Archive for the ‘Game Reviews’ Category:

Jupiter Hell (Early Access Review)

Source: Cashmoneys
Price: £19.49
Where to Get It: Steam

Doom: The Roguelike was an interesting experience. Not just because I personally find it pleasant to see ASCII renditions of various video game enemies, and enjoy roguelikes, but because it emulated the feel of Doom (swearing as you unload, wondering when the next health pickup will be found, and moving, always moving), while being its own thing.

Every time you die, it helpfully reminds you what killed you a few seconds ago, but also assesses how risky you played, and how many you killed (This is important for certain achievements!)

And Jupiter Hell? Well, those of us who know, know that it is basically Doom: The Roguelike… Remastered. And how does it shape up? Pretty well so far. Let’s get into that.

The basic idea is that, as with most roguelikes, when you act, the enemies act also, and each action takes a certain amount of time (Moving, for example, is the 1.0 to calibrate everything by, while shooting can be slow or fast, depending on the weapon, and some abilities), and the game limits your motion to the four cardinal directions. I mean, you can move diagonally, but that isn’t a single move, but two. The maps use seeds for generation, and they always follow the same set of patterns and general enemy difficulty, although sometimes you get a doozy like coming out of the first area to find seven corrupted soldiers looking at you. And then shooting you to death (In a recent patch, this has been toned down, at least for the first level.)

Ehehe. Ohhh, you poor, undead and demonic bastards…

But, thankfully, I only encountered that once, and I’ve always understood where I’d screwed up overall. Another hallmark of a good roguelike. Your objective? To find out what the hell’s goi- It’s to murder everything, because nothing on any of these godforsaken bases can be saved, and a good chunk of it wants to turn you into good chunks. There is cover, and taking advantage of it, as well as baiting enemies into leaving theirs, is part of the tactics. And there are skills you earn at each level, which increase your power somewhat. And there are level branches, each with their own situations to make you feel either really powerful… Or that this was a bad idea.

So, your goal is pretty clear. Your controls are pretty clear, and rebindable to boot. There are CRT effects (including glitching and tearing of the UI at low health), but they can be turned off in the options. While the game is often somewhat dark, your currently targeted enemy is highlighted clearly, as is the next, automatically, when you kill the first, and you can still, most of the time, see the enemies well enough to shoot them. The menus can be a little odd to get used to at first (Mainly, remember that you can hit left and right to see other information, such as what your boomsticks, generally speaking, do. Beyond a practical test for further clarification, obviously.) And musically?

The wise thing to do would be to run back round that corner. Suffice to say, I was feeling ballsy, not wise.

Well, I did say it’s Doom: The Roguelike Remastered, and the music is reminiscent of, but definitely not a copy of, various iconic doom themes. Little riffs, here and there, and the overall tone clue you in, but they’re hard, they’re driving guitar, and sometimes… Sometimes they’re just downright ominous.

And so far, the only thing that I could really say was a turn-off is exactly the same turn-off for many a roguelike: Until you get the situations you see in later levels, it can be frustrating, as can not finding health kits and armour when you feel you really, really need them right about now. But it doesn’t shame you for picking Easy difficulty (In fact, I’m almost certain the entire Bronze achievements of the game can be completed on any difficulty), it’s aesthetically good, it’s mechanically sound while not feeling incomplete (Just a few minor balance issues), and I would say it’s a contender for being a good “First Roguelike I’ve Played.”

Doom was great, and Id are mostly great. And they were actually cool with this keeping the name. Just a friendly reminder for certain assholes from your local, mostly friendly Mad Welshman.

Crystal Crisis

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

Right, gonna get this part out of the way right now: While I’ve suggested fixes to the developer, at the time of writing, the colourblind support for Crystal Crisis is spotty at best, and the best option is to go into Extras (not Options, Extras), select custom colour scheme, pick colours that seem to work for you, and test them in Practice mode. I have requested further comment from the developer after the steam thread I gave this critique (and advice) disappeared, but so far, Nicalis has not responded, and I shall update the review when they do, or if this changes.

The original colour schemes. Three use green and yellow, with similar values. The colourblind set has different light values, but this only actually helps one or two types of colourblindness.

So, now that that particular beef is out of the way, the rest of the game is… Alright. Essentially, a 1P vs CPU game of dropping rotatable pairs of blocks, making patterns, and then popping them with the corresponding coloured gems that sometimes drop, in order to both drop blocks that can’t be interacted with for 5 drops (generally speaking), and to build up meter for the special abilities of your chosen characters (For example, Curly can either destroy rows on her own board, or turn rows of her opponents‘ board into the aforementioned unusable blocks.)

There is a story mode, although it honestly didn’t grab me that much (Essentially, a series of fights in which you choose which character you’ll play, and then get an ending depending on your path), while the game’s replayability depends on how much you like this sort of game (I’m alright with the various tile dropping and tile matching type deals, so I expect I’ll be coming back every now and again.) Finally, there is an Arcade mode, a decent (if slow) tutorial, a practice mode where the AI doesn’t fight back, and an Online mode that… Well, while I don’t normally comment on online modes, I have been seeing a fair amount of “Online is a ghost town” type threads out in the world. So playing with a friend online is probably your best bet.

As noted previously, it’s probably best to use your own colour scheme if you’re colour blind.

Finally on the mechanical end, we’ve got a mostly solid, unlockable character roster, which includes both Nicalis characters, and, interestingly, some of the cast of Osamu Tezuka’s works, such as Black Jack and Astro Boy. I do love me some Tezuka characters, so it earns a few points with me for that.

Aesthetically… Well, the menus aren’t bad, with a little bit of character to them, the characters definitely aren’t bad, well modelled and animated, the stages, similarly, are nicely modelled, and the blocks are, apart from the aforementioned colour blindness issue, and the somewhat inconsistent nature of their lighting (Furthering the colourblindness issue at times)… Well, they’re blocks, and stars, and you know the difference between a block, and the various special things. The sound is good, the music’s good.

Story mode is alright, just as the rest is. But don’t expect a deep plot.

If it weren’t for the colourblindness problems, I would heartily recommend this. But, here’s the thing: Colourblindness is common. The ways to deal with colourblindness in video games are, equally, well known and commonly passed around in most gamedev circles these days. So to see problems like this, where three of the default colour schemes have green and yellow of similar light values (A big problem), and the colourblind one has pink and purple (Which even non colour blind people can have problems with), with the aforementioned inconsistent lighting further confusing things, I can, at best, merely not recommend it to colourblind folk. Because even when a game does what it says on the tin overall, this definitely is a blunder.

The Mad Welshman refers you to the previous review for education on some techniques folks use to be more colourblind friendly.

ViviEon (Review)

Source: Cashmoneys
Price: £4
Where To Get It: Steam

Sometimes, you want a nice relaxing time. Other times, you play a match puzzler. Okay, I joke, because many folks, including myself, find such games relaxing, but games like ViviEon, with its constantly rising set of coloured, decal covered blocks (for easy colourblindness recognition), and its limited moves, has a surprising amount of tension.

And, alas, sooner or later, things go south…

Here’s how it goes down… As the crosshairs show, you have horizontal shifts, and vertical shifts. A single move shifts the row or column by one, in the direction you want, and it wraps around, with the exception of blocks able to fall, which do. Matching three or more tiles of the same type, horizontally or vertically, will allow those blocks to be destroyed once you end your turn. Once you do, some of your moves replenish (to a maximum of 45 moves), four rows of blocks drop down, and you keep going until the blocks reach the top, at which point, game over.

And you know what? I love this. I love the limitations, which are just enough that if you experiment drastically, you’re not going to have the room to reset that experiment, but still give you that room to do what you need to do, maximise the block destruction. I love that, if you find yourself a bit stuck, want to get a better combo score, or are a masochist, you can add more blocks willingly. And I love that simplicity, allowing you to know exactly where you stand. So, is there anything to crit?

Oh, the sweet release of getting a whole load of blocks removed!

Well… Not that much, to be honest. A lack of rebindable keys is not great, but then, the game is turn based, so it isn’t terrible. The soundtrack is slim, but it’s also relaxing, and doesn’t get tiresome, and the sound effects and graphics are solid, with just enough visual interest to keep it going. Maybe the UI could be scaled up for better readability.

Beyond that, though, I’ve had a heckuva time with ViviEon, coming back to it for just one more try, just… Let’s see if we can get a really big combo. Let’s see if I can last longer. Let’s see if I can do it quicker. Self chosen goals, within a tight framework, is one of my many jams, and ViviEon, as mentioned, does exactly what it says on the tin.

It’s also nice how easily it highlights exactly what will make a match: Desaturating colours, and outlining the symbols. Simple. Effective.

The Mad Welshman appreciates the tight. Especially when it also taxes his brain.

Robo Instructus (Review)

Source: Cashmoneys
Price: £10
Where To Get It: Steam

Programming puzzle games are, normally, extremely my jam. Teaching the logic behind programming is good, and, while it doesn’t teach actual programming most of the time, it does help understand it better. And that’s nice.

There. In the top left. That’s your options. That’s TINY by default!

Unfortunately, Robo Instructus doesn’t do a great job, for multiple reasons. Starting with a start interface best described as “Not great.” Okay, fun programmer joke, putting the save profiles in a 1d array. Cool. But when your options at the start are a small icon in the top left of a mostly black screen (even if it is one of the icons that is commonly accepted to be “Menu”), you’ve got some accessiblity problems. Add in the fact that while windowed mode is there, but it’s a resizable window, rather than one with options for common sizes, and it becomes needlessly difficult for streamers to get the right proportions, even with a scaling UI (and UI scale options, which, admittedly, is a thing done right.)

The level after this one is the pain in the ass.

Then, of course, there’s the things the game doesn’t tell you. Some of them are par for the course, and thus not a complaint (such as teaching the various parts piecemeal, so you don’t need to do a thing), but others… Well, for example, the third level taught me, although it took a while for me to realise, that a teleporter in a multiple level area (which is most of them) seems to either not count the teleporter as part of a robot_forward() command, or automatically call that command without a call on teleporting to a new area. Or it’s a bug. Finally, in terms of gripes, entering the program is, in places, needlessly pernickety, specifically on indenting. In most Object Oriented languages, anything contained between { and } (and with each command ending in a ; ) is considered as correct but in Robo Instructus, it needs to be indented correctly, and it only autocorrects to this formatting if you started with the instruction that isn’t indented (loop or if, for example.) Sooo, a lot of gripes here, which isn’t great.

The tower behind this wall-o-text(TM) is, essentially, your level structure. No, it doesn’t appear to widen out as it goes, terrible construction practices…

Aesthetically, it’s an odd mix. Most of it, visually, can best be described as “workmanlike” (or, possibly more accurately, a programmer’s visual design), but I’ll admit the actual robot section is visually pleasing, and the music is good.

But, overall? These gripes are certainly not trivial, for the most part, annoyances and accessibility problems that add up to make a programming puzzle game that, for once, I haven’t particularly enjoyed from the get-go.

The Mad Welshman knows enough coding to get him into trouble. Apparently, this trouble now also involves running robots off triangular cliffs.

Nowhere Prophet (Review)

Source: Cashmoneys
Price: £19.49 (£27.79 for all gubbins, £11.39 for soundtrack, artbook, and other gubbins)
Where To Get It: Steam, Itch.IO
Other Reviews: Early Access 1, Early Access 2

Nowhere Prophet has, over the course of its Early Access, been a promising, but sometimes frustrating ride. And with release? Well, there’s some improvement, including rejigging what the difficulty settings tell you, introducing and then toning down bosses for each checkpoint along the way to The Crypt, supposedly the salvation of this post-apocalyptic, Indian themed landscape, and rejigging items to create a more manageable version of the Leader decks, along with special abilities that can be used once a battle.

Aaaaaa, I got here, I got here! (and then never since. Oh Boo.)

In short, Nowhere Prophet has changed quite a bit from when I last reviewed it, and, on reflection, these changes are good, especially after some of the bosses have been toned down.

Because, hot damn, they were frustrating a day or so ago. To recap, Nowhere Prophet is a turn based game in which you balance food and hope versus progress and better gear, and the life of your followers versus your own life, because, in the fights, it’s a Hearthstone style of “Play units, play leader cards, get one more energy than the last turn, and your goal is to kill the leader.” There, a nice executive summary.

What complaints I have essentially still remain: Some decks are damn good, especially in the enemy’s hands, and the AI plays its deck well, grinding you down quite efficiently. Which is why the difficulty setting restatement is welcome: The AI does not play any better or worse on any difficulty, but does have less synergy in their own decks, and less powerful cards. On “Burdened” difficulty (Previously described as “Normal”), some of those decks can be, for want of a better word, bloody evil. But I’ve talked about things like Taunt and Armour boys before, so we’ll instead move on to bosses.

Oh no. Oh no. I am not ready for taunt/armourboi funtimes!

As mentioned, each checkpoint now has a boss fight, against one of 10 bosses (One for each of the factions), and the toning down has been good, because previously, some were intriguing, but many were downright frustrating, like the Union Bulwark essentially being the ultimate Taunt-Armour Boy, or the Blue Devil Tormented’s ability to level up all of his hand if you murder one of his folks. Now, those abilities are toned down, and, in some cases, limited to once a turn, for a limited number of turns, or both. Which means I can actually be excited about King Lizard’s clever trick without looking like a masochist.

King Lizard, on release, essentially straight up wounded/killed whoever attacked him when he didn’t have armour (Your Leader cards don’t count.) But now, it’s only the first unit a turn, and that is still tactical (Who do I sacrifice for the most gain?) without, for example, waiting to buff up some of your units so they really count toward that goal. Each has their own schtick, and it’s relatively easy to understand from the tooltips and what you’ve encountered of a faction.

Okay, so maybe I was. But I wasn’t in shape for what came next, and died.

I will say that, while there’s definitely a lot of replay value (even having beaten the game, there’s more I want to find), the final unlockable ability of convoys is brought about by beating… 25 bosses. And that, honestly, is expecting a bit much, considering there’s nine tribes to unlock this for, and four leaders, some of which you can only unlock through certain circumstances.

Still, overall, it’s visually impressive, its music is good, and even with that brief day one hiccup, it shows promise, with its daily challenges adding a little spice to the game. I would recommend this, because it does have some clever ideas, and playing it on the easier settings is not a guilt trip.

The Mad Welshman says Rusters are People too. This is in no way due to the nanocontrollers in his head.