Archive for the ‘Game Reviews’ Category:

Immortal Planet (Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam

I’m getting really tired of the word “soulslike.” I’m not ashamed to say this, because, like many game development fashions inspired by at least okay games, it can vary widely. Immortal Planet, sadly, is one of those that just doesn’t gel with me. Partly because it is as slow as advertised… And partly because it isn’t.

The game has an inventory, built up as you go through the game, weapons with multiple modes, and, of course, skulls and masks. A fair few of them.

The story is relatively simple: There is a planet, filled with folks who just won’t die (The justification for respawning enemies whenever you rest/level up.) It’s mysterious, and you, one of the big, hulking masked folk that populate this world, are a prisoner. Tromp and stomp and murder your way through the 5 bosses and 52 rooms. I know it’s 5 bosses from the achievements, and I know it’s 52 rooms because, for some odd reason, the room graphics are right there in the game’s directory (Found as I tried to get windowed mode to work. Which it still doesn’t seem to.)

Problem is, the game is frustratingly grindy, and, while the walk speed is slow (and the run isn’t a whole lot better), the combat is quick exchanges. And, like a Souls game, everything appears to be made of bricks that are made of bricks until you level up. Slash slash backstep to recover and let this fool get his two attacks off slash slash dead. This guy’s near an edge, haha, wait block dash the sod into the black ether and get the XP so much easier. Slash slash sla- dammit I’m out of stamina, backstep get hit get hit dammit now I have to use a healing item. So yes, it’s slow in one sense, but the fights are, comparatively, quick, twitchy exchanges. And then you meet the first boss, and realise another area the game is slow.

Block, slash, ohgods I barely scratched him, and even through my block that hurt. Slash, wait, he’s got a melee punish move, ohgod I’m almost dead, try to ba- aaaaaand dead. Lose all my XP, lose my healing items, reset, restart.

This enemy is about to be punished for having a dash-two slash combo that’s easily avoidable. His compatriots can be a lot more challenging.

Immortal Planet is not the friendliest of games. Funnily enough, though, most of this is feeling. On leaving a session, I was surprised to note that three loops around the first hub, combined with two deaths (one my fault, one due to somehow dashing off a cliff to my death when I’d intended to push someone else off the opposite cliff) took around 20 minutes. It felt like a lot longer, not least because while the game has sound (and some quite meaty sounds for the weapons too), it doesn’t have music, per se. Snatches, here and there, like when you die, but mostly, it’s silent, with that tromp tromp tromp tromp tromp of walking around the main punctuation for a lot of the time.

Eventually, I got used to the combat, which involves being as risk averse as humanly possible, and taking advantage of the fact that the enemies’ charge attacks are, for the most part, easily dodged, and well telegraphed. Now, I mention being risk averse, and you may be saying “Dark Souls also encourages risk aversion” , but this is not quite true. It involves calculated risk. While a single loop around the first area and level up purely into Strength (Damage) will ensure two of the first three enemy types will be chumps (Taking around 5-10 minutes) , the third enemy type (and the first boss) will punish you heavily for a mistake, and no, there is no option to just level up. You can level up and rest, resetting all enemies and any items you may have found beyond your basic allotment, or you can not level up. Bosses have multiple health bars, and, despite the fact it doesn’t actually take all that long to play, the grind and seeming slow pace makes it feel much longer than it is.

This exchange will take only a few seconds, but at this point, he’s already dead. If I’d misjudged, it would be *me* who was close to death.

In the end, Immortal Planet is very much a deal of “Your Mileage May Vary.” Myself, I prefer a different pace, and find elements of the game feeling iffy for me, but I can see how someone who wants a bit more challenge might enjoy this game. Aesthetically, it’s very clean, it has a moderately interesting story, but, alas, it’s not for me.

Agents of Mayhem (Review)

Source: Review Copy
Price: £39.99
Where To Get It: Steam

Agents of Mayhem is, it seems, trying to have several cakes and eat them. It wants to be a superhero, Saturday Morning style deal. It wants to still be a Saints game. It wants, just a little, to be a more serious property. And it wants to still be referential as hell.

The thing with wanting several cakes at once is that you tend to have a mess of cake, and a stomachache. So it is with Agents of Mayhem, where you can see elements occasionally shine through, but more often fall flat. Let’s unpack that.

The game follows the exploits of the Agents of MAYHEM, a GI Joe like organisation led by ex villain Persephone, combating the evils of LEGION, and its… Pridetroopers? Eesh, that was a bad namepick (The proper name is Helltroopers of the LEGION of Pride, but yes, “Pridetroopers” was used, with maybe not as much thought as could have been had.) Anyway, LEGION is up to no good in Seoul, and, with the magic of an Ark aircarrier and a drop teleporter, they do various missions, attempting to stop LEGION from setting off Dark Matter devices to, er… Do something.

Good guy does the thing he was told not to do because he’s the asshole… Check…

It’s okay, you have plenty of time to do so, as, once you enter Seoul, it’s things you’d recognise from any GTA or Saints style game: Steal cars to get your own. Run LEGION vehicles off the road as Targets of Opportunity. Set up things to “claim” an area, defend it for a bit against waves of LEGION enemies, kill them all, bam, you now have tech in town, or some money laundering that’s totes okay because you’re the good guys, remember? Or, y’know, things that you would normally have to return to the Ark for. Sometimes, you’re putting hostages in safety bubbles before detonating the bombs they’re attached to, and… Well, it doesn’t feel very SatAM, does it?

But never fear, the cutscenes are here! To tell you about the villains, to tell you about the heroes, their struggles, and… This is sort of dependent on characters, really, isn’t it? And the characters vary wildly in terms of writing quality. Some, like Braddock, the gay WOC marine in a relationship with the fussy brit (and PA to Persephone, your boss) Friday, are well written. How do you feel when the folks you’ve worked with support the terrorists? Some, like Yeti and Hardtack, are… Well, Yeti is Big Russian Hacker with Freeze Gun, and Hardtack is the demoman, but Amurrcan, and with the most videogamey shotgun to have ever videogamed shotguns. You’ve seen the kind before, and sadly, there’s not a lot new in their lines. Others, like Hollywood, are well written in a sense, but mostly in the sense that while you can appreciate an asshole is well written, this gives you less incentive to care because… Well, there’s more interesting people.

It’s the same with their PSAs. Yes, like some of the older SatAM cartoons, the game has fake PSAs, and again, they vary extremely widely. Rama screws one of hers up. Both Hollywood and Friday just end up looking like assholes, and, rather than a homage, as some characters seem to be, or a subversion, it ends up looking like a mockery.

SatAM PSAs… But for *adults* ! This is one of the better ones.

This isn’t to say the game doesn’t do nice things. Seoul is pretty, and has a lot of character if you’re willing to stop and smell the roses every now and again. Visually, and musically, it’s good, and the Agents of MAYHEM stings and elements of the soundtrack let you believe, for just a moment, that it’s achieved its goals of SatAM pastiche. Everyone has a theme. Having three characters per outing, with adjustable difficulty that you control, is a good move, especially as switching players is important to let them heal, and some of the special abilities really are quite good. The mobility is good, I didn’t have a tough time getting around, and that’s good. But for me, the problem is that it’s trying to go in multiple different directions at once, and so it just ends up feeling like it didn’t really care about any of them. It can’t seem to decide whether it’s taking the piss out of SatAM or loving it. It can’t seem to decide how much it wants to please ex-Saints Row players who might be pissed that this is an alternate world, and it occasionally tries to set forward tough, mature themes, only to drop them for the black-and-white “Here is villain. He is bad. Go get ‘im!”

Even without suffering from performance issues (Which I have been, the game is surprisingly resource intensive, and the launch troubled with bugs), I just don’t really find myself enjoying my time. These issues unfortunately, I am far from alone in, although your mileage may vary quite a bit, and the developers are aware of these problems, asking for DXDiags and other troubleshooting questions. As such, this combination of a troubled launch, and the fact that honestly, the game just doesn’t really seem that enjoyable to me. It seems to be fighting among itself, while I’m left scratching my head at the inconsistent experience.

Yes, that’s Kingpin. Yes, he’s an OG. Yes, that special ability is a boombox that makes enemies dance so he can shoot them. SIGH.

The Mad Welshman does root for the heroes sometimes. He really does. But if there’s one thing he can’t stand, it’s opposition without class.

Shrouded Isle (Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam

I’m going to get this out the way right now, so as to weed out those reading this: Shrouded Isle is mechanically very simple. For three years (12 seasons), you, the high priest(ess?) of a lovecraftian cult, must keep the noble houses that support you happy, while encouraging “Virtues” like Ignorance and Penitence, and also sacrificing one of your advisors each year. Apart from a few somewhat spoilery details, that’s yer lot.

Find a sinner, kill ’em dead. Got it… But… Who’s a sinner again?

Now let’s get into why the game is still interesting, and not a little disturbing. Let’s talk about evil. Evil is not a single entity, no matter how much we sometimes wish it would be. Nor, funnily enough, is Good. They’re values, not people. Even within a group, there is difference. Even within a group that seems unified, there is dissonance, sometimes prejudice. Shrouded Isle, despite its fantastic setting, does a good job of putting this into play, synergising mechanics with its world.

Ivan Efferson is a Flirt. He’s bad for discipline. Problem is, I know from watching the Virtue levels that he inspires even more Obedience than usual. It’s a sin, it’s true, but forgivable considering his good work for his house. The family would be angered if I sacrificed him, and, honestly, so would I. A good advisor makes a bad sacrifice.

His daughter Fania, on the other hand, I recently discovered was exactly what I was looking for. My Lord had told me to seek a Swindler, and lo and behold, there she was. A prime sinner. She’s not even very virtuous (Although I have yet to determine what her virtue is.) But there’s another factor: If I let her advise, I will have to use her skills, because I’ve already sacrificed one of Ivan’s daughters, and I’ll need to counter the sheer outrage from the bias in selecting from the same family twice. I could wait a year, but she’s sabotaging me behind the scenes.

Sin… SIIIIIIN!

To win, I have to manipulate. I have to put useless people in positions of power both to maintain the status quo, and to ensure my relationship with this advisor’s family remains cosy. They may all be sheep, to be fed to my Lord once he Awakens, but even sheep can, in panic, turn on me. They may not even do it for reasons “Good” people would consider “Good.” There’s another person who’s undermining my perfect… Controlled… Society. And they’re doing it because they’re a massive pervert, blaspheming even before my eyes.

Is any of this starting to sound familiar? Because it sure as hell does to me. Like many, I’ve seen it played out, the scapegoat thrown to the wolves, the inner conflicts that can rend a group apart, the search for purity. As such, it blackly amuses me to note that victory not only involves invasion of privacy and deception, it involves satisfying overall goals while… Keeping little bars of Virtue between two poles. Poles that shift as the Lord demands focus on a virtue.

Of course, it also adds nuance. Chernobog may consider Ignorance a virtue… But Liars and Swindlers alike are just as high on his list as the secret Librarians and Kind folk. The soundwork is subtle and unnerving, and, while the colour schemes at first seem unsubtle as all hell, they’re picked for their high contrast, although recently a more muted grey (Cremation Ash) is available in the options. I’m thankful for that, as, while I appreciate that the original colour scheme is picked for its subtly nauseating effect, it’s not something I want to play for long.

…Listen, buddy… There’s only *one* narcissist allowed in this cult, and that’s ME.

I kind of like Shrouded Isle. It’s taken around 2 hours, 2 games, to get to the win, but the game has multiple bad ends based on which “Virtue” was found lacking, and I find myself curious. I also wouldn’t mind replaying, as the game randomises virtues and sins, and it’s simple enough that I can see myself coming back. The game is pretty accessible, it does what it says on the tin quite well, so my main “not recommended for” group would be folks who are not up for a game in which you are definitely bad folks sacrificing your fellow human beings to summon an elder god.

Sundered (Review)

Source: Cashmoneys
Price: £14.99 (£6.99 for the soundtrack)
Where To Get It: Steam

I am, most of the time, a pretty calm person. Suffice to say, this sentence has an unspoken “BUT” , and, certainly enough, Sundered is that “BUT.” This is both a good… And a bad thing.

Congratulations, Thunder Lotus Games. You have discovered the edge, the very edge, of my video-game masochism.

While not a mobility or attack powerup, the shield is bloody useful because… Well, you *live* longer, innit?

In any case, while I’ve been jokingly referring to this as a “Soulscraftroidvania” (This is a joke on my more jargon loving peers in the industry) , it is, once you break down the word, moderately accurate. It has a high difficulty curve that is supposed to get better by dying and levelling up from the fruits of that dying. One of its antagonists (who is also your weapon) is the Shining Trapezohedron, and Lovecraft references abound… I would like to add, at this point, that making the main character a woman of colour is both a nice step representation wise, and a nice subversion of Lovecraft’s work, which often had folks of colour as the villains (Sigh.) And, like Metroid and Castlevania, progression depends on getting powerups, not all of which are mobility based, but all of which unlock some kind of skill gate or another. Explore three areas, murder enemies and bosses, get cash, die, repeat, hopefully making some progress. Equally, another core mechanic is that you can, with the Elder Shards dropped by boss and miniboss alike, either empower your abilities, changing them, or get more basic shards with which to improve your skillls.

That’s the absolute basics. Let’s get the good out of the way. Aesthetically, it’s beautiful. Thunder Lotus have a clean, consistent style, they know their UX, they know their animation, and they know their music. The sounds are mostly good, even if one in particular has associations with the mixed bit. The powerups are interesting, and some have some very interesting factors that make them extremely multifaceted.

Wait, tenta- NOPE. NOPE NOPE NOPE, DIE DIE DIE.

The best example of this is the Cannon. On the one hand, it fires a massive bolt that does at least three times the damage of your best melee strikes, and pierces walls, enemies, and the pots, crates, and gooey blobs you shatter to maybe get money. On the other, it’s slow to fire, takes both a unit of ammunition and stamina (Only one of which regenerates. The other must be found), only fires straight forward, and hurtles you backwards (Funnily enough, that makes it a mobility tool too.) On the third hand, it’s the only way of opening certain locks that exist… In the first area of the game. That is good design.

Similarly, the writing is pretty good. The Shining Trapezohedron is a weapon, an antagonist, and an unreliable narrator. It wants you to kill. It wants you to be better at killing. It hates you when you don’t take this option, and I’m almost certain it’s lying to you.

Now let’s get to the bad bit. Funnily enough, just like the Cannon is a core gameplay element, so is the part that I’m extremely unfond of: Enemies. Not specifically the fact that there are enemies, or the fact that they’re tough (Although some are extremely tough, serving as their own damn skill gates, and some, like the Aberration or… Well, nearly anything with ranged weapons, honestly, are just bloody annoying.) It is, like the Cannon, a multifaceted problem.

They are not in set positions, but rather, come in waves of increasing brutality, each wave being made of “native” enemies (For example, Cultists, Crawlers, and Screamers in one area.) Sometimes, they will be megawaves (signalled by a gong or a klaxon, depending where you are.) The ranged opponents can attack from offscreen… A long way offscreen. This gets worse later on, when some of the enemies get homing bullets. And, due to another facet of the game (Its tendency to zoom out to show you pretty or big things) combined with the number of enemies that can appear on screen at one time, the fact the ranged enemies often force you to hunt them down (While sometimes limiting your mobility) by virtue of firing from way offscreen (Hunters are the earliest offenders here, but not the worst), and, of course, the Endless Horde rooms you have to race through to get perks you will most likely need before the endgame (and, if you’re a completionist, definitely want)… Well, it makes what are meant to be big, epic fights sometimes confusing, often frustrating, and, overall, makes it feel more like difficulty padding than merely challenging. The limited pseudo-random generation of areas (The basic layout remains the same, but the specific paths within those areas varies from game to game, and indeed death to death) is an interesting idea, but also, at times, leads to frustration as a longer way out dicks me out of just a tadge more progress by… Well, having to deal with more waves.

Pictured: A nice game of “spot the protagonist in the middle of a bossfight.” Not pictured: The 50 or so assholes he was going to summon.

Similarly, your mileage may vary with the bosses. Quite widely. All of them are at least moderately pattern based, and relatively easy to understand, but some are exercises in frustration and pain. Funnily enough, all three of the examples I can think of off the top of my head are variations of ranged enemies, based on the Cultist (Creates walls of tentacles and explosions), the Screamers (Tries to keep out of your range, shoots you), and the Aberration (Often keeps out of your range by grappling from wall to wall, fires bullets with moderate homing.) The Aberration boss, in particular, has driven me almost to tears, and, at the time of writing, still hasn’t been beaten.

And this is a damn shame, because, while I normally would only not recommend this game to those who, for one reason or another, don’t like or aren’t able to play twitchy games (Being an action combat platformer, it’s very twitchy, and button mashy a fair bit too), I also can’t recommend this game to those with anger-management problems, because keyboards, mice, controllers and monitors are expensive, and I have no desire to be responsible for the destruction of said items in a frustrated rage that I freely admit I’ve come close to at times with this game. Not for novice players, it definitely has its good points, but the experiment of not having basic enemy placement is one that, unfortunately, I’m not fond of.

Secret Spaces (Review)

Source: Review Copy
Price: $8 USD (Approx £5)
Where To Get It: Itch.IO

Secret Spaces is, in creator Heather “Flowers” Robertson’s own words, a game about being gay and in a hole. These things are true. It’s also a game about being in a strange, low-polygon world, moving ever deeper into the rabbit hole to, hopefully, find your girlfriend and get the hell out of this strange place.

It’s kinda dark down here, Elaine. I know sometimes we feel the need to hide in a deep, dark, hole, but… Literally?

At first, the game seems extremely simple: Finding notes and going downwards progresses things, cutting and growing ropevines to climb down safely, using berries to heal damage you’ve taken from falling too far (Although falling far enough will, as with any human being, kill you stone dead.)

The thing is, the more you take from this place, the less it will give. You’re almost in a relationship with the space itself, and working with what it gives you tends to give the best results. Take very little, and the Secret Space will give you help, in the form of seeds and berries. Take a lot, and the vines thin out, the berries don’t arrive as often, and you will need, more and more, to either be very skillful in climbing downwards, or plant the vines you have in the hope that it will make life easier down the road. It’s subtle, and being someone who prefers not to waste things, I didn’t notice this on a first playthrough.

Huh, that *is* odd. Some mysteries, unfortunately, are trumped by the immediate.

Aesthetically… Well, it’s cuboids and notes. The light (and thus the colours) change as you get deeper, giving it a little flair, but it’s a quiet place, and some might say a bare place, but, with this game, that feels just fine. I liked the character of Elaine as noted in the notes (Although, that dad joke… I make dad jokes all the time, and I loudly groaned at that one… So props!) , I liked the writing, and, from word one, I’ve been struggling with the fact that the developer has summed up the game a heckuva lot better than I have.

Secret Spaces is about being gay, and in a hole. It’s approximately £5 , takes around an hour to play through once, and my main “Do not recommend” here is if a very low-polygon world turns you off a game. If you like games where there’s something subtle going on in the background (The Hole is procedurally generated, yes, sometimes walls do move, and how easy you find it depends on whether you are, in game, a taker, or someone who works with what’s there) , then you may well like Secret Spaces.

Whoah… The plant… It wiggles. Kinda reminds me of you, Elaine… Hehe.

The Mad Welshman thinks love is cool. No snark, just… Passion is good.