Archive for the ‘Game Reviews’ Category:

Coffee Talk (Review)

Source: Cashmoneys
Price: £10.29 (Artbook £3.99, Soundtrack £7.19)
Where To Get It: Steam, Itch.IO

It is 2020. Elves, dwarves, orcs, fairies, demons… They all live in this alternate world… And they all have everyday lives. And they’ve got the same happinesses (mostly), the same drama (mostly), and the same problems (sorta mostly) as we do. And Coffee Talk, through the medium of a late night coffee shop, explores those lives in its fictional setting.

And yet, I’m almost certain somebody among my readership is thinking “It would be so hot though!”

I’m loving some of the little things. The joking between a vampire and a werewolf about werewolves using BDSM as a method for calming themselves during a fury (myth, in the setting. Some werewolves can calm themselves with sex, but for obvious risk reasons, they stick to vanilla.) The little things that remain the same, like people who’ve been there before giving advice to those going through troubles (Yeah, really is best not to leave issues unresolved, because yeah, they fester. Ain’t good for anyone. Wise advice, cop in a computer game.)

And, here’s the thing: Even though there’s wider story, a wider world out there, it’s these little stories, these slices of people’s lives, that are important. And I can only talk about so many, not only for space reasons, but spoiler reasons too. But I do want to mention that there’s one point that directly engages with the concept of fantasy allegories of racism, with a writer in this world pointing out that yes, there are different species to be racist about, but that wouldn’t mean that racism as a concept wouldn’t exist if there are only humans. And, of course, we know it to be true.

I did have a picture of making latte, but I deleted my picture of making latte art. Some things are too horrible for the world to see…

Now, mechanically, it’s very simple: Brew the drinks the customers want, or brew specific ones. There’s a pretty robust save function, and while, unfortunately, there isn’t a multiple save system, you can go back to previous days, and there are three profiles to play with… And the writing’s good enough that I’m reasonably sure you’ll have an okay time playing through. But also, as a free hint, be aware that the order of the ingredients is as important as the type of the ingredients. I learned that the hard way, and several saves and loads, my first time playing. I wanted to make sure I got a specific drink right, you see. And that, basically, is the mechanics: Make the kind of drinks you’d make in a coffee shop, what the customers want, and the story will progress. Make the wrong kinds of drinks, and you may just find other things, maybe good, maybe bad, will happen.

But of course, a visual novel, for that’s basically what it is, stands on its writing (It’s good, if you hadn’t got that from my two paragraphs of gushing), and its aesthetics. And its aesthetics, the pixel art of the various characters, their designs, the simple and clear UX (the menu is a little small, but not tiny. Just a little small), and the chill beats really sell the atmosphere of a warm, welcoming place where people can talk to the mysterious barista, each other, and be… Be themselves.

Catgirls, orc girlfriends… It’s like they know how to push them buttons…

I like Coffee Talk. And I’d recommend it. There’s not really anything more to say.

Except that no, I will never screenshot my attempts at latte art.

Besiege (Review)

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

Way back when it entered Early Access, Besiege was a darling of streamers who loved contraption games. In a sense, I can see why they liked it. In another, it’s… Not the friendliest of games. But I can definitely see the appeal.

An attempt at building a rocket launcher. This failed.

Okay, so, the unfriendliness is a good start, because, honestly, this is going to be the biggest turn off. UX wise, the menu options are tiny. And, apparently, UI scaling was at its biggest level when I ran it, so… Yeah, that needs a rework, folks. You can do bigger than that. Indeed, only by zooming into the planet menu was I able to see where the heck I was meant to go for the first world. Secondly… Building, and the tutorialisation thereof.

I get that it’s a toolbox to play with, and that experimenting is at least some of the fun, really I do. But how, pray tell, do I stop a bomb exploding instead of launching it? I don’t know. How do I aim a rocket well? I don’t know. How do I give my poor siege engine four wheel drive? This, I had to look up. Turns out you can rebind keys on individual parts. It ain’t the friendliest. You need boomy things to kersplode rock or brick. This, at least, I got.

Boom. Playing with bombs is rather difficult. I still haven’t worked out how to do it.

And I will admit that finding an unexpected solution to an early puzzle was amusing and interesting. You can see it pictured below. Well, the aftermath, anyway. Basically, bomb on top, what was meant to be a hinged holder for the bomb, with a piston to launch said bomb toward the obelisk I was meant to destroy. On the downside, the hinge tilted back, as it was meant to… And the entire machine exploded. On the upside, the machine did not, in this particular case, have to survive to do the job, as the burning, flying parts of my machine formed a giant, impromptu shotgun blast, and blew the obelisk to smithereens.

I don’t really see it catching on, though. Bit of an expensive solution for a medieval civilisation, that.

VICTORIOUS! What do you mean, is it sustainable? PFAH!

But I’ll also admit that some levels were just plain fun. Kill 70% of a group of knights and archers? Well, I added a few saw blades to the sides of my poorly steering machine (remember how I said I wanted to know how to 4WD that puppy? Well, I hadn’t learned it by that point. By the end of the fight, one of my wheels had fallen off, but the knights foolishly leapt forward, and were torn to shreds. The archers had been eviscerated just as they managed to shoot off one of my wheels. Somehow. With arrows.

Aesthetically, its low poly look is appealing, as is the calm, relaxing, and ambient tunes that form the background of… Well, blowing shit up, stealing things with grabbers, building improbable machines, and generally causing objective based chaos. But it’s very much a niche sort of game, and the unfriendliness of it isn’t… Well, it isn’t making a friend of me, for sure. Still, it’s relatively cheap, it’s got a lot of levels to it, and you can, if you really work at it, make some utterly ridiculous machines. So it’s got that going for it.

Obligatory worldmap shot!

The Mad Welshman, honestly, just wants to see his machines burn. That’s the best part.

Azur Lane: Crosswave (Review)

Source: Review Copy
Price: £32.99 for the base game, £9.17 total for the soundtrack and “time-savers”
Where To Get It: Steam

Azur Lane is one hell of a phenomenon. It was, originally a mobile shmup gacha type deal that persists to this day. Gacha, by the way, means random drops, like the toy ball machines you sometimes see in cinemas and arcades, which are called Gacha Machines.

I decided to kill you all with cute early on.

But over the years, it’s gotten an anime, several manga, a fan following that make doujin and headcanon, expanding on the world… And the developers, basing their shipgirls, or kansen (women who’ve been given magical girl powers from rebuilt battleships to fight an alien threat called the Sirens… Or to use that alien threat’s technology to be evil) on the battles and cruisers, destroyers, battleships and carriers of World War 2, even down to a plotline in the main game that closely matches that of World War 2.

It’s interesting stuff, and, prior to the release of this game, a friend encouraged me to try out the original. So here I am, reviewing a 3D, third person character shmup with players switching between shipgirls of various abilities to achieve three goals for S rank: All player ships survive. Bosses killed. And to do that in 2 minutes or under.

It can get… A lot, quickly in battles. Just circle strafing isn’t gonna save you here, buddy.

And it’s honestly pretty nice! Very talky, and with a game loop that’s a somewhat acquired taste, but the writing is good, and each character shows their development, from Shimakaze, the protagonist of story mode, a cute, but naïve shipgirl just coming into her own, to Amagi, the sadistic, dominant, and extremely thirsty cruiser who was the villain of the early arc of Azur Lane, along with her adoptive “sister”, Kaga, who is a much more quiet character who merely appreciates the art of battle… And is a grumpy dork. There’s even a particularly humorous section in Chapter 4 of the game, where one of the bigger bads, the Siren “Purifier”, attempts to fight the main character, with a big, dramatic build up… And then all of that, the dramatic music, the stormy clouds, the evil laughter and dramatic monologue… All fall down as she’s told Shimakaze is in the middle of a friendly match with another character.

“…What.” I laughed, just as I laughed at several moments up until then.

Yes, those are the “Deal with it” sunglasses. Yes, she does wear them often. Deal with it.

Mechanically, while the main loop of “Sit through a ton of events, have some two to five minute battles, maybe grind some earlier battles to make sure you S rank, collect loot boxes, then do it some more” may turn folks off, the battles themselves do have their interesting parts. As with the original mobile game, there are up to three frontliners, and three support ships, which provide abilities, covering fire, that sort of thing. But you can switch between the characters, and when you do… The character you were using heals, a subtle encouragement to switch characters to use their special abilities (such as Shimakaze’s speed boost), their lock on attacks, and their own weaponry, with strengths and weaknesses. My one crit so far is that while moving forward to the next objective is clearly marked with a green arrow, it could sometimes be simpler, mission wise, if the enemies just… Spawned in, rather than wasting time. Maybe a personal preference thing.

Meanwhile, the keyboard is not recommended for this one, as there are directional controls, camera controls, two attacks, two specials, a dodge… That’s tough to keybind well, and I had trouble before I went to controller to carry on playing.

Red is important, green (lighter green, good call) is optional (but recommended.)

Aesthetically, Azur Lane in general has been known for its music, and it’s no different here, with some good tunage, solid sound and voice work, and the visual novel/overworld map elements are well done. The UX is pretty clear, and, while the 3D isn’t top notch, it’s still pretty good, and I do like the water, unrealistic though it may be. I dunno, maybe it’s because it adds a touch of stylisation.

So, overall, I enjoy Azur Lane: Crosswave. It’s definitely one fans of the original should check out, and, if you like these sorts of genres, there’s going to be an element of the game, at least, that will be enjoyable to you. It knows what niche it’s aiming for, and it lands it, and… Well, I appreciate a well written game!

The Mad Welshman curses the day his friend got him to Azur Lane. It’s killed his productivity…

Vampire: The Masquerade – Coteries of New York (Review)

Source: Review Copy
Price: £15.49
Where To Get It: Steam

Ah, the World of Darkness. A world of gothic woe, and equally gothic reaching for hope that is, in the long run, doomed to failure. Where supernatural creatures, indubitably powerful, nonetheless hide in the modern world, because yes, people would kill the hell out of them once they learned how if they were public. Well, actually, considering kink culture, probably not if they played their cards right. But anyway!

This woman is honestly pretty sympathetic. She’s gone through a lot.

This is a visual novel that, like another World of Darkness product I’d reviewed before (Preludes) is meant to be a sort of introduction to the world with the story of a newly embraced vampire, from one of three clans: Ventrue, the Blueblood powermongers. Brujah, the philosopher warriors turned anti-authoritarian. And Toreador, those who value art, even as their own artistic talent is crushed by the Embrace. And this is where people might start disliking the game, because the overarching story will remain the same in each playthrough, the main differences being how they lived and were embraced, and the person they’d known before their embrace. Add in that you can’t recruit more than two characters on a single playthrough, and definitely can’t do all the sidequests in the time you have, adds a little replay value, but if it being a shortish game is a big turnoff to you, or the general narrative arc remaining the same, then… This is not for you.

A fine example of the luscious painting style. Goshdarn, this is good stuff.

I don’t personally think of that as a bad thing. Nor do I think of the fact that it’s only really possible to fail at the very beginning as bad. Because I ask myself “What is the goal here?” And the answer comes up the same: It’s to tell a story, to immerse you into a world. Yes, that world is, in the World of Darkness, a world where even supernatural life, especially in the beginning, can be nasty, brutish, and short. But a game with that aspect would prove, as it has for me when sitting at the more adversarial tabletop sessions, unenjoyable. There is an interesting world, and the developers want to show it.

It helps that, aesthetically, the game is gorgeous. The characters and places are lushly painted, the writing is good, providing insight into this setting, and the UX is not bad at all. The soundscape, similarly, is pleasant, fitting with the scenes in question. Accessibility wise, resizable text is good. My only gripe, settings wise, is that there is no windowed mode.

I will note, however, that this guy has some serious Plan 9 vibes. Those eyes! <3

So, as such? My opinion is that it does precisely what it sets out to do: To tell a short story, from three potential perspectives, with potential choices for exploring other clans in the game, and aspects of a vampire’s life. It is, basically, a way to get you into the setting, to explore it a little and entice you to explore it further. And, again, I don’t really see that as a bad thing.

So yes, I don’t see the turnoffs as turnoffs myself, although I can perfectly understand if they are for you, the person thinking “Should I buy this?” My answer is that it’s a solid, short, story led visual novel with great art, good writing, and tight design.

The Mad Welshman values three things: Is it aesthetically consistent? Is it tightly designed? Is it interesting? This ticks those boxes.

Temtem (Early Access Review)

Source: Cashmoneys
Price: £27.99
Where To Get It: Steam

Ah, the games that try to give us the Pokemon experience on PC. The hunting of cute creatures, the training of cute creatures, the, er… Well, let’s skip over one of those points to the charm of gym leaders, the worlds, and the cartoonishly villainous antagonists. Yeah… And Temtem, in Early Access right now, is one of those, and is also… An MMO.

I already like this guy. You just know he’s a field researcher, with stories like that.

That’s right, a massively multiplayer game, in which you can, at times, interact with other trainers. Suffice to say, I am an internet hermit, so I shall most likely end up talking about that on the next Early Access review. For now, though, let’s talk about interesting differences, nice touches, aesthetics, and, of course, how it feels to play.

Pretty much from the beginning, there were interesting things that quickly became apparent. Now, before we talk about that, the way it usually goes for the new folks: You are a monster tamer, catching monsters in some form of digital storage (cards, in this case) after weakening them enough, and using them to fight other trainers, most of whom will pick a fight with you first. The wild temtem only exist in bodies of water and tall grasses, for the most part, and, once a fight begins, you engage in a turn based battle, which is where the first differences crop up.

Note that both kinds of breeding values are actually shown on the Temtem’s character profile. And the leaf is the number of times it can breed.

Some things stay the same. Your Temtem all have types, and those types are strong against one or more types… And weak against others. But here’s an important difference: Once you run out of stamina, the resource each Temtem has for using moves, it’s not “Oh heck, that move’s useless now.” No, you can do one of two things, both of which have different risks. You can rest that Temtem for a turn, which means you’re losing out on damage, but get stamina back… Or you can still use the move, but take the overflow of stamina loss to your hit points, then have to rest a turn. If you have healing items, and that move makes a win that turn likely, odds are high that one’s going to bring you the higher reward.

Even better, once you have a Temtem caught and registered in your codex, the game will colour code the target ring around the Temtem a bright green (for super-effective), or a dark red (for weak.) Value differences, people: They make a lot of difference. It’s by no means the only set of changes, which make for a more streamlined, nuanced experience, but it’s definitely one you notice straight away. Finally on the interesting and positive differences front, there is Temtem Essence, effectively, a full party heal and revive that can be used once, until you return to the nearest healing station. Cool.

Aesthetically, the game is cartoonish in nature, with cel shaded 3D models, nice, orchestral style music (I do love the cheery violin number you first hear when travelling the first route), and the writing… Well, from the moment you look at the Fire starter, and you hear the professor mention he won that starter in a pub brawl, you know the writing’s going to be a little more mature, and I appreciate this step. So… There’s a fair amount to like. What’s not so hot?

Omigosh yes, I don’t have to memorise type pairings anymore (except for those times I haven’t caught one yet.)

Okay, it’s only a few things so far, and I’m sure that, later in Early access, the devs will handle some of them. Balance wise, the first area is a little tough, and I had to rush back to the healing console a few times before I got to the first town, because some of the trainer fights (for example, the fight where there’s a level 11… I already forget the name, but it’s a bigass piranha.) are somewhat tough. Not unbeatable, for sure, but there’s some you’re definitely not coming out of without a Temtem being knocked out. Which neatly leads into another minor niggle… Unless you’re talking to everybody, you may not realise which of the three consoles you come across are the healing one, the storage one, or the vendor. It’s not a big problem, as experimentation quickly shows which is which (it’s the left one for healing), but it is an annoyance. But, on the other hand, it’s a definite improvement that there’s no unskippable speech, and the animation for healing is pretty quick. Very nice quality of life thing, right there.

You just know these guys are gonna try to double team you. Thankfully, only two Temtem are on the field at any one time.

Finally, the things that are interesting, but whether they please is to taste. Firstly, that some Temtem start without offensive moves when they’re caught. That one usually resolves itself relatively quickly, but in your first area, levelling up requires them to be in a fight to get experience, for at least one round. And secondly, that evolution levels are not “This level, full stop”, but “This many levels after the level you caught it at.” Personally, I found it an interesting touch that doesn’t overly affect my experience, but others may get turned off, so that has to be mentioned. There is also the fact that any one Temtem only has a limited number of breedings in them, and, when bred, the child has the lower breeding limit of the two parents. That one can, potentially sting.

Anyway, overall, I’ve had a pleasant time so far, now that the rush of the first few days has gone down. It has quite a few quality of life features (more than I could explain in my usual review size), interesting mechanical changes from its spiritual inspiration, a nice aesthetic, and, of course, playing with your friends. I can appreciate this a fair bit.

The Mad Welshman is a hermit, it’s true. But in his time in the mountains, he learned well the art of swearing at a monster-capturing device to make it work better. A valuable skill.