Archive for the ‘Game Reviews’ Category:

MX Nitro (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam, Humble Store

When I first noticed MX Nitro, I couldn’t help but be a little baffled. Saber Interactive and Miniclip SA are not really known for MX games, be they the more traditional kind, or what MX Nitro is, which is a Trials style “Balance the bike and do tricks while trying to win the race/get a score/just look freaking cool/not crashing” type dealybobber.

Bird of Prey… Bird of Prey… Flying high! Flying high!

And while I wouldn’t say this was a standout example of the genre… It does okay. Aesthetically, it’s pretty much exactly what you’d expect from an extreme sports game in general. Sorry, extreme sports games, but you definitely have an audiovisual style that, on the one hand, is immediately identifiable, but, on the other, makes many of you blur together in my mind. Sandy arenas, muddy tracks, and gritty, be-puddled (Yes, that’s a word now, shut up) streets near the docks meld with moderately distorted guitar dominated tunes that you can almost hear crying anachronistic “HELLA RIDE, BROOOOO!”s , themselves melding with clashing, saturated colour gear and bikes.

What I’m saying is that if you’ve played the likes of Nail’d, MX Vs ATV, or even a DiRT game, you’d probably feel right at home, although there’s nothing standout about any of it. It’s good, it’s tunes to mash your head to despite the inadvisability of doing so in-game, and that’s perfectly fine.

Crash, and you lose both time and position. Also, y’know, that combo you were building. Sucks to be you. However, *winning* while crashing is a very amusing thing.

A definite plus side, however, is the simplicity of the controls. Although at first you may scratch your head, the keyboard controls for MX Nitro are sensible and responsive: Up to accelerate (Always hold this down), left and right to tilt the bike backwards and forwards (For Wheelies and Stoppies, the go-to means of holding a combo), space to NITRO (Because of course there’s a nitro boost, why wouldn’t there be?) , and number keys for tricks. Unless you have very tiny hands, you won’t have too much trouble here, and there is controller support for those more comfortable with a controller.

So the controls are good, the music and visuals are what you’d expect and smooth, all of which are good… Where’s the downside, huh?

Well… Most of that is that, with that simplicity of controls, it then expects you to know them from the word go. Or, more accurately, it expects you to always be thinking about them, from the moment they’re introduced, or to fail, again and again at a stage, until you either luck out or realise what you’ve been doing wrong. While most early stages are do-able, boss stages and trick stages in particular both require you to ABW (Alway Be Wheelie-ing) when you’re not boosting (ABB. Always Be Boosting) or tricking (ABT. Guess.) Even if you do win a race stage, it feels a bit hollow to be given the star, the unlockables (Including tricks and new bikes), and the extra cash from objectives when you have a worse score, overall, than the other racers (Who, in true EXTREME SPORTS fashion, have names like Black Devil or Red WhiskyBreath… Okay, the last one’s not real, but the first one is, and you get the idea.)

I will get first in this race, despite having the lowest score. Because it’s drag, and so the points don’t matter. Only objectives.

…Still *feels* like they matter though, sadly.

And, in the end, that’s largely what can be said about MX Nitro: It’s moderately fun, especially if you like that sort of thing, and, once you get the hang of ABB, ABW, and ABT, the unlocks, occasional crashes (Of the bike kind, not the game kind, the game’s stable), then you start having fun. It’s not for everybody, even among EXTREME SPORTS fans, but since individual races are relatively short, the unlocks are pretty reasonable (Yes, even the fact that tricks unlock), and restarting a race is pretty simple too, it can be summed up as “Good arcade fun, even if it doesn’t really stand out from anything else.”

The Mad Welshman always stands on one leg when walking, just to make things interesting. He also kicks off walls and hops really fast. Is he not EXTREME?

EVERSPACE (Early Access Review)

Source: Birthday Prezzie
Price: £22.99
Where To Get It: Steam, Official Page
Version Reviewed: 0.3 (March 7th, 2017)
Other Reviews: Release

Good spaceflight games are, even in these days where they’re coming back, few and far between. But Everspace, god help me, has definitely grabbed my attention in a big way, because even though it’s only at 0.3 (0.4 coming soon), it’s already quite polished, and had me whooping like a schoolchild at how enjoyable it was to die, again and again and again.

The game has missions, every now and again. I can tell the mission giver is not a hoopy frood, because he doesn’t know where his towel is.

Yes, you heard me right. It was, and is enjoyable, even in losing. But let’s get into it. Everspace is the 3D equivalent of something like FTL, a procedurally generated universe made of sectors, themselves made of small, junk filled arenas where a series of pilots (played by you), attempt to get to their destination while being chased by the Okkar empire, a reptilian people, being hounded by outlaws, trying to find the resources (Especially fuel, which is needed for Jumps between subsectors) you need to survive, while also being nagged by perhaps the most British AI I have yet to encounter.

Interestingly, all of these pilots are named differently, but sound the same… And I honestly don’t mind. It… Works, somehow. I wish I could tell you how. In any case, the game is very polished for a 0.3 release, with some great soundwork, music that gets the blood pumping, a solid UI, and some nice, chunky ship designs, from the tri-foil Outlaw fighters, to the Okkar Corvette that I encountered in Sector 3 (So far, the furthest I’ve gotten in something like 30 runs.) Every time you die, the money earned goes towards levelling up abilities, chance of good drops, better equipment, and… Different ships.

It’s somewhat difficult, for obvious reasons, to grab footage of a fight as it’s happening. Thankfully, the game’s Action Pause Camera allows me to wow you anyway.

I’m not going to say better ships, because I’ve been learning that lesson the hard way with the Gunship. Oh, it’s meaty, alright. The Medium Explorer has a shield, a pulse laser, and a gatling gun (With the option to increase damage for a period of time), but, while the Gunship has armour (Reducing damage taken overall), a Gatling Turret, Combat Drones out of the box, and the highly satisfying Flak Cannon (Mangle an Okkar Fighter in just a couple of shots once its shields are down! Mine an asteroid or crystal node with one shot!), it also has… No shields, and its shield damaging weapon is the highly erratic and energy intensive Fusion Cannon (Which I try to replace with my dependable buddy the Pulse Laser as soon as humanly possible.) It’s also slower, and harder to turn. So, while, with the Explorer, it’s entirely possible to get through an encounter undamaged, the Gunship is very much in the “Damage race” end of things, especially as most of its weaponry is close range (Sub 1Km)

Considering I have to get 10 thousand credits in a single run to buy the Scout, I can’t really tell you what the Light option is like right now (Although I most definitely will before release), but I can tell you that each ship has its own upgrade tree, with a player tree for things like better maps (GOOD), Better retrieval of the wreck of your last run (Providing, of course, you can find it), extra equipment choices, and, of course, more cash, better repairs, more fuel… And while yes, there’s a limited amount of things you can encounter, the later sectors have bigger and badder things (Such as the Link Drone Ship, invincible until you destroy the swarming little beggars it produces… Periodically.) and, of course, the game isn’t finished, so more things are being promised.

Even as is, though, the game is high octane in its combat, darkly relaxing in between, with a lot of its potential already shining through.

Pictured: The first time I took the Gunship out for a spin. I underestimated my opponents, and I paid the price for not understanding how my ship worked. LET’S DO IT AGAIN!

Oh, and it has an action-pause cam from the menu, allowing you to hit escape at the right moment, go to the cam, and capture your ship either wrecking… Or getting wrecked. I’d like to be able to take pics from more than just the players’ perspective (I mean, if it’s my Gunship getting owned, maybe I’d like to take it from the perspective of my killer, or some random drone that still has a good angle?), but right now? That’s my only niggle with this game. It’s built around multiple runs, and so far, it’s doing a very good job of sucking me into one more run.

The Mad Welshman grinned as he heard the DING of target lock. What was causing all these ships of the same model to come by? Oh, no matter, they always had good loot!

Mastema – Out of Hell (Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

There is such a thing as too faithful. Mastema: Out of Hell, with its homage to the coin guzzlers of yesteryear, very aptly demonstrates that in less than ten minutes. So let’s talk about my mood during that first ten minutes, then what comes after.

See, This is Good…

“Starting option to have CRT effects or not, and it looks like its built around that? HELL YES.” That was my inner monologue. The intro splashes, reminiscent of a game like Splatterhouse, enchanted. The audiovisual assault, a combination of eerie chiptunes, deliciously chunky spritework, sumptuous animations, and some decent, Genesis styled sound effects charmed.

And then I fell in a pit. And discovered Point of No Return dissolving platforms in the second stage of the first area. And then, because it was my birthday, and I had things to do, I quit, mildly peeved.

I came back, and… Unfortunately, the game has also inherited a fair amount of what can best be described as “Jank” and coin-guzzling bad habits. Beyond traps for the unwary, such as the aforementioned dissolving platforms (Not to mention many jumps requiring near-pixel perfection), the larger enemies seem pretty much invincible, while the small ones die in one hit of the sword, leaving the Special Attacks feeling… Largely useless, honestly. It doesn’t help that, when you attain the first of these, there’s essentially one enemy between you and the exit. This all adds up to feeling like… There really hasn’t been much thought put in besides the Aesthetic. You stumble through three or so levels per stage, reach an exit door, and move onto the next. Perfection and collecting enough skull-gems rewards you with extra life. A single fuckup reduces that limited supply, and once those are up, game over, hope you enjoy playing through the game again!

This… Not so much (Especially considering the whirlwind of ULTRA METAL DEATH will… Do nothing here)

The controls are a little unresponsive (Mainly felt while trying to do those aforementioned near-pixel jumps), and you will learn, by the third stage, that the protagonist has the strange, yet sadly common inability to air control his jump when standing right next to a wall. I’d gotten to something like the fourth stage, and had yet to encounter anything that wasn’t in the binary of “Don’t bother attacking” or “Dies in one hit” , or a level that didn’t also have the binary of “This jump is easy” or “This jump requires you to be in the right place first.

As such, I really can’t recommend Mastema. Sure, it’s got style, and I’m informed it’s got boss fights and more interesting levels down the road or something. But to get there, I’d have to suffer through some numbly painful “oldschool” bullshittery that, honestly, I was quite happy to leave behind in my halcyon days of youth, and, honestly, I have better things to do.

You can, no joke, die here. The final jump of this level.

The Mad Welshman likes imaginative gribbleys. But he’d also like that imagination to extend to gameplay dickery, if you really have to have it in your game…

Hollow Knight (Review)

Source: Cashmoneys
Price: £10.99 (£14.38 for “With Soundtrack” bundle, £6.99 for soundtrack)
Where To Get It: Steam, Humble Store, GOG

Dark Souls, it seems, has become… Almost a template. A boilerplate. We’ve seen this quite a few times in good ol’ (Ha!) video games, and it’s not necessarily a bad thing, so long as it’s done well. Hollow Knight, by all appearances, does pretty well. Sometimes too well.

That’s not creepy. Not at all, no *SHUDDER* sirree…

In any case, you are a bug. Possibly undead, it isn’t made too clear at first. You’re drawn to a nigh empty village above a set of ruins populated by the damned and the forgotten. If you’ve played Dark Souls, you’ll already be seeing how this is going. Mystery! Tragedy! Boss fights! That one place where everything seems to hate you, the player, personally! And, of course, that sick, numb feeling that comes from dying to something perfectly ordinary on the way to trying to recover your currency from where you died not five minutes ago.

I could bang on about which element is a metroidvania thing, which is a Dark Souls thing, so on, so forth, but… It’s apparent if you’ve played them, and irrelevant beyond the concept of “Exploring platformer where you kill stuff and get special abilities and maybe get told a tragic, creepy story if you’re not hammering that ‘skip dialogue’ button like a hammering thing.” What matters is: Does it do it well?

The boss fights are, as you might expect, highly pattern based, but creative and with stories of their own to tell. I almost feel sorry for this feller, for example…

In short… Yes. It does it aesthetically, with the hand drawn landscapes, music and bug design really selling that “Dark and creepy (but grounded) world” mood. It does it mechanically, with responsive controls, gameplay that relies more on timing than twitching, and a narrative that still works despite taking a lot of its beats from… Dark Souls.

There is, of course, a “but” hanging over this: If you didn’t like certain aspects of Dark Souls, such as occasionally having trouble working out where to go/what to do next (Not aided by a map that only updates a) If you bought a basic map of the area already by finding the mapmaker in the area, and b) You’ve sat down at a bench post exploration.) Or Occasionally breaking into an area you’re definitely not prepared for and dying. Or realising that, to get a thing that would definitely help survive an area, you’re going to have to grind enemies for… Quite a while (Which, at the time of this sentence, is exactly the problem I’m facing. Most of these things are either fair, or ameliorated somewhat (You can, if you get hold of a Rancid Egg and a Simple Key, draw your Hollow soul back via an NPC, for example), but they are nonetheless baked into the design philosophy behind the game, and if they turn you off, then I obviously can’t recommend it for you.

From the Metroidvania end of things comes… Extra Mobility (Gating areas.)

Overall, though, it’s an imaginative world, a responsive and pleasurable experience most of the time, and I’ve enjoyed my time so far with Hollow Knight. For an example of crossing Dark Souls and Metroidvanias well, you can’t go far wrong with this.

The Mad Welshman agrees that this review feels a bit short. Some might say… Hollow.

Morphblade (Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

I could write a single paragraph, and sum up Morphblade’s mechanics and concept. That’s how simple it is. I could sum up how I feel about it in a single sentence, if not the single word “Pleased.” That’s how uncomplicated it is to review. I could write a tiny essay on the tactical complexity the game’s simple rules and simple and easy to identify enemies provides, further fuel for my platform of “All games are made of simple rules, it’s what you do with them that counts.”

All games of Morphblade start something like this. There is, at first, one move.

I am going to do one of those things. Okay, maybe two. But first, I’m going to say it’s a short game where the pleasure is in playing. Unless you’re good, a single game will last all of two to five minutes. And then it will ask you whether you want to play again.

Instead, I’m going to use 264 words (counting this sentence), to ramble briefly about niches, and how “Short” and “Simple” are not dirty words. People seem to have this weird idea in their heads that if they have a short and simple game, they’re going to play it, get bored, and oh gosh, they’ve wasted… What’s currently the equivalent of two, maybe three bottles of Dr. Pepper. Oh no.

See, here’s the thing about short and simple games… Sometimes, you don’t want a long game. Even the people who say they want long games will find themselves, at 5AM (Coincidentally, it is 05:16), unwilling to touch their Torments, or their Age of Wonders. They’ll find themselves not wanting to stress out over their Overwatch rankings, or their Bulletstorm combos, or the inner complexities of a Hearthstone or whatnot. They’ll want something where they know what they’re in for…

As you can plainly see, tiles and enemies have their function explained, and it’s easy to remember (Not pictured: With right click)

…And Morphblade will be waiting for them. Silently, it will be reminding them that all its rules are explained… As you play. That all its symbols are open to it. That it won’t need you to quit in the middle of a game, because the end is always just around the corner. Just a couple of false moves (Rarely one. Usually two. At worst, three), and it’s all over. And it is definitely your fault, but it isn’t a problem. It doesn’t judge. In fact, it wants you to play it, and you can tell because it’s highly accessible, with an easily deciphered and colourblindness friendly palette, simple, easily deciphered shapes. It fits its niche excellently.

I bet a friend a tenner I couldn’t write more than 500 words about Morphblade, but not only am I going to win this bet, I’m going to finish the review by showing you some simple steps as to how to see for yourself how simple, deadly simple, the game is.

First, you look at the top of this review. There’s that price, less than £4. There’s also a Steam Store page link. Go click that. A video will autoplay (Or, if you have autoplay off, you can click play), and Tom Francis of Suspicious Developements will spend less than 3 minutes demonstrating the game (The length, funnily enough, of a normal game)

I can take one hit, so both of these enemy bugs are effectively dead. If one of them had been armoured, I could have run away. PLANNING.

I’ve now won a tenner, and am 6 quid up on my purchase. Which I can then use to buy Morphblade for a friend. Because I’m almost certain, based on play, the game, and Mr. Francis’ explanation of the game, that they will at least like it enough to come back to it.

It won’t mind. How can it, it’s a video game. Video games don’t judge. Only people do. I judged “Yea” on this one. You might too.

…Oh yeah, and a bottle of Dr. Pepper. Truly, I’m blessed.

Inevitably, you die. The only thing the game doesn’t *tell* you is that the turn counter is also the menu button.” Which is a tiny niggle, honestly.

The Mad Welshman smiled. Wave 19 isn’t so bad. We’ll see if we can top 20 later on. Or… Maybe now. Yeah, nothing urgent going on.