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Emily Is Away (Review)

Source: Free
Price: Free (Donations accepted)
Where To Get It: Steam Itch.IO (The latter has details on donation)

Emily Is Away is a game that can make you uncomfortable. In fact, as I’m writing this paragraph (I don’t write these things all in one go), I’m staring at the login screen for the third chapter, after 15 minutes, thinking very hard about what’s just transpired. I’m not entirely sure I want to continue. But obviously, this is a review about a game that isn’t “fun”, but needs to be talked about, so… Later.

"Nothing much" is going on. And yet...

“Nothing much” is going on. And yet…

[Later] Damn, that was just as harrowing as I thought it would be, two chapters in. Time to talk about it. Because talking is the core of the game, in a sense. In another sense, it’s about not talking. About the things you don’t say as much as the things you do. About pain. And, to me at least, a reminder of what an asshole I was in university (College to american readers.)

If you’re expecting something flashy, something glitzy in this donationware game, think again. This is set in the age of AOL Instant Messenger, and shitty icons and blocky text are the order of the day. And it’s all messenger. It’s all talking, and hitting the keys to type the words that your avatar in game actually types. And I find it both very clever, and harrowing, to type myself to make those words appear. It makes me feel complicit. And I don’t mean that in a good way. I am responsible for those words, even in that fictional world, and it hurts. Theoretically, I could play this multiple times (It took me just over half an hour the first time), and there are multiple things that could change the story, but I want to talk about it as it stands. And I’m going to do it by talking about relationships.

...Why did I say that? Why didn't I say what I was *going* to say?

…Why did I say that? Why didn’t I say what I was *going* to say?

Relationships can seem easy to many, but they’re not. Even keeping a friendship can involve a surprising amount of work, but it’s work we do gladly because friendship is, in a very real sense, its own reward. But this applies even more so in bad times. In bad times, we may find ourselves asked to give more than we receive in a friendship, and sometimes to do so in a way that, in the short term, risks losing the friendship. Sometimes we’re not strong enough, for whatever reason. Sometimes, Things Happen. And Things Get Awkward. And trust is broken. Trust is important in relationships, especially if you genuinely wish your friends and loved ones the best.

This, folks, is a game filled with the pitfalls of real relationships. And what you say may have little bearing on what happens. Eventually, either Emily will be Away… Or you will. And it’s only the voice of experience that told me how bad things would be so early, and that knowledge, unfortunately, makes this game more affecting. In this case… I was the one who left. The words that needed to be aired never were. And I won’t play again (Although I’m sure regret over my fictional avatar’s situation will force me to play “What If?” later), not because this isn’t a well written gutpunch of a game, but because I want to hold on to that feeling, despite the fact I’ve experienced it personally before, on both ends. The same feeling my fictional avatar seemed to be afflicted with toward the end, where he wanted to say things… But didn’t, instead writing inconsequentialities while the elephants in the room (Multiple elephants) stared fixedly into his brainpan, before awkwardly saying that he had to go. Wondering where it went wrong. Wondering why he can’t say those words. Wondering, while secretly knowing, whether things will ever be the way they were.

...Of course, by the time it's reached this point... It's too late to say *anything*

…Of course, by the time it’s reached this point… It’s too late to say *anything*

They won’t. Something potentially valuable has gone from this world, because two people did stupid shit at the wrong times, because they didn’t know how to say what they needed to say, or to hear what they needed to say. And it will stay with them for the rest of their lives.

I won’t recommend this game to people just seeking “Fun.” It’s not. As soon as you realise the threads that simultaneously bind and tear apart these two people, the feeling of losing control, you know, instinctively, that Fun isn’t on the cards. But if you want a well written, emotionally affecting game that, in its way, talks about not talking, and bad relationships (Whether starting bad or going bad), you have a winner. If you want a game that makes your heart ache, and think very seriously about how lucky you are to have the friends you do… This game is worth playing, and very possibly worth a donation so the creator can make more.

Okay, that’s the end of this review. Goodbye.

The Mad Welshman Is Away.

Going Back: Black Dahlia

Mention the Black Dahlia murder, and many games players will point at LA Noire. Mention the game of the same name, however, and most often, you will get a blank stare. The rest of the time, a scream of sheer, unadulterated rage.

Black Dahlia, you see, is a game that, while mostly forgotten unjustly, had one element to it that angered many of its players beyond measure: The puzzles. Which, for an FMV adventure game at the tail end of the FMV heyday (1998, to be exact), was a sales killer.

AAAAAAAAAAAAAAAAA!

AAAAAAAAAAAAAAAAA!

I was one of those original sales. Now, before we begin talking about why this is worth a Going Back, let’s mention just two numbers. Eight CDs. 4.6 Gb of game. In 1998. Of course, even a “full install” back in the day would be under 500 Mb. But it’s still a pretty mind boggling number. Now let’s go into why it’s mostly a game that should be recalled.

Firstly, for its silly premise (Involving the Thule Society, the Torso Murders, the Black Dahlia murder of Elizabeth Short, and, as you might expect, occult shenanigans linking them all), the writing and the acting sells the game. It was a selling point of the game that Dennis Hopper and Teri Garr were both acting in it (And, in a relative rarity for productions like this, even the extras are named in the manual), and they were supported by actors who, while relatively unheard of, were definitely not unskilled, such as Dan Frezza (Utah Shakespeare Company), Bradley Moniz, Daniel Whelan, and Colette Schreiber. You forget its silly, because, for the majority of the game, the actors and actresses are playing their roles very well. All I’ll say about the story is that it starts with you as a new investigator for the underfunded and underdeveloped COI, checking out a somewhat dubious report of Fifth Columnists in the area, and ends with the fate of the world in your hands.

Darren Eliker really sells the role of Jim Pearson. Poor feller.

Darren Eliker really sells the role of Jim Pearson. Poor feller.

Secondly, it had an interesting system where you could not only examine objects, but move them around in their containers, such as a notepad in your desk that can be shifted back to reveal a service revolver (Itself able to be opened.) It had quite a few locations, and used not only hotspots, but items in conversation.

There are, however, two mood killers for anyone wishing to play the game today: It’s difficult to run on modern systems (and, in fact, nigh impossible if you want to run it flawlessly), and the game’s difficulty could best be described as hellish. Here’s some examples to give you some idea, all from the first chapter (Disc 1 of 8).

You’ve talked to everybody, including the irascible Henry Finster, your superior (Walter Donovan, head of the COI at the time, and later OSS), the detective working on the Torso Murders cases (Peter Meryllo), and a smarmy FBI agent called Winslow. But you’ve run into a brick wall. The game’s given you enough clues that you have a blacklist of possibly less-than-loyal German-Americans, but, due to the rivalry between Donovan and then head of the FBI J. Edgar Hoover, the damn thing’s encrypted and nobody’s given you the key. The key to cracking the code is in your office. But to get there, you need to find the gun in your desk drawer (Which you won’t find unless you’re clicking and dragging everything that you can interact with), open up the handle (Which, again, you won’t find unless you realise you can do that in your inventory), use the key to open a locked cabinet in your room, and copy the notes written down on paper, because the in-game note system isn’t going to help you here, buddy.

Infamously, not only is this puzzle not meant to be solved, a bug means the game is unwinnable if you try before you're meant to.

Infamously, not only is this puzzle not meant to be solved when you find it, a bug means the game is unwinnable if you try before you’re meant to.

The code is quite simple, once you realise what it’s doing. But the game doesn’t exactly help in letting you know what it’s doing, as the two sheets cannot be read together, and both have their red herrings. This one puzzle is the gatekeeper to… The rest of the plot. Equally innocuous is the shadow on your office light, only seen when you flick on your office lights, and look up. That shadow… Is important, and checking that is vital. There aren’t, to my knowledge, any truly silly puzzles (Along the order of the infamous Cat Hair Moustache of the Gabriel Knight series), but many of them are exactly this tough to discover, let alone solve. Of course, the manual helps you with a few of these early (but vital) tasks, but who reads the manual, eh?

Strangely, despite this? I’d still say the game is worth it, and due a re-release on GOG or the like. But who would be the ones behind such a game? Who would be the ones who made this intriguing, if sometimes maddening game? Why, it would be Take 2 Interactive.

I remember my reaction to this scene. "Is she flirting with him? She's flirting with him! ... She's flirting with him, and he's not noticing. Idiot."

I remember my reaction to this scene. “Is she flirting with him? She’s flirting with him! … She’s flirting with him, and he’s not noticing. Idiot.”

But you’d know them, in the modern day, as 2K Games.

The Mad Welshman also sees spies everywhere. Fifth columnists, trying to ruin his sense of fun by sending him derivative AAA games. It’s a menace…

Going Back: Musaic Box

Hidden Object Puzzle Adventures, in my considered opinion, are mostly creatively bankrupt. I’ll save the rant as to why for another time, but one of the main elements is that there is little to no consideration of where the puzzles fit. I’ve seen Memory puzzles in churches and “secret doors”, I’ve seen evil lairs guarded by the amazing security system that is… A brute forcable colour matching puzzle. The story, similarly, is often formulaic, and often has a “Tell” that conflicts with its “Show.”

Five rooms, each filled with bits of music trivia and puzzles for your puzzle box.

Five rooms, each filled with bits of music trivia and puzzles for your puzzle box.

But I have actually found a good HOPA. And I’d completely forgotten about it. Let me correct this injustice, and show people why it works, when so many others make me groan and grumble. Let me tell you about Musaic Box.

Musaic box is the tale of a woman of somewhat indeterminate age, who has an explorer grandfather with a taste for music that was passed down. She comes to visit her grandfather, on the promise of a very special birthday present. But first, she must solve the riddle of the Musaic Box, and the clues are left around the house. Doesn’t sound like much, does it? It even takes around the same time as your average HOPA (Two or so hours.) However…

You didn't really think I'd show you a completed puzzle, did you? For shame!

You didn’t really think I’d show you a completed puzzle, did you? For shame!

It’s tightly focused. One house, six rooms, and every room has something to do with music or musical history. Within each room is a collection of patterns for the Musaic Box, hidden in places like on the shade of a lamp, or on a printing press stamp, and those patterns lead to the core element of the game: The puzzles. The descriptions for the puzzles are from the character’s perspective, so we know that she was called ‘Little Figaro’ for singing the Barber of Seville at an early age, that she used to do ballet, that she skinned her knee while climbing trees… The puzzles round out her character in a way that supports her sometimes bemused commentary on Grandfather’s collection. In its small way, the story supports the game. And, because it’s in a small way, it doesn’t over-reach itself. There’s no moment to moment supernatural drama that falls apart after a slight examination here, just a young lady playing a game on her birthday. But, as I mentioned, the puzzles are the core element to the game. Let’s go into those.

Not only the core of the game, but where we get character backstory. Not a whole lot of it, but the game doesn't contradict itself.

Not only the core of the game, but where we get character backstory. Not a whole lot of it, but the game doesn’t contradict itself.

Musaic is a portmanteau of “music” and “mosaic”, and, essentially? That’s the puzzle right there. It’s a jigsaw, but a jigsaw that involves music. There’s usually (But not always!) one instrument that you can hear, and you’re supposed to piece together the short tune, making sure that matching colours of symbols aren’t on the same column. Sometimes there’s no lead instrument to listen to, sometimes there’s patterns to match up instead, but for the majority of the game, it goes like that, leading to one of my two criticisms of the game: It’s only moderately challenging until near the end. Otherwise, it does everything it sets out to do, it entertains, and everything fits together as a well designed game should. Of course, finishing the game nets you the birthday present, an “Atlantis amulet” (sic) that allows you to rearrange the tunes in the game any way you want (Which sounds horrible, for the most part: My second criticism of the game) , but then you realise “I spent a third of what I would spend on Hidden Secrets: The Horrific Jumble Of Items” , and you remember that the game has some pretty good short arrangements of classical tunes (Including a surfer rock version of “My Bonnie Lies Over The Ocean”, and a properly swinging “When The Saints Go Marching In”.) And you smile. You may not play it twice, but you have had fun.

HOPA devs could learn from this example, which goes to show that “more complex” doesn’t necessarily mean better.

The Mad Welshman smiled as he slotted the last part of the Musaic into place. Victory, as it turns out, sounds like The Entertainer.

Circuit Breakers (Review)

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

Unbeknownst to many, there are four elements of projectile based murder: Rapid fire, Burst shot, Splosion makers, and Lasers. Circuit Breakers, an arcade score attack shooter, understands this. Even if it doesn’t understand some other things.

It starts pretty simple...

It starts pretty simple…

So, I’m going to ask you, the reader, how much you like 80s buttrock (You know, the kind of thing that wouldn’t be out of place in a Sonic game or an 80s teenage hijinks movie.) Because if you don’t subscribe to the church of BIG HAIR, the music is going to annoy the hell out of you. Fortunately for me, I ooze Glam, which is close enough to count. In any case, the game’s idea is pretty simple: Pick one of four characters, each specialising in one of the four elements of murder (Machine Gun, Shotgun, Missile Launcher, and Laser), murder everything in a room while not getting hit, move on to the next, rinse and repeat with the occasional Big Boss thrown in.

Of course, it’s not quite that simple, for two reasons. First, weapon upgrades are tied to an energy mechanic: Short, controlled bursts, or you’re going to be staying with the level 1 whatever-the-hell you picked. I’ve had the best luck with Samson (The rocket-man), but after room 4 or 5 it gets a little tough not to just go hog-wild. Conversely, the hardest time I had was with Tay, whose powerful shots still require you to line folks up before firing if you want her weapon upgraded to its fullest destructive potential.

...Then it starts ramping up.

…Then it starts ramping up.

The other thing is the base key bindings. Being a twin stick shooter, it’s perfectly sensible to have WASD and arrows as moving and shooting respectively, but… E is ‘accept menu choice’ , Q is back, and Enter is start and… Look, the bindings don’t make a whole lot of sense beyond the basics. They’re rebindable, and the game is just as enjoyable on keyboard as it is on gamepad, but it is a strange decision. Finally, there’s some minor readability issues with some rooms that mean you can’t clearly see the pits of “Can’t walk here” when things get hot and heavy (Most noticable in Score Attack)

Apart from that, it’s a workhorse of well worn design… Simple AI, relatively simple rules, simple unlocks, and nothing more complicated than score attack, with potentially memorisable enemy patterns, different approaches depending on your character chosen, and a fair variety of enemies and bosses. Of course, it’s a tough game, but considering how easy it is to get back in, I don’t really find it annoying, and I can quite clearly see how it’s my fault when I die. A good example of this is my playstyle with Tay.

...Then there's tanks...

…Then there’s tanks…

“Okay, wait for them to line up, I want those bonus Energium chunks so I can murder better, and… Hey, wait, those guys spawned behind me? Crap, change appr-OW. Okay, still got this, I still got this, there, loads of peopl-OW, how was that guy not? Oh, he was slightly below the laser, sod, I can stil-OW… Welp, new life time!”

It’s also multiplayer, and I can definitely see the entertainment value there. Alone, it’s challenging. With friends, it’s an orgy of destruction. It can be played locally or online, and supports multiple controller types for each player, so there’s less faffing around if you decide to play locally.

So, apart from the keyboard binding being a little odd, it seems like it does exactly what it sets out to do, and the difficulty means that yes, if you don’t get frustrated by not getting past Room X, it seems like the enjoyment is worth the £6 that’s being asked here. It’s very specifically aimed at fans of swarm shooters like Robotron or Smash TV, and probably won’t interest anyone who isn’t into topdown shooters for very long. It should also be mentioned that, at the time of writing, Circuit Breakers has a competition for a specially designed arcade cab with Circuit Breakers on it (and Steam), and it’s pretty simple to enter.

Obviously, being a member of the press, I haven’t. But you definitely can. 🙂

The Mad Welshman ran pell-mell through the house, seeking, searching, destroying. Why were these robots around? And where the hell had his coffee gone? He had the feeling the answers had to be related.

 

Mordheim (Release Review)

Source: Early Access Purchase
Price: £29.99
Where To Get It: Steam
Other Reviews: Mordheim

There’s just something about sending your friends into a magically radioactive, monster infested city that tickles me. Now, before you go calling me a monster, consider that this is a game called Mordheim, about sending fantasy gangs into a desolate, doomed city to get glowy green rocks that everyone wants, but nobody should really have. Because, while they power magic and machinery alike, they are artefacts of Ancient Evil, and have a nasty tendency of mutating or corrupting pretty much everything they touch.

Today's Anti-Heretical PSA brought to you by the letter S, for Sigmar our Saviour!

Today’s Anti-Heretical PSA brought to you by the letter S, for Sigmar our Saviour!

Also consider that, most of the time, my buddies are doing well, because I’ve been playing this since early in its Early Access run. The fact that I’ve been playing it almost the entire way through its EA run and still not gotten bored should really be a testament in and of itself, but just in case, here’s the rest of the review.

Mordheim, by Rogue Factor Games, is based on GW’s Warhammer universe, and is a turn based strategy game that isn’t strictly turn based. You see, everything you do on your turn, you do with third person shooter style controls (WASD to move, left click to do a thing, Q and E to switch what you’re doing.) It’s a nice touch, and goes a long way toward making something that’s somewhat dull to many (I move X piece to Y location, and roll some dice) actually somewhat exciting. TBS fans, understand that, while I know the joys of TBS play, this is nonetheless true, and Rogue Factor are doing something interesting which may attract folks not normally attracted to turn based play.

Everyone's very fond of posturing and screaming in the Warhammer universe. Everyone.

Everyone’s very fond of posturing and screaming in the Warhammer universe. Everyone.

Make no mistake, it’s a meaty game with layers of strategy that only get deeper the further in you get. It starts relatively simple: A Leader, a Hero, three Henchmen of two types, picked from one of four groups fighting over Mordheim’s shattered and Wyrdstone warped ruins. The Sisters of Sigmar hit things very hard, but are somewhat slow. The Cults of Chaos have dark magic on their side, not to mention mutants. The Skaven of Clan Eshin move quickly, and have poisonous weaponry (With a side dose of rat-ogre later), but are squishy and crack at the first sign of danger. Finally, the Reikland Mercenaries have guns and the usual human “I can do lots, all of it only at an okay level! Wheeee!” mentality. As befits a Warhammer game, none of these people are nice people. As you get more powerful, more types of units and skills become available, as do more dangers within the city, such as traps and Demons that wander the streets… Looking for what they consider their rightful prey.

How does it feel to play? Bloody tense, actually. From around day two, you’re by no means guaranteed a mission where you will stomp face, and very often, you’ll get the short end of the stick deployment wise (Spread out too far, or your leader and hero are in a group, leaving some of your henchmen alone without support.) It’s also not very newbie friendly tactically, as, while it eases you in, it doesn’t tutorialise much, leaving you to work out what things do from the tooltips. The fact that a single mission can take up to an hour or more means that this is definitely a time investment.

The Sisters of Sigmar: Hardcore Battle Nuns. What's not to like?

The Sisters of Sigmar: Hardcore Battle Nuns. What’s not to like?

Let’s take an example from the Sisters of Sigmar playthrough I’ve been doing. The Sisters had gotten separated in the middle of Skaven territory. Considering how the Skaven like to do things (Ambush swarms taking out individual stragglers), this was incredibly bad news, and Maria ApfelUndOrangen, lay sister, proved this point in the first round, as three rats (including their leader) leapt at her from surrounding buildings. She managed to hold them off for all of a couple of seconds, injuring one, before she was swarmed. D.V. S. Von Vacuum, Matriarch of this particular battle group, managed to regroup with one of her lay sisters by virtue of said lay sister hearing the sounds of battle after another Skaven ambush (Luckily, only an ambush of one) across the district from where Maria had fallen. In yet another portion of the city, Ethel Von Munster also managed to group up with the last lay sister, casually dispatching a skaven with a halberd along the way, taking no injuries. So far, at least, the battle had mostly gone the Sisters’ way. It was not to last.

While Von Vacuum and her cohort battled the surprisingly tenacious rat (Who had managed to dodge nearly all blows to this point), Ethel Von Munster and company went rat-hunting. And they found them. In spades. The previous ambush group simply charged in, and Ethel Von Munster went to work with her Greathammer, blessed by the Matriarch in the name of Sigmar Heldenhammer, Hero and God of the Empire. She managed to take down the rats’ leader, an assassin of Clan Eshin, before she was crushed under a tide of furry, bitey bundles of hate. Her companion took a similar accounting of herself, falling only to the final ratman’s mace.

A starting band of Skaven. So... I heard you like rats?

A starting band of Skaven. So… I heard you like rats?

Things seemed bad, with the majority of the Sisters’ small battle group out for the count, possibly dead. But for some reason, enemy morale broke, not with the death of their leader, but after the murder of a minor clan-rat, and the sisters (With the exception of Ethel Von Munster) lived to fight another day. They were battered, and bruised (The lay sister who’d accompanied Ethel Von Munster had a crushed arm, and the Sisters were forced to amputate), but ultimately, triumphant.

Now, this particular group of the Sisters of Sigmar are strong, and the younger sister of Ethel Von Munster (Coincidentally, also called Ethel) has crushed many a rat head since. They have yet to lose another Sister, and they intend it to stay that way.

Obviously, the story did not go exactly that way, but that’s half the fun of a game like Mordheim: The stories it generates. Be aware that customisation is limited to costume colour and a few options for your characters, be aware that it’s not the most newbie friendly game out there, and you will very likely have some fun with this pretty well crafted and atmospheric game of urban strategy.

The Mad Welshman grimaced as he placed a chunk of Wyrdstone in his pack. His moustache had been… Talking to him, and whispering horrible things. Then again, it was also telling him Wyrdstone was bad for him, and… How could something that got him so much money be bad? Best assume the Stasche lies, he thought.