Archive for the ‘Game Reviews’ Category:

Interstellaria (Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam , Developer Page

Thank the Space Lords for the pause button. Without this godly power, I would probably be quite, quite dead. As it is, there’s several blank spots in my memory, with only the word “Dammit, reload” coming to mind when I think of them. But enough about my life, let’s talk Interstellaria, by Coldrice, with music by Chipzel, and published by Chucklefish.

My brave starter crew, unfazed by the fact they're shooting blindly at things in space.

My brave starter crew, unfazed by the fact they’re shooting blindly at things in space.

Interstellaria is a space trading, adventuring, and universe saving game involving crew and fleet management, exploring new worlds, and, if you follow the main plotline, saving the known universe from blob-like aliens who are mysteriously abducting entire worlds for… Reasons. It’s a game with wit, where your glorious career starts with you being ejected from your home by your room-mate for being a useless sponger, and where Humans are the most beautiful (and nigh useless) species in the universe. But if it weren’t for that pause button, the game would be unplayable. As it is, I recommend something the very moment you start the game, and at every point where something happens… Pause. It’s the space bar to do that. Without that, you will probably not see all the hotkeys. And you will want those hotkeys. Either that, or frequent use of that pause button. Because the game will not forgive you for not learning them.

Now, this may give the impression the game isn’t friendly. In a sense, it actually is: The function of things is either clearly explained as they come up, or quickly accessible via one of the subscreens like Inventory or Fleet Management, and the game isn’t slow to tutorialise. In another sense, parts of that tutorial UI interfere with your crew selection “quick” bar, the hotkeys for crew selection need you to remember what order you picked up your crew in, and… Look, it’s not the friendliest of UIs, even after hotkeys, so use that pause regularly, alright?

Looting a planet once it's safe is... Ennnnhhhh...

Looting a planet once it’s safe is… Ennnnhhhh…

Honestly, Interstellaria is a bit of a mixed bag overall. The tunes by Chipzel are pretty awesome, especially in space battles, but the pumping chiptunes and EDM feel less fitting when, say, you’re on a station selling the junk you’ve looted, or looting a planet. Speaking of looting a planet, it’s got to be my least favourite activity in this game, which is a shame because it’s pretty central to progressing. Basically, you make sure the area’s safe (By killing everything hostile beforehand), hit H(arvest), then F(ast Forward), and… watch them go to it.

In fact… This is, I think, the core of why I’m not enjoying Interstellaria perhaps as much as I could be… Combat, salvaging, space battles… They feel like busywork, and a fair bit of my time is spent in either tasks that don’t take much attention (like salvaging), fights which don’t seem to take much of my attention (ground combat), or fights which mostly don’t take much of my attention, except for when things go wrong, in which case I end up losing track of what the hell’s going on… That would be the space battles, where damage can lead to all your stations damaged, leaving you defenseless, immobile, and blind until you not only repair the damage, but also get your crew back on station. That last bit can be confusing, because it’s not completely clear, until you try to do something, that the station isn’t manned (navigation is the worst for this, while Scanning is the obvious exception). Efforts have been made in recent patches to fix this (Automatic crew assignments, for example), but I think it’s still got a way to go.

"Nawww, this ship isn't unlucky at aaaaallll!"

“Nawww, this ship isn’t unlucky at aaaaallll!”

And I feel slightly guilty for not enjoying this so much, because it’s a genre right up my alley, the only real obtuseness is in the UI and space combat, and there’s some interesting quirks and awesome things, like the variety of races and encounters… For example, Robots (Can’t carry weapons or armour, but don’t need food or sleep), an amusing parody of Captain Kirk from Star Trek (Who seeks out potentially beautiful new civilisations, hopefully with smoochable folks, and diplomatically has big guns), and, of course, the strange energy beings encountered in the first proper plot mission.

So overall, visually, the aesthetic is tight and interesting. Musically, it misses the mood mark, but is awesome on its own (And, indeed, can be purchased separately), and gameplay wise… Well, if you think you won’t mind the slight tedium of salvaging, I’d say give it a go. But it’s definitely not for the impatient, or skippers of tutorials.

The Mad Welshman felt slightly hollow as he opened another crate full of in-demand scrap. He knew there was something more out there… Perhaps a beautiful alien with a bee-hive hairdo asking “Show me some more of this Earth thing called Kissing.”

…Nah, that’d be silly.

Vector Thrust (Review)

Source: Review Copy
Price: £18.99
Where To Get ItSteam

Sometimes, a game needs more polish. Sometimes, it needs a clearer direction. Sometimes, you get games like Vector Thrust. Vector Thrust is, I’m sorry to say, neither fish nor fowl. It has the simpler control scheme of the arcade flight games like Ace Combat, but mastering it requires memorisation of planes similar to a more tactical simulation. It also doesn’t have any tutorial that I could see. This, in a sense, is one of its two core problems: It doesn’t really appeal to either core audience.

The craft are, it must be said, undeniably pretty. The explosions are alright too.

The craft are, it must be said, undeniably pretty. The explosions are alright too.

Picture it, if you will. On the one hand, we have Arcade Pete. Arcade Pete loved games like Afterburner or G-Loc, but never landed his plane in F-119, and scratched his head at Janes Combat Simulator. He only has a passing familiarity with planes, just enough to recognise that maaaaybe attacking a B-52 Flying Fortress with close range weaponry is a bad idea. Pete will wonder why he isn’t able to control the skies, why planes will pass him for more important targets, and why he keeps losing this bloody escort mission. In the campaign, he’ll itch at the chatter beginning the missions every time he loses, and even in multiplayer, he will be outmaneuvered and outgunned. In frustration, he’ll turn to something different.

Then there’s Simulator Jane. Simulator Jane is used to a flight stick, using the majority of her keyboard at one point or another, and has played all the classics. She’ll know her planes, know how to deal with them, and furthermore, won’t be fooled by the relatively basic AI. She’ll dominate the campaign, dominate multiplayer, and… Won’t feel satisfied. There’s not really a whole lot to keep an eye on. G-Force is only a minimal consideration. The damage for each craft is a straight health bar. There’s no wing shake, and missiles seem to be somewhat arbitrary compared to what she’s used to. Shrugging, she’ll go straight back to something worth her time.

A better example of what I mean, although this is perhaps not the best craft for the mission I'm on.

A better example of what I mean, although this is perhaps not the best craft for the mission I’m on.

Both will admit the planes are pretty with the cel-shading being a nice stylistic touch. Both may or may not get annoyed at voice actors who occasionally slip out of accent (Assuming they don’t skip the static cutscenes and mission briefings.) Both will find the “variety of planes” to be… passable, as many are variants on the same families of craft (starting with the MIG, Joint Strike Fighter, X-35, , expanding to 45 families of craft for 260 craft overall), and generally, the later variants will be the more useful in each family. While both will most likely agree that separating the campaign and multiplayer unlocks to be a fair design choice, they’ll find the campaign somewhat dull, and the maps to be fairly ugly and featureless. Both will agree that not including some form of easily accessible information on enemy craft and the lack of any sort of tutorial a mistake. They might find some fun in the challenges though, which include bombing runs, balloon shoots, and acts of aerial acrobatics. But both will also agree that target switching is painful.

In short, this game asks £19 for… Not being friendly to new players, not currently fulfilling the hopes of either sim fans or arcade flight players, and being inconsistent in quality to boot. It’s a game that’s come out of Early Access too early, and it really needs to work out the kinks before I can solidly say if it’s any good or not. Alas, a reviewer’s job is not to say when a game is done, but what the state is at the present time, and, although it’s definitely better than release… It currently feels, as I’ve said, like it’s neither fish nor fowl. And that makes me sad, because it definitely has potential.

Attacking a B-52 from behind is not necessarily the best of ideas. In fact, it's more toward the "worst" end.

Attacking a B-52 from behind is not necessarily the best of ideas. In fact, it’s more toward the “worst” end. This is about five seconds before the tail cannons rip me to shreds.

The Mad Welshman growled as the missile sped past. He wasn’t as well aligned as the gods demanded. He threw another goat on the sacrificial pyre, and tried again. BETTER.

Guild Of Dungeoneering (Review)

Source: Cashmoneys
Price: £10.99 normal, £14.99 incl. Soundtrack, £5.59 separate soundtrack.
Where To Get ItSteam

Guild of Dungeoneering is, in essence, a game about how impressionable and petty adventurers are. There’s more to it than that, obviously, but at its core, it’s about how a shiny thing, or an easy kill, is one of the easiest ways to lead an adventurer in a dungeon by the nose. In fact, the game counts on it. Because while there’s some things you can directly control about the illustrious (?) members of the Guild of Dungeoneering, where they go isn’t one of them.

...Shame you're going to have to step up your game, though, Dungeoneer!

When you get going, you really get going, and reveal new dungeons to loot as you go!

Now, it’s not often I comment on the visuals of a game, but Guild of Dungeoneering hits a sweet spot with me, because the look of the game is a better version of how I used to try and draw my dungeon maps, back when I was a younger, harder working Dungeon Master. It’s charming, and a lot of effort has gone into making a seemingly simple looking game… Look good. Not in the “It is shiny, and has lots of pixels” sense, but in the sense that it fits the theme really well. It’s a small thing, but it counts for a lot, hearing the scribbles, and watching the map tile being etched into the graph paper that is the world of GoD. In fact, the feel of the game is amazing, and the music… Has to be listened to to be believed. On that, I will only say two things: The game is filled with Ye Olde Bardic Limericks like in the trailer for the game, and they are all pretty awesome, making the soundtrack (£4 or £5.59, depending on whether you buy the Deluxe edition, or buy the OST separately) well worth the purchase.

As far as gameplay goes, it’s again, fairly simple, but meaningful. Adventurers like, in this order, unguarded loot, a monster that will gain them sweet, sweet XPs, aaaand… That’s about it, actually, but the value of the loot is always a factor. Combat and loot, however, requires a bit more thought, because the adventurer will take the shortest path to what they want (Which can definitely be a bad thing) and the classes you choose have a bearing. Will you enter a dungeon with an Apprentice, who starts with no physical defences, but powerful magic? Or maybe a Bruiser, the thug whose spikey demeanour (or armour, it’s not certain which) is so cutting that blocking all damage means you hurt the enemy? And once you’re there, will you go for magical kit, or physical? More blocking, more damage, more healing? Simple choices, but they add up to make a challenging experience. Even putting down more map tiles may open up pathing options for your poor, dumb adventurers that you really, really didn’t want them to pick right now.

Unless, of course, you get Stupid III. Uhhh... Uhhh...

The more loot you get, the more powerful you are! Simples!

So, for all that I’m talking up the game, is there anything I would complain about? Yes, but it’s niggles. There is always the possibility of a fail from turn 1 (For example, the only dungeon tile card you have bridges you straight to higher level wandering monsters), but death of an adventurer… Has no consequence I can see, so feel free to abandon quest if you see that. Animations play at a set speed, and while I’m fine with it, preferring the tension, the option of speeding it up could be put in for the less patient (A concession toward this has been added to the game with the ability to turn icon animations off). It’s also slightly unclear when a guild expansion is going to close off building directions, so a little extra mention there would be great. But, as I mentioned, these are niggles. The difficulty curve seems just fine, as you get a feel for a dungeon and its challenges after only one or two plays, and the game is mostly pretty intuitive. In short, it’s the best idealisation of Monty Haul dungeons I’ve ever seen.

Want to spend around £11-£16 on something with charm, wit, and simple play that’s easy to learn, but hard to master? Guild of Dungeoneering is a turn based strategy game for you. But if you’re the kind of person who groans whenever you have to wait for a movement, or attack, or animation to finish because you want to play quicker, it might be a better idea to wait, see if animation speed options get patched in. Overall though, I think you can tell that I’m enjoying this a hell of a lot. Now, to send a Mime into a Boss Dungeon… Muahahahahahaaa…

No class is a bad choice. Except maybe the Chump. Yeah, the Chump might not be a good idea.

And, of course, the more you earn, the bigger and more powerful your guild gets!

The Mad Welshman was put in charge of The Guild of Dungeoneering, and within a week, the hero population dropped drastically. There is no correlation between these two events, honest.

Going Back – Deadnaut

Screwfly hate you. They love you, but at the same time, they hate you (Well, not really… But it seems that way when you play sometimes. ;D ). They want you a gibbering wreck on the floor, babbling about the dark between the stars, or, in the case of their first game, Zafehouse Diaries, about how the dead won’t stop moaning and scrabbling at the walls outside. Screwfly make Legit Hard Games. And I want to celebrate this, by talking about Deadnaut, and how the game supports the mood it wants to invoke.

Deadnauts do not have a high survival rate.

You can create your own crew, but monitoring and equipping them from then on is up to skill *and* luck.

Deadnaut is not a game I’m good at, and I don’t think I’m meant to be good at it. The game, in a sense, resists it. But this is one of the rare cases where I find myself more immersed in the experience because of obtuseness, not less. Why?

Because in Deadnaut, I’m a Lieutennant Gorman, watching my own maladjusted crew of misfits and criminals attempt to board supposedly long dead alien ships that, you guessed it, aren’t long dead after all. Not for me the experience of directly seeing what’s happening through amazing Commander Vision. Oh no. That would imply we’re valued, and have the technology. No, we, the characters (And, by extension, the player’s unnamed and invisible character) are the dregs, the people Humanity would rather throw in a meat grinder. So we have three screens we can switch between. And, bad commander that I am, I’d rather get fucked than micro manage anything.

Yes, you can turn off weapons. It isn't always recommended.

Pictured: Me suffering because I was weapons-free in a heavily damaged hulk.

The three “screens” are pretty simple in theory: The left shows the team, their equipment, their stats, their quirks and flaws, and their health, mental and physical. Being a Gorman, I don’t really look at that too much in missions, and panic when the suit-breach alarms are going off. The right shows information we’ve gathered, giving me clues as to the threats we’re experiencing, the ship and crew logs we’re salvaging, and the security/power status of the ship we’re entering. I only look at this between missions, even though it could give me early warning that no, our guns won’t work in this situation.

The middle screen, for me, is where it’s at. The buttons sometimes bewilder me, but I know enough to push NET to see the Watchers, automated, roaming antivirus programs gone wrong, as they go about their not-so-merry business of Keeping Things As They Were (to my detriment); LOC , which lets me see how damaged an area is, and occasionally, when the situation demands it, PWR, which lets me see if a turret I’ve noticed is powered up or not. I know enough, being a greedy corporate scumbag, to turn the signal booster dial to SIGnal, and leave it there, even if it dooms my crew because I can’t see what’s happening (VISual) and can’t give them orders (AUDio). The more signal I have, the more KnowledgeBux we get from looting these rotting hulks, and the better I can equip my poor, doomed squad for the future.

Hell, sometimes, I’m nice enough to resurrect one, if I can afford to do so. So, as you might have guessed from this description, there’s a lot to take in, and not a lot of it is in easy reach, having to switch between screens to see things, having to, god forbid, split the group so we can keep the Watchers from resetting that turret that almost chewed the squad up when they opened the door, or use the special abilities of the Shield and Sensor suits to scan ahead, plan, and protect team-mates from the dangerous conditions created by nigh-destroyed rooms (Because our vacuum suits are cheap, and don’t protect against space worth a damn.) This is a game where, if you’re good, you can micro, switching between screens to gauge threats in a safe moment, pair up team-mates efficiently (This one hates this one, don’t keep them close. This one hates open spaces, try and keep them in small rooms. This one doesn’t like open spaces, use them as a rearguard)

Goldurn ancient space ghosts, GIT OFF MAH SPACE LAWN!

This screen may not make much sense… Until you realise I’m being screwed around with by ancient space-ghosts.

But this game, in a sense, doesn’t want you to do that. Watchers and Signal Dampers can mess up your visuals (Leaving you nothing but static) and audio (Leaving you unable to even warn your team of nearby threats, or tell them to get the fuck out of there right now before it collapses). Your guns are useful, but also damage the ship, so sometimes, you will have to order your squad not to use their weapons… And it won’t always help, either, because sometimes the enemy has guns. And sonic shockwaves. And plasma bursts. Melee weapons exist, but I’ve never seen them used very well. And the game’s controls don’t help either, there are very few hotkeys, so nearly everything is “Click shield person, right click this person we want to shield” or the like.

Despite that, I love the game. Why? Because, with its flaws, it makes me feel like a Gorman, and, on a good day, like a Corporal Hicks. The game, through its flaws and hateful moments, creates exactly the feel it’s aiming for: That moment where everything is going wrong, and you have to act and oh god someone’s dead what the hell do I oh god another beep beep beep BEEEEEEEEEEEEE-

I have precisely one criticism of this game: I’d like to actually read logs, instead of being unable to look at any screens the moment I either win (By completing a set number of missions), or lose (By all my squad dying before extraction.) I know the logs, just like the diaries of Zafehouse Diaries, are also procedurally generated, and so lose their lustre if you look at them too closely, but I still want to see. I want to see what I missed, why I failed. I want to reread the last communications. I want to know.

It *really* isn't a good idea, although keyboard shortcuts exist.

All of the buttons on this right screen provide potentially useful information. It is not a good idea to check it mid-battle.

But if you want a good example of a game that accurately creates the feel of being the inept (or life saving) commander giving orders from afar in a sci-fi action horror, then Deadnaut is pretty bloody close. You can even, if you’re feeling particularly sadistic, make your friends in the game as crew members (Although I’m not sure how many people you know who have the drawback of fucking up radio reception randomly wherever they are, as an example), and forever voyage with those instead of procedurally generated crew.

Me? I like the procession of badly mismatched crew. Makes me feel better on those rare occasions I win. There’s even the promise that some Deadnauts can be given parole from their forever deadly duties. I have yet to see it. One day, I may be a Good Commander, and have that happen.

Hahaha no. They’re all screwed, every time. Because I am Gorman, and I love to panic. I’m an asshole that way.

Deadnaut is available on Steam for £6.99. I have also recorded some LP type footage of it here.

Quiplash (Review)

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

Ah, Jackbox, purveyors of party games that you can play anywhere… Y’know, so long as you have something that can connect to the internet, and at least one person who owns the game. Who’s streaming. And here is where a score-based review of Quiplash would fall down, because it would really have to have two separate pretty numbers: One for the game client itself (£6.99), and one for the actual player experience (jackbox.tv, price: Fuck all, but you will never host the game, nor will you be able to play without a room code.) One of these scores would, to many, be a fair bit lower.

Sometimes you get cool things, and your friends smile.

Sometimes you get cool things, and your friends smile.

But not to me. You see, the client, in its way, is equally as hamfisted as the jackbox.tv, player input end. As a host, I get to see all sorts of pretty pictures, hear pretty voices and noises, and, if I’m feeling generous, stream them to the less fortunate players (And audience.) Without that last one, none of the players will ever know how well they did, because the player side client won’t tell you. On the other hand, I can’t do a damn thing through the client (like join the game I created), having to rely on the simple, almost HTML form-ish nature of the jackbox site to do things, rather than all these pretty visuals.

Put them together, along with some mates, a voice chat, and the ability to show all the other players what the hell is going on, however, and all of a sudden, the magic happens. Through brute-force and the magic of socialising, the bits of interface come together, and the result is laughter, groans, all the noises that you associate with people playing and enjoying a party game. The rules are pretty simple. Three rounds, 2 questions each to answer in 2 of them, as many questions as there are players in the first two rounds to vote on, and the third round is a single free-for-all question. Twice the points in round 2, three times the points in round 3, and if your suggestion is the only one to get all player or audience votes in a question (and wins), that’s a QUIPLASH, worth bonus points, oww! Oh, yeah… The game is pretty much built for streaming, or a packed party, because the audience actually matters, and anyone with the room code can vote, even if they can’t play.

...And sometimes you think "Uhhh... Do I know these people? I don't know these people, really I don't, Officer"

…And sometimes you think “Uhhh… Do I know these people? I don’t know these people, really I don’t, Officer”

People have likened it to Cards Against Humanity, but with improv, and… That kinda works. I’ve seen some terrible suggestions (Armenian Genocide as a sound that weirdly makes someone sleep better), and some beautiful ones (The Artist Formerly Known As Prince as a Crackerjack box prize. Step right up, one in every box!) I’ve seen injustices (Forget-Me-Not was a terrible name for a Goldfish, and, on reflection, worse than Edward Cullen… It’s just we all hate Twilight more) and deserved victories (“If anyone says CUMquat is a better name for Kumquat, they lose” was, considering how filthy minded the group was, an excellent choice)… But one thing cannot be denied. All of us had fun. We agreed it would be cool to do this again. And all of us playing agreed it was good, despite having to stream the client window somehow.

So yeah, this game is good. It looks like it’ll last a while. But be aware, if you buy it, that you’ll need friends. That you’ll need some way of showing the client window to the other players, and talking to them. Otherwise, all I can really say is: The voting system rewards playing to a crowd, and if you play well with others, folks, then you’ll have fun. Let yourself go a bit, and have a laugh with it.

The Mad Welshman learned many things from this game. For example, people claim that Bears are a good substitute for toilet paper. Truly, the world is a strange place.