Archive for the ‘Game Reviews’ Category:

Let’s Talk Adult Only Games – Steam’s Inconsistent Stance

Content Warning: This article discusses adult only games with content such as nonconsensual sex, sexual depiction of minors, and fantastical kinks such as mind control, vore, and the like. There are no images of such content in this article, although there are images of BDSM content.

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Cliff Empire (Review)

Source: Cashmoneys
Price: £8.99
Where To Get It: Steam
Other Reviews: Early Access

Last time I looked at Cliff Empire, it was aesthetically pleasing, with some exceptions, but, honestly, a god-damn mess to actually play. There was a lot of waiting, unclear resource imbalances, poor tutorialisation, and a trading UI that was as clear as mud, with Dead Man Walking scenarios everywhere.

Starts to construct a Matter Mi– Oh. No matter to make a matter mine with. CRAP.

Oh, and let’s not forget that the implicit subtext, with only decades passed since nuclear disaster, the survivors on a space station recolonising, and them recolonising literal ivory towers (Well, okay, some sort of white stone, but still) with the power of actually working for once, and bitcoin as currency… Well, suffice to say, despite the criticisms of the game being legitimate ones, I am much less sympathetic to the colonists in this game than I have been for many others. I have more sympathies for the marauders who occasionally crop up, even if they make my teeth grind, gameplay wise.

So yes, Cliff Empire is one of those colonisation survival games, where you start with limited resources, that you have to use efficiently, because getting more is dependent on several things, not all of which you know beforehand. Is this the tower you start on with 100% Uranium yield, 40% Uranium yield, or precisely fuck all? You don’t know. Is the soil fertile enough for crops to do well? You don’t know until much later on. Can you afford the Uranium from your somewhat richer masters up top, or will you just have to cope with what you can eke out? You don’t know.

And large towers were constructed by… Well, actually, why were they constructed, if what was left were rich people?

What you do know is how much groundwater there is in each tower, how well wind or solar power works there, and, the most obvious, if there’s a big honking pool of water that may contain enough fish worth harvesting, but definitely takes up valuable space which you could have used for one more maintennance panel.

Okay, so let’s briefly take a trip into “This is nice” town. The aesthetic is pretty cool. The music is chill and relaxing, the cities are neofuturist, and the inclusion of a tourist mode, where you can spend your spare time wandering around the city (sort of) is nice. On the downside, the trade UX still has that trap of “No clear input fields, so you butt your head against the lack of buttonage, when you’re actually meant to put numbers in the ‘sell if more’ and ‘buy if less’ fields” I complained about last time. But mechanically, it’s slow, it can be very trying, it has several Dead Man Walking scenarios, even in the early game, and then… There are the quests.

WELP. I had enough engines… But not enough were delivered in time. Not least because it takes a while to get more than the three drones you start with. What with concentrating on survival and all…

The bougie masters up top demand resources. And if they do not get those resources in time, you will lose some of the money you desperately need, and only have limited means of generating for yourself. Oh, and your colonists, if unemployed, despite being fed, given furniture (never enough), gadgets (never enough), appliances (never enough), and parks and other nice little perks, will steal from your coffers. Hell, sometimes, if you haven’t provided enough for the pampered little darlings, they’ll steal from your coffers anyway.

There is definitely potential in Cliff Empire, and maybe, one day, that potential will turn up, subtext of the narrative aside (Honestly, there’s not really any redemption on that front, especially in the current climate.) But it’s such a frustrating grind of a city builder, that I’m not having a good time, even with the relaxing music and nice aesthetic.

The Mad Welshman’s stance remains the same as it has been for quite a while: Eat the rich. Well, eat the rich who fertilise plants, the rich are quite unhealthy meals.

Wayward Souls (Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam
Other Reviews: Early Access

Last time I looked at Wayward Souls, at least a year ago now, I felt it was a game of no in between. It was soft, until it was very hard. It was hellishly dark, except for when it was brightly lit. Overall, it felt oddly arbitrary. Well, it’s been over a year, how does it shape up on release?

Looks impressive… But it usually takes about two of these charged attacks to murderise some enemies.

Not… Really. A lot of my criticisms remain completely unchanged. The dark levels are super dark, and then… Oh look, lots of brightness. Bosses remain, on the whole, easier than the actual enemy encounters, incremental abilities remain… Frankly unimpressive, and the procedural level design… Well, it appears to be using some pretty loose rules, which make the difficulty even more variable than it usually would be.

Sometimes, you will find the exit right away. And, apart from gathering coins, maybe some items, there’s no real reason you can’t just take those stairs, with most characters. And there is always a teleporter near the exit. Teleporters, as an aside, apparently work in some sort of sequence, perhaps discovery? But it’s not “select a place to go”, it’s the somewhat tedious “Teleport, nope, teleport, nope” until you hit the “Yep” you were aiming to go.

…You’ve gotta be kiddin’ me…

Which, considering teleporters can generate right next to each other, not just in the example given… Well, that makes it more annoying. Speaking of that, there can be big ol’ branches in the dungeons which… Don’t lead anywhere, or at least, don’t lead anywhere that’s useful to you. Oh, a healing fountain. Very close to… Two healing wells. After two fights I’d aced. Huh.Well, er… Thanks for having no confidence in me, level generation?

Each class, as you’d expect, has their own quirks, their own abilities. The mage is… Well, to call her a glass cannon is somewhat disingenuous. More a glass .22, if anything, because everything in her arsenal is either reliant on mana, or spell inventory. Whee. The rogue, meanwhile, has the backstabbing you’d expect, and a dodge that passes through enemies that… Honestly, seems too fiddly to do just right for the gains. Oh dear, you overshot, just a little? Enemy turns around. Of the four I’ve unlocked so far, Warrior has been, of course, the safest, vanilla bet, and the one I’ve gotten farthest with, but…

I didn’t mention this in the review, but… This is a seemingly inconsistent feature in the dungeons, and… The point of this was, considering this… ???

Overall, I feel like the buy in, in terms of skills, how long you play to get abilities, what you find in levels… It’s frustration versus reward, and, for me at least, frustration wins. The first area is dark and drab, and it’s going to be a lot of what you see for the first few hours of the game, and… It wears.

The Mad Welshman appreciates an adventurer’s life is a hard one. But he mostly plays games to get away from that.

Blood Pact (NSFW Review)

Content Warning: This game involves domination/submission, a tentacle encounter, hard oral sex (facefucking), some degradation, one light mind control element, and a trans-lesbian encounter. The game also presents these content warnings as an option before play, and it is recommended you read them beforehand.

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Forging A Blood Pact: An Interview with Ana Valens and Callie G

Content Warning: The interview below discusses Blood Pact, a game with Domination/Submission themes, some tentacles, a succubus goddess, a lust spell, and other elements not discussed in the interview, but available both in the review’s content warning, and the content warning page of the game itself.

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