Source: Review Copy Price: £11.39 Where To Get It:Steam
Uagi-Saba is one of those games I really want to like. An interesting, if bleak world, technically doomed. Music and aesthetics that match its dim dankness quite well. A relatively simple upgrade tree.
“You are 20 degrees short of the necessary heat to safely raise a Mystic and falling…”
One of its biggest problems, however, is that “doomed” part. See,
a procgen world, made of discrete blocks with resources where you
have to carefully balance whether you want the resources within, or a
room with important functions, is, on paper, a great idea. But it’s
something where you have to have some reassurance that the player
will spawn vital things at appropriate times, or its a long, slow
death that doesn’t entertain.
The visual style is simple, but arresting. Well, of the world, and its Inhabitants.
For me, this problem comes in the form of heat. More specifically,
the fuel I need to get that heart up to levels where I can
actually progress. It’s not the only time I’ve come across resource
scarcity leading to a Dead Man Walking scenario, but it’s certainly
the most egregious, as opening rooms lowers the temperature… But to
find fuel sources (Smog vents), you have to… Open rooms. And heat
is vital for both the third stage of the game (Raising a Mystic, one
of the leaders of the community), and for staying in that
second stage (Keeping Inhabitants, who require a lower, but still
higher than ambient temperature to stay comfortable.)
This, to be honest, is a basic flaw. Add in that, while the visual
style and workmanlike HUD are fairly good accessibility wise, the
HUD’s size makes things busy, the tooltips do not stay around long
enough to remain useful, and windowed mode is a fixed size… Make
for added flaws. It’s a game that goes at a relaxed pace, but,
unfortunately, that also makes a death spiral such as this that much
more tortuous.
Typo aside, I actually quite like this introduction.
As such, as much as I want to like Uagi-Saba, I really can’t recommend it. Great on paper… But sadly, the implementation just doesn’t stick.
The Mad Welshman sighed, and shivered a little. It’s cold, out there…
Filed under: Game Reviews by admin Comments Off on Uagi-Saba (Review)
Source: Review Copy Price: £11.39 Where To Get It:Steam
Rogue Empire tries. Really it does. I like its talent system, despite the fact it doesn’t… Really lay any groundwork for its fancier text. I like the between game incremental upgrades, slow as they are to establish. +1 STR doesn’t seem like a lot, until you’ve played a Roguelike. But Rogue Empire definitely has its problems, and it is definitely mainly for the traditional Roguelike crowd.
And so begins our quest…
That isn’t a bad thing, as the idea’s then easy to explain: Land of
many races, most of which have history, big bad goes down, hero gets
the call (A nice touch, each race gets their own introduction), you
move with the numpad (Although, in a fair accessibility move,
controls can be remapped), walk into things to hit them, pick things
up to equip and hit with, most scrolls and spells are
pre-identified… There is something a little comforting about how,
once you’ve gotten the hang of one Roguelike, there’s that much less
getting the hang of to deal with when you move to others.
Monsters slowly spawn in each area, so you’re rarely lacking for something to wallop.
On the other hand… A lot of Rogue Empire, even after
release, feels placeholder. Sound effects aren’t balanced with
each other, and some are clearly from other sources (such as the
Chrysalid-like sound of the Panther death.) Talking to someone is as
simple as walking into them, but the text of nearby folks rapidly
obscures and confuses previous text (Unless you have the log open, in
which case you’re relying on the log.) Forests and dungeons kind of
blur into one another, and auto-exploration tends to get hung up on
Items of Interest.
This… Is not a great implementation.
Rogue Empire is workmanlike in its implementation, and, while I’ve somewhat moved past that, I could see how fans of traditional roguelikes may well enjoy this.
The Mad Welshman gives a firm “Alright.”
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Source: Review Copy Price: £11.39 (£14.92 for game + soundtrack, £5.19 for soundtrack) Where To Get It:Steam
Heaaaart beat.. Why do I miss… Oh, wait, no, this is not, in fact, the TV show starring Nick Berry, but an RPG Maker game inspired by monster capturing games (Although to pick just one it’s inspired by would perhaps be a disservice.) A game that, while definitely interesting, is… Not without flaw right now. So… Let’s get this out the way right now.
BOULDERS. WHY DID IT HAVE TO BE BOULDERS?
If you are not fond of puzzle elements, especially, for example,
block pushing puzzles, Heartbeat will probably turn you off within
the first hour. It’s stylistically very fitting to its inspirations,
it tries to do interesting things with its narrative of a world that
lives with spirits (Mogwai.) It has a good soundtrack. Its combat is
relatively quick and pleasant, and, while this isn’t something that
would interest folks other than gamedev enthusiasts, I appreciate how
the RPGMaker MV engine has been tweaked to good effect. It’s even
pretty accessible.
But I freely admit I’ve found myself struggling to get very far, because of that combination of my own desire for completionism (CHESTS CHESTS CHESTS), and because the game frontloads about nine or ten block pushing/ball rolling puzzles in its first major segment, the Sol Tunnels. And, honestly, this is a bit of a shame for me, both in the sense of being a little ashamed, and feeling sad that this is so, because some of the puzzle elements are, in fact, quite cool.
Ahahaha. Oh, you sweet summer child…
With a tap of the Q key, you can select which party member leads, and each one has something that helps explore the world. Rex, for example, is a lightning cat Mogwai who can jump small gaps and fences. Klein, the protagonist’s primary companion as a Conjurer (Someone who makes pacts to share their souls with Mogwai, as diplomats and defenders of the uneasy truce), is small enough that he can fit through catflaps, and, being a Cait Sith, can talk to cats. The dialogue is a little cheesy in places, but it’s characters definitely have their charm, and it hits that right note between SatAm Pokemon, and a more serious monster training world.
Rex… So good, but they really need to stop rubbing their fur all over my nylon carpet…
Sometimes, alas, while you can see the charm about a game, something turns you off, and, in my case, it’s the front-loading of a puzzle type I have never been fond of. I would still say that monster hunting and JRPG fans check this out, because it does do interesting things, playing with the formula, but… It is, unfortunately, not really for me.
It happens sometimes. Still, I can appreciate the art. <3
Filed under: Game Reviews by admin Comments Off on Heartbeat (Review)
Source: Cashmoneys Price: £10 Where To Get It:Steam
Project Warlock, a retro styled first person shooter, is a game where my biggest criticism, after consideration, is its first level. Beyond that, it gets more reasonable, but its first level… Well, we’ll get to that.
Enemies vary from episode to episode. Which is also a nice touch…
In the retro stylings corner, we have pixellated enemies,
deliberately low-resolution wall textures, and an in-game UI that
wouldn’t look out of place in an early Doom clone, and difficulty
settings where only the “Casual” equivalent has infinite lives.
On the modern end, we’ve got a menu that looks decent-ish (if busy),
some good painted art on the loading screens and title, mouselook,
RPG styled between-level mechanics, and interesting weapon quirks.
For example, the axe can, if you GIT GUD (or lucky) bat projectiles
back at an enemy.
Equally, though, the retro stylings also mean that there are monster closets and enemy spawns in cleared areas at fixed points, and it’s around here where we talk about how the first level gives you such a taste of what you’re in for that it’s actually kind of off putting.
Ohhh yes. There’s also this ambush. I’d forgotten about that ambush, in among the others.
Starts fine, but in very short order, you’re dropped into a pit into a small room filled with enemies. Then you get a key, only to be ambushed by several enemies. Then a weapon, where you’re ambushed again, then a lift, where you’re frontally ambushed in a tight corridor by two big fellers who have large tower shields (requiring good aim, good “getting past enemies who really want to hem you in and smack you with aforementioned shields” skills, or… ???) and their ranged support. Funnily enough, later levels actually ease off on this, although some retro game annoyances do occur from time to time (Such as picking up dynamite from a random drop immediately before being ambushed in a corridor. Hope you noticed you just picked up the dynamite, or you are very, very dead.)
A large difficulty spike in the first actual level is,
perhaps, not the best of difficulty spikes to have. But, as noted,
once past that first level, the power curve very rapidly
catches up, especially if you’re getting the secrets, which tend to
come in two varieties: Walls that look different and can be opened,
and walls that don’t necessarily look that different until you shoot
them, at which point they’re revealed to be walls that take a fair
bit of shooting to open up. Each weapon has two possible upgrades,
stats get upgraded, skills get upgraded… And there are spells. But,
of course, unless you’re doing particularly well, you don’t get to
play with all of those, and the first, the Light spell… Is very
similar to the original Doom 3 flashlight, in that you can’t use it
and a weapon. So, er… Good luck in dark, confined areas?
Honestly, this screenshot felt the most emblematic of the issues I have with Project Warlock.
Finally, we have the fact that you have to get through a certain
number of levels in a row before clearing a “stage.” This seems
to be, at worst, 4 levels in a row. Die, you lose a life. Leave to
the workshop before you’re done, lose a life. As noted, only on the
lowest difficulty setting do you have infinite lives. In medium
difficulty, you have three, with pickups very sparsely
scattered around. At the highest difficulty… Well, I hope you’re
good at Doom style games.
It is not, overall, a terrible game. I’ve had some enjoyment out of it, now that I’ve gotten over some of its biggest hurdles. But that was on the lowest difficulty, with the full awareness that I’d have eaten about twelve game overs, four of them in the first level of the first episode, and I have to conclude that this game is too much in love with its difficulty-as-feature. Its modern additions don’t really feel all that much of a boon, and, as such, I can’t, personally, really recommend Project Warlock to many folks.
The Mad Welshman is no stranger to Monster Closets, but, unlike shooter-protagonists, he likes them firmly closed.
Filed under: Game Reviews by admin Comments Off on Project Warlock (Review)
Source: Cashmoneys Price: £11.39 (£18.58 for Deluxe edition, £7.19 for Deluxe Content DLC) Where To Get It:Steam
Pinball is, in the physical world, almost an artefact, an anachronism vanishing into the historical distance. Wires, magnets, rubber, LEDs… But for an entire generation, they were a cultural touchstone. In the digital world, however, they still live. And the best of them take advantage of their medium, to do things that would likely be impossible with physical pinball tables. Both, however, can get a little arcane if you try and describe them mechanically. This ramp, followed by these bumpers, followed by this ramp, and then this ramp again, earns you… But This ramp, followed by this ramp, earns you a quick bonus, and if you can repeat that same trick fifty times…
Pictured: The Abomination, destroyed by hitting each head multiple times.
So, it’s fairly safe to say I won’t be saying much mechanically,
rather than what applies to all pinball tables: You hit the
ball with the paddles, using what you observe of the ball’s physics
to hopefully hit what you want, keeping it from falling “out” of
the table. The ball falls out three times (or one, in Hardcore mode),
and you lose.
Demon’s Tilt (Heavily inspired by games like Devil Crush or Crue
Ball), specifically, adds a few things we haven’t seen in a while.
It’s a Goth. Synthwave. Bullet hell. Pinball game. Now, don’t run
away, it’s not as intimidating as I make that out to be, just… A
lot to unpack!
Still here? Whew. Okay, so two of these are, essentially, aesthetic.
Pentagrams, liches, and undead lions in iron masks mix with synthwave
style neon splashes for score, jackpot, and other notifications, all
to a hard driving, Sega Genesis style soundtrack (Itself having
diverse motifs: Little bit of OutRun feel for a few bars, tiny bit of
Castlevania for another, while still meshing really well.)
The Lion In The Iron Mask doesn’t appreciate taking a steel ball to the snout. And Lilith doesn’t appreciate you hiding in her headgear. Can’t blame either of them, really!
The “bullet hell” part is interesting, because, while the bullets
kill momentum, they only get spawned under certain circumstances
(Hitting one of the table bosses in their mid to late stages, for
example), the enemies are mostly weak (and only kill downward
momentum, which is really helpful), and, to help counter these
extra considerations, the game’s tilt sensor (An anti-cheat measure,
originally to ensure you weren’t just lifting the table and tipping
the ball where you wanted it to go) is quite generous (to the point
where it recommends you use tilt.) Although, like any pinball
table, it can get pretty twitchy (and dealing with the twitchy
portions is a key to mastery), the bullets are pretty slow, and thus,
dealing with them is more a matter of perception, of thought, than of
reflexes.
Finally, of course, it is a pinball table. While its table guide is a
little sparse, the game helpfully tells you its Letter Goals (for the
words ZODIAC, ARCANE, and HERMIT, aka LOADSAPOINTS, LOADSAPOINTS, and
LOADSAPOINTS), and the UI is laid out fairly sensibly, with the
central focus being… The three tiered table, each tier containing
its own enemy spawns and bosses. Kill a boss’s multiple stages, and
you get big points, before it returns the boss to its lowest stage.
On the one hand, there’s a lot to parse, but it becomes almost second
nature to identify certain things: Here’s where the jackpots are.
Here’s the teleportals. Oh good, the untouched bumpers for the
top-tier letter goal are highlighted, nice job!
It helps that your reward for certain tricks is also… Quite visceral. Lilith is really angry now!
There’s some minor performance issues, but, for the most part, that’s Early Access, and this is a well-polished, high-octane table that nonetheless gives you a little breathing room as it goes. Well worth a look for pinball fans, and, if you’re interested in how digital pinball tables can change the base formula in interesting ways, this one’s one to watch out for too.
The Mad Welshman Devil Crushed this review, in his opinion.