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.
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.
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.
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.
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.
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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?
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.
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…
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.
Filed under: Game Reviews by admin Comments Off on Wayward Souls (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.
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.