Archive for the ‘Game Reviews’ Category:

Starbound (Review)

Source: Early Access Purchase, Way Back When
Price: £11.99 (£35.99 for a four pack, £3.99 for the soundtrack)
Where To Get It: Steam

Well, hot damn. Not only has it been a previous interwubs incarnation that I last reviewed Starbound, it’s changed. And I mean “From the last stable update” changed. So well done, Chucklefish, for keepin’ such changes as “The plot is now there, and somewhat important” and “Oh my sodden underthings, I don’t have to tramp halfway across the system to see a bloody Stargate?”

TENTACLES DESTROY EARTH: In other news, look at this cute space puppy!

TENTACLES DESTROY EARTH: In other news, look at this cute space puppy!

I already kinda liked Starbound, and came back to it at various points during Early Access, from the early “UGH, CAVEMAN TIER” whiny days, to the days when you vaguely had things to do and all the biomes were in, to when quests happened and bosses made a vague sort of sense… To this. It’s been a three year journey, let’s check out how things have gone with a brand spanking new character, the lady Hylotl Hachiro (Yes, it’s a boy’s name, shut up and stop judging, asshole! Hachiro does what she wants, and she’ll science you if you disagree!)

Hachiro started her in-game life on a high note… Graduating from Protectorate University, to be part of the peacekeepers of a shiny age of intergalactic harmony. Which is then immediately screwed up by tentacles that destroy Earth. Go figure. Hachiro manages to escape, but finds herself on a lost world, with a pet to feed, herself to feed, and a StarGate Teleporter of some kind right where she lands. She then moved into a ruin nearby, set up her various crafting tables, a campfire, and (eventually) a bed, dug down to the core before she even had iron armour, and did two obstacle courses. Now she can dash and double jump.

Oooh, that's a big momma, alright! Thankfully, I have a gun, and patience. It has neither.

Oooh, that’s a big momma, alright! Thankfully, I have a gun, and patience. It has neither.

Compare this to the previous update’s “Bobbert”, the Glitch, who escaped without any prologue, dug down to the core after many travails, upgrading to Iron armour so he could fix his engines so he could schlep to the edge of the system to get a quest. Which he needed the iron armour for. As you can see, we’re off to an improved start. But, as the update giveth, it also taketh away. Unlike Bobbert, Hachiro has yet to give an assassin a cake, can’t cook proper food yet, needs more and different things for even iron armour and weapons, and Survival mode now means “You drop most of your inventory when you die.”

Which is definitely a reason to play cautious. For example, places I have dropped all my shit:

  • Halfway across the planet from where I beam down.
  • Halfway across the planet from where I beam down, next to a Big Monster.
  • Near the core of the planet, in a pool of lava.
  • Halfway across the planet, deep underground, next to twelve bats.
  • Halfway across the planet, deep underground, at the bottom of a deep, steep sided pit.

    This was actually the *least* problematic of my many equipment recovery missions...

    This was actually the *least* problematic of my many equipment recovery missions…

So, I like the changes. I like the story. I love the friendly tooltips. But I’m probably not playing Survival again unless it’s with friends. I just get too frustrated at losing most of my stuff, and dying several times as I trek halfway across a planet to find it. Also of note is that the mod scene, having developed over the three or so years of development, is alive and well, so the experience can be heftily customised via the Steam workshop. The soundtrack is great, the visuals are finely honed (I have little to no colourblindness problems here, always a good sign!), and…

Basically, there’s a heckuva lot of game here, a little grindy in places (As survival exploration games can be), but it’s got charm, it’s got story, it’s got a lot of cool things, and I would recommend it quite highly.

Of course, since it’s been in Early Access for most of its development cycle, I have the strong suspicion most of the people reading this already know that. But it’s nice to see a game come out of Early Access this strong.

The Mad Welshman set his matter manipulator to “Underground channel” and grinned. Oh, he’d show that lava what’s wha…

…And then the bat behind him knocked him into the lava.

Daily Cthonicle: Editor’s Edition (Early Access Review)

Source: Early Access Purchase
Price: £1.99
Where To Get It: Steam, Itch.IO (also contains the freeware demo), Official Homepage (Contains donation link if you wish to support the developer directly)

I like a developer who keeps tabs on things. I like a developer even more when they take feedback and criticism well and fix the things that are broken. Matija Kostiya (Sinister Systems) is definitely the first, and may well be the second… Time will tell. But of course, we’re here to talk about Now, and The Daily Cthonicle, a game where you are the editor of the aforementioned paper, an Occult and Paranormal Broadsheet. This may seem strange, until you realise that in the world of the Daily Cthonicle, the paranormal is very much real. It’s you, and your six journalists, against the horrors that lurk Beyond.

Vampires: Even Fledglings are Jerks.

Vampires: Even Fledglings are Jerks.

It is safe to say that you don’t always succeed. In fact, in the case of certain monsters, I’ve found, it’s very safe to say that you don’t always succeed. Vampires, in particular, are jerks. I’ve never lost more journalists, or racked up a bigger expense account in any other situation. I don’t entirely know why.

And this aptly leads to one of my main criticisms of the game as it stands, and, thankfully, at least partly a goal of the Early Access: Clarity. Certain things in Daily Cthonicle are not clear, and don’t consistently work. For example, scrolling down on documents can be done with the mousewheel… But not all documents. The UI sometimes obscures things. Some combat items can be used in Investigation events (Such as the Crowbar), and it is only made clear in the manual that, if you have equipment that could be used in combat… Say, a Gatling Gun you really wanted to save for the final chapter… It will be used, and vanish from your inventory. Some of this is explained in the online manual, but more isn’t. Yes, artefacts don’t get explained… But you also don’t really get an idea of what they do even once you’ve used them. At best, “This was very helpful [in this specific encounter]”

On the successful completion of a chapter, you print a Special Edition. As you can see, the text is somewhat barebones, but imagining how it all went down can be fun. ;)

On the successful completion of a chapter, you print a Special Edition. As you can see, the text is somewhat barebones, but imagining how it all went down can be fun. 😉

Now this may give the impression, so far, that I do not like Daily Cthonicle. This is by no means true. I think the base idea, and some of the game ideas (The EVP minigame, for example) have merit. I like that more advanced features, such as laboratory work (Crafting better potions, and divining information about the things and people the samples were taken from) are not necessary in the two lower difficulties. I like that it has both a normal game mode, and a “Skirmish” mode, where you have lots of money up front, and the goal is to eliminate all threats, rather than uncover the web of mysteries. I like that the difficulty balancing appears to have been considered, and appears to be under revision based on feedback. There’s quite a few things I like.

But the game isn’t very new player friendly, it isn’t very clear at times, and while I have confidence this will change somewhat, it’s very much a case of “If you like the idea, and you want to support the developer in refining it, please do so.” at the present time. I think it has a lot of potential, but obviously, time will tell.

The EVP: A recent feature that's still being refined somewhat.

The EVP: A recent feature that’s still being refined somewhat.

The Mad Welshman gritted his teeth as he saw this month’s Sanitarium bill. Sighing, he flipped the “Last Eldritch Horror In The Work Environment” counter to 0.

Zombie Night Terrors (Review)

Source: Cashmoneys
Price: £9.99 (£13.59 for the Special Edition, £4.79 to upgrade to the Special Edition)
Where To Get It: Steam, Humble Store, Green Man Gaming

I was tired of zombie games. So very tired. But that’s all in the past now, as NoClip, developers of Zombie Night Terror, seem to have found a formula that works with those washed up symbols of capitalist greed… By learning lessons from the past. With only a few quibbles so far, I am suitably impressed on both counts: Making me like zombies again, and learning from game design history.

Aaaaah, look at 'em scream and run. It warms my... Okay, that's a lie, but it *does* make me feel hungry...

Aaaaah, look at ’em scream and run. It warms my… Okay, that’s a lie, but it *does* make me feel hungry…

Which game? Lemmings (1991, Psygnosis.) After all, Zombies are much like the lemmings of that old classic, in that they keep going, singlemindedly, and, left unguided, would probably fall off tall things, stride into the Marianas Trench with nary a care, and mindlessly wander into soldiers’ kill-zones. Which, of course, is where you come in… Zombie Overperson. Or Queen, Lord… Pick a suitably macabre title. I definitely won’t judge, as High Zombie Human Resources Overseer.

Ehehehe. “Human resources”

Now, what I find interesting about this game is that it tutorialises quite well, while still remaining a challenge, and having a fair difficulty curve… In the first chapter. Each time you learn a new power (Or new combination of powers), you get a short intro to them, just to show you what to expect, with unsuspecting victims. It was a little disingenuous not to allow me to break down doors on the first level (As normally, that’s what you can do), but that’s a minor quibble, and part of the challenge for the first level in any case (Make sure you infect everybody… A laudable goal for a zombie horde on any rampage.)

There’s no shame in screwing up a level, by the way, as restarts are easy, and you’re going to be learning things in any case. A good example would be the Subway of the first act, where the challenge is to kill everyone. This is pretty tough, as there are lots of fatal drops (Even for zombies), and blowing up the wrong zombie at the wrong time is going to lead to a restart (Because it’s so early, I’m going to helpfully illustrate this.

See this? This is not quite the smart move you may think it is.

See this? This is not quite the smart move you may think it is.

It’s a challenge I haven’t beaten yet, although beating the level itself only took two tries (One where I cocked up in a similar fashion to the screenshot above, one where I got a zombie to the end, finishing the level.) Of course, from Chapter 2 onwards, the gloves are off, and the Lemmings inspiration shows itself more clearly. Along with some of its problems.

I like that the hitbox on the Overlord (Your main combo zombo) is large, because, due to the fact that selecting zombies in a horde to do things can be tricky (Just like Lemmings), getting someone facing the right direction to do the thing can be difficult. I also like that they’re highlighted, as that eases (But does not eliminate) the problem.

I don’t like that using certain abilities unpauses the game. No, folks, I do want to select several zombies as runners beforehand without unpausing, because timing is kinda important. Oh, speaking of which, timing and micromanagement become important from Chapter 2 on, and that can be a pain, especially with that unpausing.

See those zombies in the lower left? I got things slightly wrong, and now they're all dead instead of across the way. BOO.

See those zombies in the lower left? I got things slightly wrong, and now they’re all dead instead of across the way. BOO.

Finally, I don’t like that the menu is unclear. Subtitles on mouse over would help me know that yes, the brain is the options, for example. It’s clever, but it needs to be a little more clear. (EDIT: It’s actually the statistics screen. See? SEE?!?)

Anyways, if you’re looking for a puzzle kick, Zombie Night Terror is a good choice. It’s got good visuals, good music, eases you in before baking your brain, and the cutscenes are blackly humorous. If you don’t like the idea of, essentially, leading brainless minions to nom on brains, this probably isn’t for you.

Braaaaaaaaaaaainsssss (Translation: The Mad Welshman endorses this game. No, not because he is a zombie now, but because he likes it. Now bend your head just a little, please!)

Killing Time At Lightspeed: Enhanced Edition (Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam, Itch.IO, Humble Store

It is a fact that, the faster you go, the slower time goes by. This phenomenon is often noted with drivers of 80s muscle cars, who are often amazed to find that they had been “Out all day” when they only intended a small dri-KTAL1

-Wait, I’m being informed by my editorial crew that this is for a different reason than time dilation at lightspeed. Which, in part, is what this clever, lo-fi visual novel is about. The rest? Becoming a stranger in a strange land, that land consisting entirely of the river of Time. Which is, I think you’ll agree, an awkward place to live, except that we somehow do it by not thinking about it too often.

As a visual novel, there are concessions to story and game. For example, you don’t have 50,000,000 social media messages to scroll through, rising as the game progresses, but much more managable, almost curated numbers, split into your social circle in FriendPage, and the news on Skimmit. Being a VN, there isn’t a time limit, and you go through the 30 minutes of interstellar travel at your own pace.KTAL2

Of course… You’ll nearly always be left behind. By the time you’ve left, Augmented Reality has finally hit. By the time you get there… A lot more has happened. Some might argue a bit too much for a single VN to cover. But it’s well written in its simplicity, and I felt a tiny tear or two trickle down my cheeks as, while I fulfilled my promise to never forget my friends, they forgot me. Some found happiness. Some just found new social media platforms. Others… Were never found again. Spending the last four or five days just clicking “refresh”, hoping for a message, an update that wasn’t failing ebooks accounts… Anything… Was just heartbreaking.

At least I was relatively certain they’re not dead. Relatively.

If you want a somewhat poignant game, with some good futurism behind it, Killing Time At Lightspeed is a good choice.

...Okay, I couldn't resist putting this one in. I'm moderately sure it's a joke. :P

…Okay, I couldn’t resist putting this one in. I’m moderately sure it’s a joke. 😛

The Mad Welshman doesn’t understand qubits. He was never In The Cloud. He feels terribly old.

Inside (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam

Spoilers. Spoilers spoilers spoilers. There you go, there’s the story of Inside, the latest offering from creators of Limbo, Playdead. Oh, wait, there’s non spoilery things I can say: There is a small boy. He’s running from some weird stuff. Stuff that can kill him stone dead. Also there are brain machines, around which quite a few puzzles revolve.

Pictured: Technically A Spoiler.

Pictured: Technically A Spoiler.

This, in essence, is one of the biggest problems with reviewing Inside… That it’s a game that wows you, that frustrates you, and has all of these experiences… And, for fear of the dreaded cry of “UGHHHH SPOILERS DUDE”, we can’t talk about most of it. We can tell you that the animations are subtle and interesting. We can tell you that the movement is fluid. We can tell you that, on keyboard, the action key is right control, and that because the game starts immediately, and is checkpoint based on its saves, you may have a few annoyed minutes of fumbling because there are no tooltips in the game.

But then you get into the game, running from dogs, strange masked people, and other weirdnesses, and you get involved in a story. A story for our time. An enthralling story. A well checkpointed story with well designed, self contained puzzles such as REDACTED, REDACTED, and, of course, REDACTED.

…Y’know what? Sod this, the internet’s saturated with spoilers and I’m going to damn well have my fun. There’s an early puzzle that amused me, and was high octane, even though it shouldn’t have been with how stupid and predictable the dogs chasing me were. I climb a fence… They go the long way round to try and get me. So I climb back, making sure they’re nipping at my heels (But not literally nipping at my heels, or they’d kill me in a particularly gruesome manner), then I climb back over, pull a board out of the boarded up doorway, and climb back over the fence just as the dogs reach me. I repeat this the magic three times, then just manage to get away from the dogs.

Pictured: Something quite atmospheric. Also technically a spoiler.

Pictured: Something quite atmospheric. Also technically a spoiler.

“I only just managed it” is this game’s thing, when it’s not “Wait, I was actually meant to… [FACEPALM] IT’S SO OBVIOUS!”

The adrenaline, the tricks the developers play that, nonetheless, make perfect sense in the world’s logic, and, furthermore, get applied later so you know that yes, they’re not just doing it as a one off. The secret thingumajiggers that lead to the secret ending… Yes, there’s a secret ending. The subtle horror of a small child in a world gone oh so wrong. That’s the magic of Inside. Not necessarily the puzzles we don’t talk about, which, believe me, won’t help you all that much. The next one’s a doozy. They’re all doozies… Until you solve them, and they’re not anymore.

No, if you’re going to buy Inside, buy it because you’re interested in world building, in how a story can be told without a single line of dialogue. Buy it because you want to see animation done well. Buy it because it’s a story you’ll want to remember, and read again by playing it, occasionally stumbling as you forget exactly how you did that one puzzle. Don’t buy it if you never liked Flashback, or the original Prince of Persia, or any of the puzzle-action-platformers that led up to the creation of Inside, and no doubt will lead to more interesting gems like this one.

It’s really that simple.

Pictured: Something subtly horrific. Guess.

Pictured: Something subtly horrific. Guess.

The Mad Welshman scratched his head, and The Mind Controlled Englishman scratched his head. Unseen to both, The Also Mind Controlled Uruguayan scratched his head. But somewhere in those dominated neurons, a personality was chuckling. “They’ll never find me.”