Archive for the ‘Game Reviews’ Category:

Syberia 3 (Review)

Source: Review Copy
Price: £29.99 (£39.99 deluxe, £9.99 deluxe upgrade)
Where To Get It: Steam, Humble Store

The Syberia series has always been interesting to me, with a charming alternate world, interesting art direction, and some haunting melodies. You may think this is a prelude to a positive review. Alas, it is mainly an informative review, because Syberia 3 is an example of how certain design choices should, perhaps, stay in the past.

Giant furry ostriches, somehow not knowing where their own ancestral mating ground is. Still charming as heck.

Syberia 3 is the continuing story of Kate Walker, a lawyer turned adventurer, and currently the White Saviour of the Youkol tribe, whose migrations are being disrupted by racists in the town of Valsembor. As such, it’s a bit of a mixed bag, writing wise, as the Youkols are very interesting, and the focus of the story is meant (As in the previous two games) to be on natural conservation, but, in adventure game fashion, they are oddly helpless. As, as it turns out, is Kate Walker, at the mercy of the adventure game protagonist’s natural enemy: Awkwardly placed objects.

While there is no fail state for the game as far as I am aware (So no Sierra style deathtraps, or Dead Man Walking scenarios), there are puzzles that rely on finding things that are hard to spot, even with the addition of context sensitive dots that fade into existence when you are close to a thing you can interact with. Some of them, alas, also rely on adventurer kleptomania, and talking to the right individual to change the situation somehow. When the very first main puzzle (A shifty psychiatrist presents Kate with a key that’s meant to set her free, but it’s deliberately damaged… And no, there’s no way to see this beforehand that I know of) involves not only stealing a key from a sleeping patient, but to enter an area that it’s not that clear you can enter, take a mechanical parrot to lure a rather odd owl… It gets a bit nonsensical at times, and as such, you will sometimes find yourself more blundering on the solution than having thought of it.

You, er, don’t want to maybe close the door behind you, Kate?

The control scheme is mouse for interaction, keyboard for walking, although the controller is not only an option, the game recommends it, and it’s not hard to see why. While not actually tank controls, Kate Walker has a bit of a turning circle for a lithe adventurer, and it’s fairly clear that the game’s interface was designed with controller in mind first. This is a shame, as there’s elements to the controls I quite like, such as shifting objects or opening things (occasionally) by moving the mouse, but to page through the inventory for the one thing I can use on an item gets somewhat annoying.

This is a real shame, as the voice acting really isn’t bad, the music is still pretty damn good, and the aesthetics, if they cleared up some problems where consistency of location has overruled both the principle of leading the player’s eye to places they can go or things they can do, and the one where you might want to help colourblind folks see a little clearer. Yes, you can be stylish and still colourblind friendly, folks, there’s certainly enough games I’ve complimented on this in the past to see this.

Pictured: An obviously Not-Good Person.

In any case, while it definitely has some style going for it, the substance is somewhat wonky, and I would only really recommend this either to folks who really want to see where Kate Walker has ended up, or adventure gamers well used to the foibles of the genre.

The Mad Welshman, it should be mentioned, really likes that key at the beginning. It makes next to no sense, but it’s a very pretty key.

Drifting Lands (Review)

Source: Cashmoneys
Price: £13.99 (£18.78 with soundtrack)
Where To Get It: Steam

The continued existence of the scrolling shoot-em-up is a minor pleasure to me. There’s just something cathartic about holding down a button, and spaceships blow up. Obviously, there’s more to it than that, but blowing things up is definitely the most relaxing part of the experience. And, spoiled 30 something brat that I am, I sometimes think I want more ways of blowing people than I’ve gotten.

Pictured: A fairly killy, speedy ship, which certainly won’t get into trouble around Grade 3/10 with my fat fingers. Nope, definitely not…

This is definitely not to say that Drifting Lands is a bad game. It’s actually quite good. I just wish there was more to it in some places. So, what’s different about the game? Equipment slots on your ship, each of which have pretty numbers that may help or hinder you. You want most of those numbers to go up as you go along, such as more Damage Per Second on your guns, more Armour, Health, Shield and Health Regeneration, and other such things. And you want certain numbers, such as “Chance for [item] to Break on [Manual/Automatic] Retreat” or “Chance for Cargo to be Lost [even if you win the ‘mission’]” to stay low. It’s a credit to the game that this is nowhere near as intimidating as I perhaps make it sound. It’s not the only different thing about Drifting Lands compared to other shmup type experiences, but that, and the fact that waves of enemies are picked from a list for each level and area randomly, that the game helpfully tells you how many waves are left at the top, and that the difficulty slowly increases as the game goes on with the addition of mechanics like revenge bullets (The ship you shot releases bullets on exploding, usually straight at you), are all interesting features.

There’s quite a bit of variety in the kit, and while I’d like to say “Go for the weapon you like the pattern of, and stick with it”, the game disincentivises that by virtue of the fact that some weapons will always have a lower damage among peers of their respective levels (Shotguns and Lasers, for example, suffer, compared with the Trident and Double Cannon, which, relatively consistently, outdamage them.) Also, y’know, that weapon you want to get the next hotness of might not have your +X Navigation, meaning its Damage is even lower than you’d think.

Pictured: Ignonimous defeat.

Still, once you get into the missions, it’s joyously simple again, although it becomes more bullet-hell like as you rank up in grades: Shoot things, use your special abilities to kill more things, dodge bullets, maybe fight a boss or a Convoy Mission (Kill X enemy type before the end), and don’t die. My current favourites, ability wise, are a ring of fire, a back and fore blast that kills things in a straight line, another kind of blast that kills things in a circle around me quicker than the fire ring will, healing, the chance to get more money the bigger the kill streak I can line up, and the thing I’ll probably never ditch, the Automatic Retreat, stopping you from losing your ship if you die, at the cost of the things you picked up during the mission, and maybe some of your niftier equipment.

There’s also a story to the game, and while it’s a little cliché (The Ark, sole independent survivors, fight religious zealots, corporations, robots, etc, while their main pilot (that’s you) seem to make poor decisions), it’s fairly well written and characterfully voice acted cliché with a moderately diverse cast. The music’s good, the art is very good, so honestly…

You can almost *see* the slime dripping off this guy. You can definitely *hear* it when he talks.

…If you don’t mind twitch gameplay, where your reflexes will save the day, if you can get along with the fact that your favourite weapon types won’t always be available, if you can get along with the fact that the game’s enemies start throwing serious bullet, laser, and explosive shit at you by Grade 3 out of 10 (And it presumably gets nastier), then this might very well be a game you want to check out, for experimenting with the shmup formula in interesting, if not always fun ways. I still like it, flaws and all, so thumbs up from m-

EEEEEE, DAMN YOU, THIRD BOSS, DAMN YOU AND YOUR WAVES OF FURYYYY!

The Long Journey Home (Review)

Source: Review Copy
Price: £33.99 (Soundtrack £1.99)
Where To Get It: Steam, GOG, Humble Store

I’d like a moment of silence for the crew of the ISS [Insert whichever one you chose here] . They pushed the boundaries of mankind, of science, but, in the end, they could not prevail against…

…And this is basically going to be the beginning to many a story of The Long Journey Home, which, in true science fiction traditions, begins with a jump drive going wrong, and being cast into an unfriendly, but definitely populated galaxy. One way or another, humanity is going to learn about the galactic community.

As it turns out, the Galactic Community doesn’t appreciate Galactic Pranksters. Not even the decadent bits.

In any case, the game is very simple in its controls, with most of the movement done with the mouse (Left click to thrust, Right click for retros when they’re available, and both for JUMP DRIVE. Be warned, hold it down until you’re actually gone), and some keyboard keys… Y’know, occasionally. Like tab to go into the ship interface, q to charge your weapons and shields or turn them off, and space to fire ’em off. So the game’s fairly accessible, with the caveat that, until (or, more likely, unless) you find or buy some upgrades, it’s very newtonian in its movement, fairly realistic, so everything steers like a god-damn barge. Nonetheless, the space elements themselves, once you get used to it, are just fine. Even space combat can be very interesting, if nail biting.

And then there’s the lander game. Hoo boy. This, folks, is your core method for getting resources, and often for exploring. You orbit a world, and if you see words like “Vulcanism: Severe”, “Temperature: Extreme”, “Gravity: High”, or “Convection: Moderate”, you sigh and prepare for your lander to get damaged. Or, y’know, go somewhere else, but you might also see the words “[That Resource you need right damn now]”, “Ruins”, or “Biotics”, all of which imply a chance for gain. Let’s lay out how this might go. On “Gravity: High” or above, you’re going to fall like a bat out of hell, and even with burning from the moment you’re allowed to, you might still slam into the planet. You’re going to be burning a lot of fuel just on staying afloat, and you’re going to need more to escape. Meanwhile, with “Convection: Moderate” , the winds will occasionally start blowing in one direction or another, and, unless you have something to lessen the pain, believe me, the winds are going to have their say more often than you will. “Temperature: Severe/Extreme” , meanwhile, means that, without good heat shields, you’re basically going to be taking damage for as long as you’re down there. In the case of a world with convection and high gravity, with gases to harvest and a ruin, the odds are high you’ll be wasting a lot of fuel trying to suck up those gases, as you have to be flying above a gas vent to get those sweet, sweet fuel chemicals.

This isn’t to say worlds aren’t interesting a fair amount of the time. But not pictured was the two or three minutes wrestling with the wind so I could SODDING LAND.

You might have gathered that I don’t like the lander game much, and Explorer Mode (the easier mode introduced since the game released) only tones down a fair bit of it. Gas Giants remain trading fuel for damage. The dread “Sector full of Pulsar Systems” (High radiation damage periodically while you’re in the system) will still happen… Just less often. And the aliens will give you somewhat of a break, but certain races will still declare you their Ever-Mortal-Enemy for not doing certain jobs for them. Which leads us nicely on to what I feel the best part of the game is: The aliens.

There’s a fair few of them, from the hyper-feudal walking beards, the Meorcl, to the cheery, rugged gate explorers, the Reeve. The nigh lawless and decadent Ilitza, to the calm and lawful Logos… There’s a fair few, and each has their own character, wants, dislikes, and threats. One of my favourites, perhaps, was the Cueddhaest, who are both cheerily trying to explain their faith to my meatsack crew, while trying (badly) to disguise their revulsion at our fleshy, not-rocky forms. “They’re still taaaaaaalking, brother!” , I heard one disclaim, and his calmer, more open friend, over our equally more open comm channel, states in reply “Well, hopefully they’ll stop soon.”

Charming, friends. Real charming. In the end, it’s the aliens that draw me in, and the lander game that repels me. The worlds and events are somewhere in between, ranging from space mysteries, to things you are likely to screw up on and piss somebody off if you don’t have the right item, or the right gossip, or the right… something to deal with it. The game very much banks on you replaying the game to get through it well, maybe even get home with all the crew intact, and nobody having been truly pissed off (the best of all possible endings.) Am I okay with that?

Yeah, I’m okay with that. Not everybody will be though, so my own advice is to read, not just this review, but a fair few more, to get a better picture of the game before making a purchase. It’s certainly got its interesting points, but to play fuel conservatively is to play moderately slowly, carefully, and cautiously, and I know not everybody has that time.

There is a very good reason not to get into space combat until you have better kit. Namely, that you’re crap at it.

The Mad Welshman was the main engineer behind the Jump drive. He still, to this day, blames those stupid shield engineers for what happened.

StarCrawlers (Review)

Source: Birthday Gift
Price: £14.99 (£18.99 for game and soundtrack)
Where To Get It: Steam, GOG
Other Reviews: Early Access

Being touched by knowledge of the Eldritch Thingumawotsits from The Dark Between The Stars is, it turns out, rather rough. But it does have its upsides. Being able to drain the shields of your enemies, smite them with pure Void… Yup, definitely has its compensations.

The bosses can get quite inventive, including this feller and his robo-dawgies. Git!

And this, funnily enough, is one of the things I like about StarCrawlers: Every class has its ups and downs, and, more importantly, its own flavour. So the temptation to have a save game in each class, so as to explore the story of the game from several perspectives, is definitely tempting. Even if I’m not actually the biggest fan of the Void Psyker due to the whole “Not so hot portrayal of mental health and occult stuff” being a roadblock for me.

In any case, StarCrawlers is a turn based, step based roleplaying game set in a corporate space opera universe, where everything moves when you do, your actions in combat have time costs that need to be considered, but it’s perfectly okay, because time doesn’t move on until you’ve had a cup of tea, a nice think, and then held down the mouse button, selected “MURDER THESE DAMN ENEMIES ALREADY”, and moved on. It does interesting things, like being able to look around while you explore, which you’ll need, as not everything is at eye level. I’ve found security panels and credsticks in some odd places, from next to desks, near the floor, and even, in a couple of cases, just lying, in a planter. Okay, not the security panel, but yeah, the game wants you to look around, and it demonstrates this by hiding things so that looking around nets you maximum loot. It’s also a fairly colourblind friendly game, and the UI is pretty clear.

If you don’t like the psychic darkside, then how about the power… To kill a droid from 200 yards away… WITH MIND BULLETS?!?

So, is there anything bad about the game? Well, apart from the characterisation of the Void Psyker, which is, tbqh, a hackneyed stereotype I’d really rather see less of, my main “complaints” are more like “niggles.” For optimal play, you will want a hacker and an engineer in your party, so as to, respectively, hack terminals and security panels, and fix shit that’s broken. The plot missions require a few level ups to get to, but this is actually okay because the generation of the levels keeps to a theme, and occasionally goes interesting places like the inside of mining asteroids and the like, while still making sure that secret doors aren’t blocked off, that once you know an area’s “theme”, you can quickly find security trip-lasers, secret door buttons, and, of course, the things likely to contain loot.

There’s a lot to StarCrawlers, but thankfully, it’s pretty accessible, from the Black Market to the faction system that can lead to assassins being sent after you by a corporation you’ve pissed off (In my runs, nearly always Chimera Corp, the Umbrella of the spaceways, but you might end up pissing off someone like Horizon Robotics or The Workers Union instead), it has an interesting universe, good sounds, good music, and clear visuals. I’d heartily recommend it to RPG fans, as it’s a good example of making a genre that occasionally gets bogged down in grogginess accessible to folks of all types.

“You don’t think it’s too subtle, Marty, you don’t think people are going to drive down and not see the door?”

The Mad Welshman inspires many a space psychic, being formed of the pure Dark Between The Genres.

EVERSPACE (Review)

Source: Birthday prezzie
Price: £22.99
Where To Get It: SteamGOG
Other Reviews: Early Access

I do love me my first person space shooting games, and I do love me my procedural generation, so EVERSPACE (Capitals intended) continues to ring my bell in a most pleasing manner… With one exception: The story.

“Ye’re a Clone, ‘Arry!”
“You what?”
“A CLONE, ‘ARRY!”

More accurately, the fact that, once I’ve missed the story, that’s it, boom, it’s gone, it’s done, and you won’t see it again. I don’t mind so much that you don’t get new story until you reach the next sector, because honestly, the story is interesting, and takes a few twists and turns. Suffice to say, the strangeness of multiple pilots piloting what appears to be the same ship was indeed, as many players had speculated, that you are a clone. And that’s not a spoiler, because a) It was p. obvious, and b) It gets revealed in Sector 2. Of 7. And is foreshadowed from the start.

It’s kind of hard to write the release review at this point, because my opinion remains largely unchanged: The voice acting is excellent, while remaining down to earth (I especially like HIVE, the fussy, very snarky core of the AETERNA system of the ship you fly), the different ships definitely make for a different gameplay experience, and the dying while levelling up over time mechanic, that we’ve now seen in multiple games this month, let alone this year, remains a fairly decent way of lengthening play while not making it feel like grind (Even though that’s exactly what it is.) The handling is good, the music and sound design pleasing…

This screenshot, taken just moments before death, shows you a Bad Idea: Taking on an Okkar Corvette before you’re *damn good and ready*

… I am, however, the first to admit it’s not for everbody. You don’t get to keep money between runs, so unlocking your first other ship (From your two choices of the Scout or the Gunship) can feel extremely annoying, some of the achievements seem a little forced (No, really, what do I have against floodlights, of all things?), and, of course, space shooters in general are a genre that doesn’t have a great history accessibility wise, being hard to simplify and requiring a little bit of twitch to the old reflexes. Still, it’s got a lot going for it, and having a different ship does make for a somewhat different experience.

The scout, for example, can cloak, and begins with a charged sniping weapon and a beam laser, relying on speed, cloaking, and the limited automatic lock-on of the beam laser to win the day, while the Gunship has a top turret, heavier weapon loadouts, more armour… And begins with no shields, making it a battle of attrition until you get some. There are also skills that don’t depend on a ship, and it’s these I tend to prioritise while playing because… Honestly, who doesn’t want more credits, better resources, and the knowledge beforehand that if they go that way, they’ll encounter a terrifying black hole, and if they go that way, they’ll encounter an Okkar warship?

The Gunship remains my favourite.

Any which way, if you like space flight shooting type games, don’t mind the fact that you (currently) only get the story once, and will be seeing the early sectors a fair bit, then EVERSPACE is definitely worth a go. The story gets very interesting, fairly quickly, it has both 1st and 3rd person modes, an action cam for when you want to take ROCKING SCREENSHOTS, and the ship design is well worth a look.

“I think I’m getting the hang of thi-” is, perhaps, The Mad Welshman’s most common set of last words. TMWr1-46, 58-64, and 128-209 have all said such words before rejoining the star-stuff Carl Sagan said we’re all made of.