Archive for the ‘Game Reviews’ Category:

Der Geisterturm (Review)

Source: Review Copy
Price: £11.39 (£16.58 for game+soundtrack, £4.67 soundtrack)
Where To Get It: Steam

Der Geisterturm (The Ghost Tower) is a sequel, or maybe parallel game, to Das Geisterschiff, which I’d reviewed previously. As a member of Eberbach Corporation’s combat corps, you… Are told that you’re dead. And if you want a second chance at life, congrats, you have to get up a tower full of droids ordered to murder you a second time.

Cacklingly evil corporations. Go figure. Now, Das Geisterschiff was tough. Der Geisterturm? Is murderously tough. As in: I have yet to get to the second level tough. And there comes a time when you have to resolve to see if you can beat a thing later, and say that you currently cannot.

“By the way, we’ve put you in a death tower for unspecified reasons. It was in the small print of your contract.”

Now, it should be noted that individual enemies are generally not that tough. And that you have a shield, albeit one with limited energy (and another option we’ll get to later, for its extremely situational usefulness.) And indeed, you have a lot of options, that you need to switch between if you want to do the best job you can. And even combat stances and ram responses, that can set how you react to ramming (a valid tactic, when something or someone is lighter than you.) Changing your stance and ram responses, turning, and turning your shield on or off appear to be instantaneous. Switching weapons, moving, and waiting, however, is not. And we’ll get into why that makes the difficulty curve sharp in a moment.

But first, improvements! They are, for the most part, small, but they exist! Everything is blue now, rather than a somewhat disconcerting red. Items have visible representation (although sometimes tiny visible representation, like keycards), cutting down on “Where the hell is the thing?” … Somewhat! It’s still got that low poly aesthetic, with unidentified bots as wireframe cubes, but… We’ll also get into that.

This time, I have the upper hand. This time.

So… Der Geisterturm inherits some of the problems of its predecessor, and manages to make some new ones, alas, making the buy-in that much more difficult. For example, once an enemy has been identified, it should stay identified… But it does not. And, considering there are two basic enemies in both the tutorial and the first level, with only the latter allowing visual confirmation without analysis, this is kind of important. And now… Hiding and switching weapons. Yes, we definitely need to talk about those.

Hiding is, for the most part, useless. Enemies have an audio range, but generally speaking, this is big enough that your one for one movement doesn’t actually allow for getting far enough out of audio range (or sight range) to wait out their searching. As to switching weapons, well… Some enemies have vulnerability to bullets, others to lasers, others to explosives… You have limited ammo for each… And the first level’s encounters? Appear to almost exclusively consist of one drone that is weak to lasers. And another that’s weak to bullets and ramming. They appear in pairs, one of each type. And, as mentioned, switching weapons takes a turn, and they always appear in patterns that, if you concentrate on one, or run to lure the bigger one into range, you will likely take at least some damage from the other.

Every time you analyze an enemy to remind yourself of its weaknesses, three or four pages of this will turn up. Not the biggest fan of this.

Still no larger map, so get out those mapping tools, folks, no in-game options and key rebinding, which is doubly annoying because the game forgets it’s meant to be in windowed mode the moment you start a game…

Basically, I’d like to recommend Der Geisterturm, because it has an interesting aesthetic, a dark world, and a fair bit of atmosphere, but… While I could recommend Das Geisterschiff with the qualification that it’s hard, Der Geisterturm feels… Well, it feels much less fair. And maybe that’s intended. But it’s a turn off for me. I don’t particularly miss the days of the hard as balls wireframe first person RPGs like Wizardry 2, you see.

The Mad Welshman is an Old, it’s true. But he does not look kindly upon the past of computer games overall, except what we can learn from it.

Digimon Stories: Cyber Sleuth Complete Edition (Review)

Source: Cashmoneys
Price: £34.99
Where To Get It: Steam

Digimon, Digital Monsters, only certain ranks of Digimon are the Champions, as it turns out, doesn’t quite have the same ring to it. But that’s besides the point, we’re reviewing one I missed, because the budget’s never great: Digimon Stories – Cyber Sleuth, Complete Edition. Bit of a mouthful, but I appreciate that it is. Even down to the “Timesaver” bonus content. Whuff.

Okay, it’s time for the Devilma- What do you mean, Devimon doesn’t have the same theme song?

So yes, the general idea: It’s the future of our world, virtual reality that doesn’t make you motion sick (or need to move physically) is a thing, people quite literally “go on the internet”, and cyber crime still exists… Except using Digimon, which humanity, as a whole, seems to be unaware are actually living beings, albeit in digital form. And two protagonists, along with their friends and mentors, discover Great Events in the offing, as they gain the friendship of Digimon, and the Digital World and the Human World entwine and bleed into each other all the more.

It’s dramatic stuff, and I appreciate how the main plot’s kept me coming back, what with corrupt corporate businessfolks I love to hate (Well, no, I just hate, to be honest), Digimon of various personalities, such as one that simply wants friends, but goes about it in precisely the wrong way (and other, darker individuals), and, of course, friends, characters, their own stories. Nice. It’s also aesthetically pleasing, mostly, with a mostly clear UX. We’ll get into that mostly in a moment. But how does it play?

Not only are these two cute as hell. Not only are these two magical girls in the vein of Bayonetta or Panty and Stocking, but cute… You can get them as Digimon, and embrace cute. Doooo iiiiit.

Well, beyond the basics, which are a little more involved than Pokemon (You have two sets of types to consider: Vaccine/Virus/Data/Free, and element types. And yes, both of them factor into damage, so if you have precisely the wrong matchup, prepare to have that Digimon knocked out very quickly indeed), the devil’s in the details of which story you’re playing in the game: The Hacker’s Memories, or Cyber Sleuth. The Hacker’s Memories involves different kinds of battles, and seemingly no use for the Mirror Dungeon part of the DigiLab (where you do various things starting with Digi- to Digimon, such as Digivolution, the changing of a Digimon into a different Digimon, or back to give a little more of a level benefit. A thing that’s required for certain kinds of digivolutions.) Meanwhile, Cyber Sleuth has more of a real world map. But both involve… Look, I would be here for a very long time if I were talking about mechanical differences, and the Digivolution process, so let’s talk about how it feels… And the negatives of the game. Positive wise, we shall leave it so far as “Mostly good aesthetics, mostly good UX, a fair bit of depth and complexity, without being overwhelming, and puzzle areas that didn’t make me want to tear my hair out at the roots.

Feel wise, I’m feeling myself drawn into the story and its characters, enjoying the boss battles, and finding the world interesting. It dripfeeds the lore, only as it needs to, and, for the most part, doesn’t go “Hey, did you know about ‘World thing?’” unless it’s genuinely something the character wouldn’t know, or is unclear about. Good! The random battles… Exist. Maybe I’m overlevelled a lot of the time, maybe it’s just that way once you get any sort of decent team, but it’s only either when I’m in a new area, or am just starting out that I don’t seem to be one-shotting Digimon that I’m not weak against. So… The random battles feel a little like busywork as a result, especially due to the digicapture system (yes, a lot of things being with digi- . Deal with it.)

Team Monster +1, in that rare crit, the “Somebody is going to become very very dead” triple link-up!

See, you have to beat up a certain number of Digimon of a species to get enough data to hatch one yourself. And then more data, up to 200%, to make sure your Digimon is the best of its kind it can be. This can be eight fights with a digimon of a type (25%-30% each.) It can be ten. And it can be 14 fights. I haven’t found anything below 15% Data from each fight yet, but… Yeah, getting Digimon can be a grind. And some, you have to either feed in the Digifarm a lot, or have along with you in fights, to raise their CAMaraderie to the level you need. Rare Digimon can take a silly number of levels, plus special items to make, but… That’s rare ones, I’m okay with that.

What I’m less fine with is the type-match colouring when you select an enemy to hit, which is Red (Good damage, but not necessarily great damage, because, as you recall, there are two sets of type matchup.) which is fine… White for normal, which is fine… And blue for bad, or, more accurately speaking… Cyan for bad. These last two colours are very close together, to the point where even a fair few folks who aren’t colourblind can’t tell them apart, so… Bit shit, that. And no, there is no colourblindness option. At all.

It is no spoiler to say that this… This is the face of evil. Believe me, she gives away how gleefully evil she is from the first time(s) you meet her.

Equally, there are two minor niggles. The dungeon animations, or animations where your group is both running and bigger than 2, get weird, because the monsters can easily get caught up on you (stilling their animations, although it doesn’t restrict their movement), and are always pointed toward you when they’re running, which looks janky as hell. It’s not a dealbreaker, and nor is the fact that audio options don’t seem to take effect (or can even be set) until you start a game or continue it (the first time you play, you set them, and can change them in game.)

Overall, I’ve had a fairly good time with Digimon Stories, and it’s probably one of the games I’ll actually new game+ , in my large backlog. As a monster collecting game, it’s solidly designed overall, its story is drawing me in, and, apart from these problems, I’m having fun, and would recommend it to other fans of RPGs, especially those who are into the monster collecting gig.

I’ve appreciated having two months in a row where I’ve had nice monster collecting games. Now if only I had the free time to play them…

The Coma 2 (Review)

Source: Review Copy
Price: £11.99 (£1.69 each for two skins, £3.19 for artbook or soundtrack)
Where To Get It: Steam

Content Warning: This game contains body horror, in addition to what is usually expected in a horror game.

I knew I was going to have a fun time with The Coma 2 when our protagonist, Mina Park, utters a solidly “Horror protagonist” line. Context first: She woke up in a strange, alternate school in which her teachers are monsters, and the halls are filled with student bodies twisted into grotesque forms. She escapes said monsters, rescued by somebody, and is deposited at the local police station, and told to wait there until the rescuer (seemingly the only normal person in this universe) comes back. And what does she say?

You may have gotten a B+ in the English exam, Mina, but you’re A+ on Advance Horror Protagonism.

“While I’m here, I can file a report at the Police Station.” Solid. Gold. Horror protagonists, continue to do counter-survival things in order to make things interesting.

Anyway, yes, The Coma 2: Vicious Sisters is the sequel to The Coma, this time from the perspective of Mina Park, the best friend of the first game’s protagonist, who is drawn into the same shadow world. A world where people she would otherwise have trusted have become shades or monsters, and only a few can be trusted.

It’s pretty good survival horror, to be honest. 6 areas, which you hop between in an effort to, essentially, survive and, hopefully, stop an eldritch horror from entering our world. Does it have a good ending? Ahaha, that would be spoilers.

English, as it turns out, is quite the murderous subject. (Although that’s usually demonstrated by people who butcher the English Language)

Nonetheless, the gameplay is pretty tight. E to interact, some of which will take some time (and notes will take some extra time, as I found out on my first proper death in the Police Station. Avoid death first, notes later!), A and D or the arrow keys to walk, Shift to run, space for a dodge… And WASD/arrow quicktime events (your choice) for holding your breath and difficult actions. This, honestly, is the one thing I wasn’t entirely fond of, but I will say that the game eases you in.

Now, aesthetically, the game is on point. An inked and cel shaded hand drawn style that’s quite charming, ambient, eerie music with its own feel, and audio cues that let you know when a monster that isn’t one of the basic obstacle types is on your floor, and what direction they’re coming from? These are all good. Similarly, the writing is solid, with the character of Mina and others sold well, and the world given to you piece by piece, in a sensible manner.

WELP. Very, very dead.

Difficulty wise, it eases you in, and collecting the story notes is, for the most part, pretty easy when you start, ramping somewhat in difficulty the first time you hit the Police Station, and… Well, let’s leave it at “The difficulty curve is reasonable, and I enjoy this.” And feel wise? Well, I appreciated that there are few jump scares, preferring to go with enemies you at least know when you first see them, and the twisted humans, who are quick, screamy, and will murder you quickly if you don’t succesfully hide or try to just run (they’re slightly faster than you, although doors and stairs briefly delay them.) Also a sensible stamina bar. I always appreciate a stamina bar that lets you run for more than 5 seconds, although this is still… About fifteen seconds before you’re out of puff.

So, overall, this is fairly nice for a horror game, and, for horror fans, this one is one you should definitely give a go, at the very least.

The Mad Welshman is always pleasantly surprised when someone actually gets what a good horror game should be like. It’s fairly rare.

Sayonara Wild Hearts (Review)

Source: Cashmoneys
Price: £8.23 (Soundtrack £7.19, Deluxe Edition £13.72)
Where To Get It: Steam

Sayonara Wild Hearts fits in an interesting place in my mind. It’s somewhat akin to Audiosurf, in that you’re collecting things to a musical track, but it is, at the same time, less and more than that. It’s a game that rapidly, often to the point of disorientation, shifts gears on you, from floating to flying to quick-time fighting (space only for that, no worries on that front), to moments where you just enjoy that sparkle of things being collected and… Oh, yeah, photosensitive epilepsy warning, folks, because there’s a lot of flashing. The hearts flash, the world can flash, the fights are flashy in both senses of the word…

Not pictured: The rapid changes of pose and colour in this scene. Although this was a well timed screenshot, eh?

But it can’t be described with reference. Because it’s its own thing, and that thing is an arcade music video. Or, more accurately, an arcade music movie, sort of like Interstella 555 (Go watch that if you haven’t, it’s pretty good.) The multiverse used to be a cool place, full of love, and ruled by three of the Major Arcana. But then five of them decided to get up in everyone’s business and break those hearts. So they used the pieces of a broken heart to create a magical girl, a magical girl who’s going to heal the hearts of those broken hearted Arcana.

If you guessed there was a queer as fuck subtext here, you’re wrong. It’s text, and it’s fucking amazing. Biker girls, wolf girls, literal sword lesbians… And the music starts bittersweet, and, while it gets lonesome and bitter in places, that’s the point. You’re fighting that. You’re fighting, by the end, an avatar of homophobia, and then? Well, you get to do it again, this time with the goal of beautiful smooches, now you’re a proven Magical Girl Heart Mender!

What can I say but… Literal. Sword. Lesbians. Yes.

And, as you might have guessed from the idea that it’s a music movie, yes, the aesthetics are gorgeous, the tunes vary quite a bit, but they’re all good (I happycried the first time I went through some of them), the visuals are… Ah. Yes. Let’s talk about the heartbreak for me, and probably some other folks.

You see, even though the game is forgiving in terms of forgiving deaths, and having low score barriers to finish the main story… As mentioned, the game flashes a lot, there’s a level where it’s twisting in a way that’s guaranteed to set off somebody’s motion sickness, and when it gets twitchy, it gets twitchy. As in “You have precisely 0.1 seconds to reorient yourself, because here’s a narrow corridor/sudden obstacle/need for a turn-pad very quickly after another one” twitchy. The QTEs are actually just fine. They’re friendly, they pause for a short, grey moment before you screw it up (and don’t let you screw it up because you pushed it before the prompt even appeared. And the game takes itself in directions with little notice, from race-collecting, to shooters, to even a Space Harrier or Panzer Dragoon like experience where you’re locking onto enemies to shoot them.

This, however, is what you’ll see most often. Usually at high speed.

The controls, thankfully, are accessible, and twitch was expected in a game like this, but, even with that forgiveness, it can get brutal, and I had real trouble getting through the aforementioned twisty level, the second Moon level against the Howling Moons Gang, precisely because it was fucking me up. And I will also mention that this disorientation is only fitting, considering it’s a coming out story, set to music, and narrated by Queen Latifah. Shit’s disorienting, and things can come at you from unexpected angles… It is fitting!

And so, while I’d heartily recommend it to the quick fingered and strong stomached, and while I would less heartily recommend it to folks who are at least strong stomached (Because, as noted, you’re going to finish the levels regardless, and getting bronze is definitely do-able on each level), I find myself reacting to its cuteness, coolness, and positive, bubbly nature like the disaster bisexual I am: Longing for mutual fulfilment, yet finding myself gunshy about engaging, because… What if it rejected me or hurt me?

Like I said, even though it’s a recommendation with some heavy qualifications, it is a recommendation. I just wish it didn’t seem so out of my league, y’know?

The Mad Welshman is, in case you hadn’t noticed, pro queer rep. So to see this was a balm to an otherwise terrible month for him.

Jamestown + (Review)

Source: Cashmoneys
Price: £13.99 (Deluxe Edition £17.26, Soundtrack £5.19)
Where To Get It: Steam

In a way, I already knew what I was going to write about Jamestown+ well before I got it. Because, before this site was even in being (I’ve been writing since 2010, folks), I’d reviewed Jamestown, and I found it both bloody hard… And immensely satisfying, a Western bullet hell shooter using Victorian steampunk pulp as an inspiration. Well, it would be considered scientific romance, but… Anyway, Mars is a green land of floating rocks and blue skies, except for those bloody Martians and the Spanish Armada, who are planning to attack. Sir Raleigh, while on the run from the British Empire because he was framed for the disappearance of the Roanoke colony, must save the day!

Sir Walter Raleigh, and a Blue Mars.

Yes, as this is set in an alternate Victorian Period, it’s colonialist. Just so you know.

In any case, the plus is there because yes, this is a remaster, and yes, this does have some extra stuff. Specifically, the Treason DLC, and a new one, the Armada DLC, which adds two new levels, and a new viewpoint character: John Smith, adventurer, great lover, and shameless braggart. So, that makes several levels, including two new ones, quite a few challenges, local multiplayer (up to 4 players, if you have the space, friends, and/or controllers. I know I don’t have at least two of those things!), and twelve ships, four of which have two potential alternate fire modes… Means there’s a lot of stuff. Especially as the game tracks whether you’ve done challenges or levels with specific ships, and what difficulty you’ve done it on.

Hucking a barrel may well blow this Martian up. But I’ll temporarily lose bulle- hucks barrel.

Although, annoyingly, an earlier restriction is still in place: You must be this good to enter Levels 4 and 5! (Respectively, beating the first three levels on the second difficulty level, and then, if I recall correctly, the first 4 on the third difficulty level. Out of five, the last two of which are hair-raising experiences.

Still, let’s count out the positives: Lots of ships and replayability, or simply finding the ship you’re comfortable with and having a good time? Check. Heck, you don’t even need to stick to the same ship level by level. Good visuals, mostly clear, good music and sounds, and keyboard moving of a mouse cursor for those who want to stay wholly keyboard? Check. Relatively low grind, not least because losing a level will still earn you some money for whatever cool thing you’re after (including a very silly “Farce Mode”, more challenges once you’ve finished the first four, and different types of shots and, in the case of the Armada ships, an alternate-alternate fire mode)? Check. The writing is minimalist, but does get across the characters of Raleigh and Smith respectively (alas, not the other viewpoints, although I understand why.) And while it is a bullet hell shooter, for a bullet hell, it’s one of the more accessible and flashy ones, with some interesting variety in the weaponry.

Not pictured: You must be this good to finish the game. Annoyingly.

Overall, I have pretty much the same opinion as back in the day: For shooter fans, this one’s an interesting one, for bullet hell fans, it’s a good example of a Western bullet hell, and for people looking to get into shooters for the first time? Aaaaahhhh it’s better than some options. But yes, overall, recommended.

The Mad Welshman would like to see more anti-establishment victorian cogs’n’steam settings. Because Steampunk, overall… Ain’t punk.