

Every Island has its specific challenges, things that work well, and things not so well. For example here, brickies aren’t going to have a great time: No sand.

Thing is, while it is challenging, it does a lot to make it a chill experience. Tooltips handily tell you what a building does before placing it, allowing you to think. When placing things, there’s visual guides both to its sphere of influence and the points you’ll rack up from placement (Occasionally leading to “Just a pixel to the left, and… BAM, 32!”) It’s very quickly clear what’s what, and, throughout, light, relaxing music is playing, keeping you calm. Since the game automatically restarts on a loss, and saves progress if you leave, there’s also no pressure there, and I like that.

Islanders, overall, feels quite pleasant to play, sounds good, looks good… And, of course, the feeling when you have an island almost filled is a good feeling. Sometimes, you need something relaxing that still challenges the mind, and Islanders is definitely that.

Ohhh yeah. That’s the stuff. Still got placements, still got the chance to go to the next island. MMMMMMM.

The Mad Welshman always has time for relaxation. So ISLANDERS is definitely going in his “Play this when things are getting you down” folder.

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Faerie Solitaire: Harvest (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

You can’t please everyone all the time. This is the main thought running through my head as I look at Faerie Solitaire: Harvest, a sequel which has, at release at least, cut the story, cut the purchasing of building aspects, and made pets a little more accesible, but confusingly.

The thing is, its core is still solid, and its soundtrack is really bloody good. So these things shouldn’t matter so much. But it does, nonetheless, feel odd.

The meanest kind of layout… The one-card (or multiple one-card, in this case) blockage…

Okay, so, last time on Faerie Solitaire, faeries got trapped by an evil wizard (That you were apprenticed to) with layered cards in patterns you got rid of by going up and down the ranks of the cards (With help from powerups and the bottom deck, which could only be shuffled a certain amount of times.) Big combos were good, individual levels had tasks, there was a lot going on, but, at its core, was one particular solitaire variant.

Now, the faeries are again trapped, but somewhere else and by ??? , with the plucky young ??? to save them by matching pairs of the same rank, and, preferably for combos, the same colour, with the aid of the bottom deck, an ability (Wild Cards earned with combos), and, as before, there’s only a limited amount of reshuffles (One, either free, or due to paying 1000 of the ingame currency.) As noted, the core is solid, with exactly the benefits and problems you would expect from a solitaire game. For example, Oh look, the two cards you need to match are directly under each other, and you did not know this. Sod. Well, that happens sometimes, fine.

Pets! You can evolve them, and then… You can, er… Well, you can toggle whether they’re evolved or not.

On the one hand, I can definitely say it doesn’t stint on that Solitaire part. 40 areas, each with 9 levels, and increasingly devilish layouts. That’s the good stuff for someone who likes Solitaire, right there. But, alas, this isn’t just about this Faerie Solitaire, as, as noted, Harvest feels somewhat stripped down compared to its predecessor. A fair bit of that, to be honest, was bloat, trying to add more interest, and not always succeeding. But since some things have changed and others haven’t as much, it ends up feeling a little hollower than its predecessor.

Let’s take the currency of the game, pets, and resources, for example. It’s nice that, if you liked baby pets more, you can switch between baby pet and adult pet forms at will. That’s nice. But, beyond this and a little urge to completionism, with 32 pets to grow from eggs (By playing) and evolve (By playing and gaining resources), there’s… No real reason for them, or the resources. The main currency of the game also buys two of the abilities, an extra card slot, and a reshuffle if you hadn’t managed to land a BIG COMBO to get a free reshuffle. That’s… Er… It. And it is needed when layouts get meaner…

Ah, I got wood… Look, I’ve gotta wring some humour out of this, dammit!

…But, with these cuts, what you have is a pretty solitaire game with some knobs on, and a soundtrack that feels like it comes from an epic JRPG. If this is what you expect coming in, then you’re good. Having played the predecessor, I felt, as noted… A little odd.

The Mad Welshman always feels a little forlorn when a sequel strips things. Even if it makes sense. And he’s aware this isn’t a great feel.

…Doesn’t stop him feeling it, though.

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