Hades (Going Back)

Source: Supporter Gift
Price: £19.49 (£7.19 soundtrack)
Where To Get It: Steam

Supergiant do it again. They keep doing it. I’m enjoying a game about a rebellious young adult, Zagreus, son of Hades, snarking and battling his way from his home at the lowest depths of Hades, trying to escape, in essence, a shitty family situation.

He’s right. I have no urge to consensually bully Dusa, who is cute.

Its aesthetics are gorgeous (God, so many fucking hunks!) Its progression feels natural, to the point where I knew where I was going, knew what I was doing, and was fine with dying over and over again, because I knew my grind would be rewarded. Its characters, even the grumpy and overbearing dad Hades, charmed me.

And thus, one of those times I hate is upon me, because I can’t say anything bad, so I’m struggling with what the hell else to say.

Okay, so, Hades is an action roguelike, in which, as noted, Zagreus, son of Hades, is attempting to escape, with the aid of his step-mother Nyx, the Olympian Gods, and a few other notable figures, including the most relaxed and friendly incarnation of Sisyphus I’ve ever seen. You start with one weapon, a sword, make your way as far as you can, get your ass beaten down, and come back for more, wading out of the pool of blood that forms the entryway to Zagreus’ home as he bitterly snarks or swears payback.

For the reason that it’s ever so cheesable, I love the spear. But every weapon is, honestly, appealing in this game.

He will escape. Because he cannot die, so he keeps trying, because he knows he can do it. And, as he does, he gets more powerful. He befriends various people, like Dusa, the disembodied medusa head maid of Hades’ abode (She’s so cute!), or Dionysus, who reminds me so damn much of Zaphod Beeblebrox that I find myself smiling. A chill dude, I like him.

Anyway, yes, the progression is natural, the sound design great, the VA good…

Look, I can’t keep saying nice things, so I will end with this: If you like action roguelikes, then yes, this is a good one to pick. It’s easy on beginners, it’s accessible (alas, never perfectly, for it is twitchy, but still), and, as mentioned, the grind feels less like a grind, and more like a natural state of affairs.

It’s criminal how hunky, laid back, and smooth talking he is. CRIMINAL, I TELL YOU!

It’s good stuff.

Call me, Dionysus, we had a fun time! xoxo

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Warp Drive (Review)

Source: Cashmoneys
Price: £10.29
Where To Get It: Steam

Aesthetic can only take you so far. And when that “so far” involves forgetting to tutorialise at all… Ah, that’s not so good, is it? So, suffice to say, Warp Drive on gamepad (generally a good way of playing Future Racers like this) has gotten off to a rocky start. On keyboard, it’s more sensible. But still…

Oh good, I managed to get a screenshot with somebody ahead of me. That’s unusual for me in a Future Racer.

R2 (Lower right bumper) is what you use to accelerate, just an FYI. So you don’t have the frustration of trying to find that most important of controls, because W on keyboard would make you think forward on the d-pad or stick.

So yes, Warp Drive, a future racing game in which you drive drone like hovercars around a track, fulfilling the race objectives in a tournament, and… Wait a second…

Bad impression number 2: No solo tracks, no individual time trials, no challenges. Just a tournament.

Car pretty. I mean, what else can you say about it? It’s pretty, and it flies well.

Beyond these two crits, and that your earliest time trial requires a faster boost and solid racing (I get so sick of seeing that in future racers), it’s… Actually alright. But it’s mostly aesthetics. The gameplay’s relatively simple, there is only a benefit to taking on the higher classes of cars, and, if you’ve got your boosts and warps down, your handling up, and any decentish skill, you’ll, uhhh…

Bad impression number 3: We know there’s a hard corner that would need drift… But I’m in a high handling enough car that it’s not actually a hard corner, ta.

Sigh… Anyway, yes, it’s alright, it handles alright, the tracks are good, with interesting shortcuts, and, as mentioned, most of it’s in the colourful aesthetics, the worlds that are detailed and cartoonish, but not distracting from the track itself, and a soundtrack by the great funkster, Hideki Naganuma. Don’t worry if you don’t know the name, looking up his music is a very pleasant exercise if you’re into funky beats.

Oh, wait, bad impression 4: No option to turn off the flashy pink warp animations. Y’know, the epilepsy risk ones the game doesn’t warn you about.

Yeaaaahhh…

But beyond that, with the good and the bad impressions mixing, it comes out… Well, okay. Its visuals grabbed me, its music got the blood pumping, but the game… Well, I felt lukewarm about the actual game part.

It’s some good popcorn if you’re into racing games. But I really get the impression it could have ended up with a lot more character than it did. And there’s stuff it really could have fixed.

I’m kinda sad that the game ain’t nothin’ like a funky beat.

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Atelier Lydie and Suelle: The Alchemists and the Mysterious Paintings (Going Back)

Source: Cashmoneys (My wallet, it weeps. And I ignore it)
Price: £49.99 (Season pass £62.99 (GASP), 21 DLCs ranging from £2.09 to £7.19)
Where To Get It: Steam

Well, since I gave in to the “dangerous to my wallet” urge to get hold of an Atelier game, let’s do a going back on it…

The Atelier JRPG series is, essentially, about cute alchemists and their rise, their personal arcs, and the people that surround them. It’s a series heavy on crafting, with turn based battles, and, sometimes, time limits to the game’s story which mean replaying things on NG+. Yay.

He has, no joke, that bow-chikka-wow. As befits such a handsome devil

Thankfully, Lydie and Suelle is not one of those, being a pretty relaxing game about two young ladies (dorks), their attempts to become the greatest alchemists (and, keep in mind, this game has protagonists from the previous two, Atelier Sophie and Atelier Firis, appearing) in Merveille, in the kingdom of Adalet.

It’s good stuff, with nice, light music, cool characters, and a slow burn to the plot. That may be a turnoff for some folks, that the stakes don’t get raised until the second act, with minimal foreshadowing before that, but honestly… It was nice.

I shouldn’t call this poor man, unable to move on, a trash dad. But at times… Yeah, he’s a trash dad…

It was nice to avoid the plot for a while and just craft things. It was nice to enjoy all the fun side content. And funnily enough, that desire to see more of the characters (even the tsundork Lucia, or Liane and her cheery, yet overbearing love for her sister) actually helped, because this is a game that rewards you for seeing all of the plot, doing all the things. And it does it pretty organically, for the most part. The main story won’t progress until you want it to, and, while later items require later dungeons, the progression feels natural.

As to the combat? Well, it’s an interesting one, because, while Lydie and Suelle themselves are by no means weak, they’re still characters who rely on either their special abilities (which run out when you’re out of MP) or… The items they craft. And the game encourages the latter, while adding a nice little mechanical touch to emphasise this narrative. The characters who later join your party can, before a monster attacks, throw themselves in front of Lydie or Suelle, protecting them, while Lydie and Suelle have good synergies as support characters later on. I still kept Suelle, with her dual pistols (which she admits she demanded to be trained in because it looks cool) in the frontline pretty much throughout, but Lydie, in the backline, helped keep another character alive in rough fights.

You have to appreciate a boss called “Justrun-Foryourlife”, no?

They weren’t joking, either, he’s Givenme-Arunformymoney.

This has been my first experience with the Atelier series, and it’s left me with a good impression. Cuteness, a mostly relaxing loop, slowly rising stakes with a lot of character moments, with interesting characters to fit? Yeah, sign me up for more, ta!

Cute alchemists should rule the world. Send tweet.

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Leak Elite (Review)

Source: Review Copy
Price: £6.99
Where To Get It: Steam

Leak Elite is the kind of game I’d normally like a lot. It has a storyline about a group of hackers, who aren’t after some evil corporation, just leaking emails, fucking with people, enjoying the process. It has strategy puzzle elements. It would normally be extremely my jam.

It looks like a simple map, doesn’t it?

But it doesn’t tutorialise well. Beyond the absolute basics, it tells you… Nothing. Ah, okay, I’m meant to block the spawn of a follower using this deallocation, wot removes a tile. This is the first time I’m doing it, game… How?

I didn’t actually work out how. I knew it had something to do with patience, with waiting for patrol paths, so the spawn got blocked… But the security requirement was tight, so I ended up with no clue what to do.

Which is a shame, because its lo-fi aesthetic is pretty good. Its tunes are pretty chill. Its chat logs are… Well, they are indeed believable for a group like this, even down to the casual ableist slur.

Yup.

But when two of the beginning server nodes, including the important one, are rough af to deal with? Well, that’s a bad sign, and, not being able to complete what’s effectively the tutorial mission, I bowed out.

Sorry, Leak Elite. You are, in fact, too Elite for me. Maybe hardcore strategy puzzle fans will get it better than I did. Maybe not. We’ll have to see.

(EDIT: Since the release of this review, the developer has changed security requirements for some of the levels, and clarified the final part of the first mission. So yes, if you have problems, let the developer know, and please give your feedback constructively.)

Leak Elite, as it turns out, was too 1337 for my n00b ass.

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Hardspace: Shipbreaker (Early Access Review)

Source: Cashmoneys
Price: £21.99 (Soundtrack £6.99)
Where To Get It: Steam

If there’s one thing we can be sad about with Hardspace: Shipbreaker, it’s that we can’t huck segments of the ship, especially kersplodey ones, at Corporate. Then again, I can imagine we aren’t the first cutter to be disgruntled and think about that, so they might have giant cannons for just such an eventuality.

One of those “Last things you’ll see” moments. Whoopsie.

Anyway, yes, Hardspace: Shipbreaker is a game about dismantling spaceships in a dystopian hellscape where you are a clone whose processable (not furnaceable) worth is approximately $8. Armed with substandard tools you can improve (and later buy) thanks to completing work orders, and slowly, ever so slowly reducing a billion in debt, you cut up ships and yeet the various portions into the right trash receptacles for recycling, for your corporate masters.

You’re also a clone without a union, so no, diving into one of the three processing areas is a no-go, I’m afraid. You can, to be fair, set your number of clones between infinite, 30 total til game over, and none. Don’t pick none, you will die at least once learning the ropes.

I did, eventually, work out a way of getting these parts apart without this happening. Eventually.

It’s actually pretty relaxing, although there are motion sickness warnings for six degrees of freedom movement and the odd thing that’s moving while you’re looking at something that’s not. And with only a few tools, it’s pretty easy to learn the ropes. Cutting tool in focused mode for getting rid of cutting points or smaller metal plates you just want off to get the sodding airlock already, line cutter for when you’ve got metal things connected you don’t want. Grapple tool, its tether, and force push for moving stuff to the right receptacle and picking up even most things that are nailed down, visor to see the harder to see stuff to shove in the barge or destroy, and demo charges for when you can’t cut the bastard (nanocarbon or cut guard), but you want the damn thing gone. Simple!

…Except a friend just told me I can get rid of cut guards with a charged force push. Fuck my life.

Spooky ship, spooky ship, scares you just like a spooky ship…

The aesthetic is pretty cool, although glitch effects annoy the hell out of me, as does a resetting windowed mode, the UX is pretty clear, the music… Well, it’s space trucker guitars, I have no problem with space trucker guitars for, essentially, working yourself for the company store. The three base ship designs and their variations are pretty cool, each with their own challenges (sod you, Javelin, and your backasswards way of building a ship. I hate ensuring your individual toroids don’t snatch up the core of the ship, or drag the whole thing into the wrong station, and you are my nemesis), so… Yeah, I’m liking it on the aesthetic front.

But I also love me some worldbuilding, and, through collecting data boxes, we see just how shit a company Lynx is… And the mystery behind the AI nodes hiding in the Ghost Ships you encounter later on. It’s really not much of a spoiler to say “Someone done fucked up their if-whiles”…

This one isn’t the biggest. Even at the current stage.

Shipbreaker is pretty far along from the looks of things, and I’d love to see multiplayer, but as it is? Granular difficulty’s fun, the world’s fun, the game modes are fun, and if you’re into just chilling out for an hour or two with some mild swearing, a session of Shipbreaker is a good way to do it.

(EDIT: Well, ain’t my timing great. I published this, then found out the story update is hitting soon. Ah well, enjoy the story, I’m certain it’s suitably dystopian!)

Taaake me hoooome, hyperspace roooaaaads…

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