Archive for the ‘Game Reviews’ Category:

Infinite Adventures (Review)

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

“You don’t have to fight over me” cries Rufus the Mendicant, as saucily as he can. And every time he does, I quietly wish for the sweet release of death. Welcome to Infinite Adventures, a game which is currently the closest thing to Etrian Odyssey on the PC right now (giving and taking some things), and, despite being a relatively solid game, it’s a somewhat painful experience in an aesthetic sense. Especially if you have anyone in the party with a “Flirty” voice.

You know… Like Rufus, default starting Mendicant.

“Ha! I think that enemy got… The point!”

Okay, that’s not the best start, so let’s explain what I mean gameplay wise. Infinite Adventures is a dungeon crawler, step based, automapping, based around a single, fairly long dungeon, and the nearby town which bases its economy almost entirely on your questing. As with its inspiration, chests are floating boxes, there are harvest points for produce, minerals, and animal goods, and, not-at-all secretly, the dungeon hides a DEEP SECRET. There is also a story, through which our amnesiac protagonist finds themselves awakening from a coma, forming an adventuring guild, and finds out this DEEP SECRET after many travails. Everything is turn based, and there are classes, skill-trees, and items galore, with tactical thought going into most of your moves.

Sounds cool, yeah? Even better, on the normal and easy (Story) difficulties, you can turn random encounters off for a time, although that’s mostly useful for being able to gather items safely, rather than finish dungeons.

But, here’s the thing. Just as a game can be pretty as heck, but have poorly thought out or tedious gameplay, so too can the reverse be true: A game can have solid gameplay, and have inconsistent or poorly chosen aesthetics. Both are equally a turn-off, and, naturally, most games that have both never see the critical light of day. In the case of Infinite Adventures, it’s the aesthetic that’s the turn-off.

Like Etrian Odyssey, it’s cel-shaded anime characters, over painted backgrounds, with workmanlike UI, with low-poly dungeons. Problem being… It’s nowhere near as cohesive.

Block puzzles move the blocks at a meaty pace of 3 frames a tile… Over about a second. Richly painted landscapes and rooms outside the dungeons contrast with cel-shaded characters, contrasting with a workmanlike interface (Itself having problems like colour choices, transparency interfering with text, and insufficient outlining), contrasting with low to mid-poly 3d dungeons. Voices range from “Adequate” to “Kill the ‘Flirty’ Characters On Sight.” The writing has the general plot beats of an Etrian Odyssey game, but is a blunt instrument with some awkward tonal shifts. Aesthetic consistency… Just plain doesn’t exist here.

And this, put bluntly, is a big problem. Not because the game is mechanically bad, or unplayable. It’s using tried and true mechanics, and while it takes some features people were fond of in its inspiration away, it gives others back. No, it’s because quite a few text-boxes hurt the eyes to read portions of, or because of that godawful “Flirty” voice (The “Absent-Minded” one is almost as bad), or because several different artstyles, each fighting for their place, distract from the gameplay, overpower it, and because the writing can’t save that.

This is perhaps the first time where I can’t recommend a game, not because it’s mechanically bad, but because it’s aesthetically painful. And that makes me sad, even if it’s an object lesson that no, you really can’t let go of one or the other.

It should be noted that comparisons to Etrian Odyssey are made, not just because of game similarity, but *plot* similarity.

The Mad Welshman is not a 4K 60FPS Always Photoreal kinda vaudevillain. However, consistency is a big sticking point.

Let’s Talk Adult Only Games

CONTENT WARNING: This article discusses games with sexual content. This includes a lot of kink, including nonconsensual sex, mind control, milk-drinking, lolicon/shotacon, drugs, bestiality, and incest. You have been warned! (more…)

A Brief History of Adult-Only Games

This article mentions nonconsensual sex, incest, bestiality, lolicon and shotacon, and a fair few other kinks. (more…)

Speed Brawl (Review)

Source: Review Copy
Price: £15.49
Where To Get It: Steam

While I’m not much of a fighting game man, I love me some beat-em-up action. There’s something cathartic about beating the living daylights out of goons, beasts, and monsters, all of whom want yo- wait, speedrunning too?

Each tournament of the game is clearly mapped out, and it’s usually pretty clear what you’re meant to do.

Yes, this is Speed Brawl, a side-scrolling arena beat-em-up where the main concept is “Gotta punch fast.”, as you’re rated more by how quickly you get through its fighting shenanigans, or how quickly you hit targets, than how much health you have at the end of it, or how many sausages you picked up from trashcans along the way. And, as with any speedrunning games, there are tricks, little things to give you an edge.

Still, even without those, it’s mostly a fun as heck game about alternate-universe victorian characters (mostly, in the early game, some rad ladies) beating the hell out of mooks and bugs (big or otherwise.) And boy, do I love two of these characters in particular: Cassie and Bia.

Each character, along with equipment to buff them, and colour schemes (both won via playing the game), has a different feel to them, and Cassie and Bia are perfect examples of this. Cassie is a short french pixie-urchin with a cricket bat, and while she’s quick, she’s not the most damaging character, and is slightly more fragile than most. She also has a fast special, and her ultimate move (gained the same way you gain Special meter stamina: By beating things up) is nigh uncontrollable, but a glory off destruction if you can get her to spin around the stage just so. Meanwhile, Bia is big, butch, and her attacks work best at a somewhat specific range (the end of her fists, obviously.) She’s nowhere near as fast, but her specials and ultimate are tight, horizontal, and repeated haymakers, which do a lot of damage. Put the two together, since each level of Speed Brawl is played with two characters per player (and switching out gives a small speed boost), and an orgy of carnage results.

Like I said, when Cassie’s special can be aimed, it’s a gooood time!

It’s good, fun stuff, and it helps that everyone levels up once enough XP is gained, because for certain levels, folks like Cassie are, hands down, the best, while for others, you want something different. It works well aesthetically, the music is pumping and joyous, and, while the controls and later enemies (who have defences, or teleports, or ranged attacks) take getting used to, it’s definitely fun.

If I had any real crits for Speed Brawl, it’s that some enemies just feel more annoying to deal with (The large Rippers who are invincible from the front, for example), and that items don’t always feel like they do much, even though they are definitely increasing damage, and adding status effects. Part of this is that it’s chaotic as heck, and it can sometimes be hard to read what’s going on outside of your immediate circle of “Thing I’m pummelling right this second”, and this gets moreso with two players.

Then again, it also goes more quickly and is fun as heck with two players, so… Tradeoff? Either way, I like how Speed Brawl messes with the 2d beat-em-up formula, and, while it has a number of buttons, it’s still fairly easy to get back into.

It should also be noted that the animations have a good sense of impact. Or… Multiple impact, in this case…

The Mad Welshman loves Alternate Victorian times, because they really appreciated the value of a good top-hat and moustache. And yes, that is shallow.

Lethal League Blaze (Review)

Source: Cashmoneys
Price: £17.99
Where To Get It: Steam

Lethal League Blaze is a game that, in many senses, takes a little bit to get going, but once it does, it lives up well to its name. And, even for a critic who doesn’t do well at fighting games, this one… This one tickles my fancy. And it’s all to do with how it revolves around a ball.

Lethal League Blaze is, essentially, combat ping-pong in a rectangular arena, in which the characters use directional movement, a double jump, and two keys (one for grabbing, one for thwacking), in order to punt, bunt, or smash a ball into their opponents with as much velocity as they can muster, fully aware at all times that a return at any point from the mid-stage could mean a loss…

Screenshots, alas, can barely cover what happens when it gets *really* fast. But this is a close example.

…After all, the more the ball gets bounced around, the faster it’s going. And the faster it’s going, well… The more it’s going to hurt when you fail to bat it or catch it, and it hits you in the [insert sensitive part of your anatomy here]. Now add in the possibility of special items, like a remote controlled ball, an invisible ball, and the like, and you have quite the explosive mix.

And yet, it continues to add flavour to this already heady mix. How about some tunes by Frank Klepacki, or Hideki Naganuma, of Jet Set Radio fame? How about a colourful character roster in a world of robots “not programmed to lose”, skaters, over the top Falcon Cops, and, as a final boss character, a murderous boom-box that quotes Sinistar, called, obviously, Doombox?

Multiple game modes, unlockable as you go? An arcade mode? A campaign? All in addition to the main core, which is multiplayer ball smacking action? Yeah, this all works. This brings those funky beats, whether that’s musical beats… Or the beatdown of watching a quick return make your opponent lose their last life.

As things heat up, so, too, does the background. Amusingly, the cops will just rush back once the fun’s over.

It’s also moderately accessible, for a fighting game. In its previous installment, one hit, regardless of speed, led to a loss of life, and you only had one. Here, folks in the early game can try things, work out what’s going on, get used to a character’s special, before it speeds up, because low speed hits don’t even deplete a single life-bar. All told, it’s fun stuff… But are there problems?

Sure, there are problems. But forgivable ones. For example, it must be said that the early parts of Campaign and Arcade modes are not great, because the AI isn’t bringing their A game. It’s understandable, but at the same time, watching an AI flail around, and getting a win where they don’t even hit the ball unless they need to isn’t great, and it leads to a false sense of security. A sense of security that, in arcade mode for me, lasted right up until about three fights before the end, and wasn’t shattered until I fought… DOOMBOX. Even if multiplayer is the focus (and it is), it wouldn’t hurt to tune the mid-game challenge up a little bit.

Otherwise, I like Lethal League Blaze. Its simple concept nonetheless allows for some tactics. Bunting the ball, then hitting it will drastically speed it up, and, at high speeds, the game gets chaotic, for example. Or the fact that the grab is a quick counter that, timed well when someone’s just finished charging up the ball, will knock the presumptuous player off their perch unless they, also, have a perfectly timed grab waiting. Its aesthetic is colourful, its unlockables are reasonable…

I LIVE… AGAIN. RUN, COWARD, RUN, RUN!

Yeah, I’m down for a Lethal League Blaze.

Perhaps the most painful part, for the Mad Welshman, was avoiding all the ball jokes. Aaaaaalll the ball jokes…