Archive for the ‘Game Reviews’ Category:

DISTANCE (Review)

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

2018 continues to be a year of firsts for me saying words I never thought I’d say. In the case of Distance, spiritual successor to Nitronic Rush, those words are “Wow, I never thought I’d see a good horror game in the Future Racing genre.”

Grain, spooky thing in the distance, ambience? Yup, that’s… Waaaaaait…

And yet… Here we are. A Future Racing game involving a car that can fly, tumble, and make sharp turns without braking… Also being a game with horror stylings, unsettling the player with strange vistas of a world gone horribly wrong, shining hope transmuted to despair. Without a single human character, only a car, a road that inexplicably seems to want you dead, a teleporter, and a rogue machine… OR IS IT?

Okay, so it gets a little odd and ambiguous at times, and I’m not 100% sure I can give the game props for horror writing when I haven’t completely played through the second campaign, but moodwise, it definitely creates feelings I’d associate with horror: Uneasiness and dissociation, asking myself… What’s really going on?

It also helps that it’s a smooth game. While I would recommend controller over keyboard for Distance, if only because the control scheme is a little odd, the keyboard controls are, nonetheless, quite smooth, and I only ever felt a little put out during the quicker, more difficult segments by the aforementioned control scheme (Quickly hitting SPACE, A/D, and SHIFT in the right timings was a little bit frustrating. Only needed late in the main campaign, and I’m sure rearranging keybinds could help.)

While flying is relatively rare, the cold, deep depths of space aren’t. They’re breathtaking. Well, they would be if cars had lungs, anyway…

Aesthetically, the game is on point pretty much throughout. Good signposting, clear visuals, and a dystopian retrofuturist aesthetic that works well whether it’s ruined or not, I never felt distracted. Musically, it switches well from pumping electronic beats to more ambient, horror styled soundscapes, and the sound effects and voice work well.

So… So far, I’ve been pretty glowing about Distance. And it is a good game. It helps that it also has a track editor and Workshop support, but one thing I will say is that I don’t really feel like the campaign added a whole lot to flying before it’s taken away from you for the majority of the rest. Part of that, I get, flying is hard, and inverting the vertical controls is a bit of a shock if you aren’t prepared for it (My exact words were, as I recall “Friends don’t let friends invert on you.”), but it was somewhat disappointing to see flying under-represented. But other changes from the original formula, such as a “down” thrust (that’s “down relative to your car”) are definitely welcomed, and I did, overall, find enjoyment in doing some of the silly things you can do with your jumping, thrusting, tumbling electronic car before the end of its main campaign.

And that, honestly, is about all I can say, because the game is simple and tight, elegantly tutorialises, and is fairly accessible to boot. It’s got some interesting horror elements that feel natural, and is well worth a look from the Future Racing crowd.

Another improvement over Nitronic Rush… These spikes didn’t want to make me throw my control-device out of a window.

No, for reference, Twisted Metal doesn’t count, because it’s a Combat Racer. Small diff.

428: Shibuya Scramble (Review)

Source: Cashmoneys
Price: £39.99
Where To Get It: Steam

It is, in its own way, a glorious thing when, amid a high tension kidnapping story with more twists and turns than a conger eel, with terrorism, and assassins, and Super-Ebola, that I am having the biggest emotional rollercoaster ride with the story of a young woman trapped in a mascot costume, working for a terrible conman. Terrible, that is, in the sense that all of his schemes seem destined to go wrong.

Funnily enough, one of the reasons this review took so long was picking screenshots. There are so many screenshot worthy moments…

Poor Tama. Still, it highlights something interesting I find about 428: Shibuya Scramble, Spike Chunsoft’s latest Visual Novel offering – It’s cruel, but in a way that still entertains. A visual novel with a silly amount of Bad Ends, jumps and hints hidden in its text, and several plotlines that have to be progressed to the next hour toward an ending, although whether that’s the “best” ending depends on a number of factors. Including the fact that everybody is, to some extent or other, not very good at what they do.

Considering that at least one of these people is an investigator in the kidnap case, and another a freelance journalist… You might appreciate it’s a bit of a struggle to keep the story moving sometimes. But farce, as has been said, must be played with a straight face, and, for the first fifteen minutes or so of most of the stories, you’d be forgiven for thinking you weren’t in for this kind of wild ride. A wild ride, sure, as the kidnapping is the very first part of this storyline, but not… Everything else.

As a visual novel, its choice to go with live action (photographs and movies alike) works pretty well, as the actors have gone all out with their expressions, working well with the sound design of the game. And it contrasts well with the ridiculousness of the situations. Here, light music contrasts with the hopeless situation of Tama. There, rocking, overdriven guitars point out the heroism of the freelance journalist Minorikawa, while the text… Paints an entirely different story. It’s artful, whether it chooses to support or contrast, and it’s hard not to appreciate both that and the accessibility. Choices are clearly presented, and one of its core mechanics (Blue text for further explanation, red for “Jump” choices, which shift the timeline to another character to get around plot blocks) equally so.

The timeline, as in other Spike Chunsoft offerings, is easy to navigate, although it doesn’t truly show the complexity on offer.

Similarly, as a visual novel, it lives or dies by its writing, and the writing, is, as I’ve been mentioning quite a bit, excellent. I never thought I would say that tonal whiplash could feel good, but… In this particular case, it somehow works. Each character has their own voice, and, even with the contradictions the world keeps throwing their way, it’s hard not to get sucked in to their own presentation of the world. Kano, and his Dick Dictums (That’s private dick to you!) Tama, and her childlike demeanour. Even the side characters have interesting places in the story, so it’s hard not to see the Shibuya district as it is: A living, breathing place filled with interesting folks. No, really… Filled. The population density of Japan is no joke, as a sobering note about the rail system’s capacity shows.

As such, it would be quite hard not to recommend 428: Shibuya Scramble. Its digressions in blue text are as often illuminating about the Shibuya district and Japanese culture as they are amusing (and, in at least one case, hide progress by way of a JUMP point… Ohhh, you cheeky devils!), its tutorial was one I didn’t mind, even though it deliberately sets Kano, the detective, up for a Bad End right out of the gate, and it’s kept me playing where other games of its sort quickly lost my interest.

Choices have an effect, not only on the character you’re playing, but others too. But sometimes, even bad ends provide information you might find useful later on. Cunning…

The Mad Welshman thinks it a sign of quality that he didn’t want to spoil story beats here.

Frozen Synapse 2 (Review)

Source: Cashmoneys
Price: £23.79
Where To Get It: Steam

The original Frozen Synapse, released in 2011, gave me a new appreciation for AI. A few simple roles, a few simple actions, and a constricted battlefield nonetheless gave appreciation for timing, cones of vision, and action priority, because the core conceit of the game, whether against AI or players, is that turns happen simultaneously, and so, you have to not only think what you’re doing, but also what the other person’s doing.

A fine example of understanding timing from this multiplayer match… Nothing I do will save this assault, because the grenade is perfectly timed.

Okay, so you have to do that anyway in games, but seeing it, explicitly playing out on a map, and understanding both your mistakes and those of your opponents makes clear just how big that phase space of actions could get. It was scary, but thankfully, the community was pretty chill.

Now, after that, a similar concept with Frozen Cortex (Only robot sportsball instead of corporate murderclones with guns), and a few years, Frozen Synapse 2 has come to deliver… Well, more of that. And it brings two somewhat different experiences, depending on whether you tackle the City Mode, singleplayer, or Multiplayer. Let’s deal with multiplayer first, because it’s the simpler of the two, in a sense.

Four players, in two teams, given one of several random, single weapon loadouts. While there are other multiplayer modes, the most common is that, as mentioned, turns are simultaneous, and you don’t know what a player’s doing unless the opponent is in your vision arc. A good example from my multiplayer matches (Where I have consistently been defeated so far) was where a grenadier, unbeknownst to me, was right behind my assault that turn, and slipped into a doorway to grenade one of my folks from where I least expected it.

It was a clever play, because even if they had been seen because my Assault (automatic rifle) had seen them, they would still probably have escaped before I could shoot them, due to the fact that Grenadiers always run when they’re not throwing grenades, but Assaults track slowly when they’re moving, and are at their best when they know roughly where to aim. There are inequalities, built into the classes (Knife, Pistol, Assault, Shotgun, Grenadier, Rocketeer, Flamethrower) that add tactical considerations. Grenades take time to throw, and won’t move until they do, but their explosions last longer than a rocket (Not much longer, but enough that I painfully learned that Grenadiers can run into their own grenades, after the explosion started), Rocketeers blow up all the landscape in the rocket’s AoE, which can work against as much as for, and everything takes time.

A lot of this would already be known to Frozen Synapse players, new roles aside, but the addition of focus fire makes for a new priority to memorise, and a new wrinkle.

Moving quickly means it’s harder to hit you, but you can’t fire. Moving normally means you fire, but you have a penalty aiming. Stopping when you see someone means you shoot quickly, but are a sitting duck. But whoever correctly predicts the small, diamond shape location where an enemy is going to be when they fire, they get an accuracy boost. So, for example, somebody covering a door, from a far corner, may well get the drop on somebody who knows damn well the door’s their only exit, but foolishly stands in the doorway.

The story of Frozen Synapse continues, as this city is essentially built on the rubble of the first game’s story mode.

So it’s tactically intricate, simple rules making for an intriguing tactical game where you’re seeking a maximum area of action, while attempting to contract the opponent’s choices. I almost won one match from near death, due to the last person being a grenadier, who can quickly deny large areas without having to destroy their cover. Alas, they had a grenadier too, and, on the 9th turn of 8, it was declared a draw.

City Mode, on the other hand, is more complex. Not only are there the same tactical considerations, there’s management aspects to it too, such as building permits, a mercenary market, diplomacy… And it doesn’t exactly tutorialise well. Case in point: Grenades are great. Grenades are useful. But you can’t use Grenades unless you’ve signed up for Explosive Ordnance Services in the City. Or rockets. And the first I knew of this was when I’d already sent a Grenadier along with my squad to help clear out some Raiders. All the great aesthetics, the huge map, the soulful music that plays, isn’t going to save single player mode from some heavy flak for bad explanation of complex systems… Or, overall, the fact that accessibility options for the small text are currently nonexistent (There was, apparently, a “4K Supporting GUI” patch over the weekend before writing this, but it doesn’t appear to change tiny text, nor is there an option for this.)

Just a minute or so before I make a mistake that dooms a merc, I appreciate… Oh gods, this is a lot of buildings!

Add in some awkwardness in Multiplayer (If you want to add one of your own matches to Favourites by liking it, you have to search for its ID in the Match Play tab, rather than something more intuitive), and all of that interesting stuff I mentioned… Is less accessible to folks.

So, unfortunately, I can’t really recommend it. Its single player is complex without good support, its multiplayer isn’t for everyone no matter how friendly its community is, and, while it does make some steps in terms of colourblind support, that doesn’t change that a lot of its UI text is painfully small. It does expand on what worked well in the main game, and, apart from the knife, which is… Not something useful to a beginner player, those expansions add depth while still being easily explored. The rest? Not so much.

The Mad Welshman would make a poor mercenary leader. I mean, who gives soldiers orders to shoot without ammo?

Endless Road (Review)

Source: Cashmoneys
Price: £7.99
Where To Get It: Steam

Endless Road could probably be considered at least interesting, if its translation had worked a little better, or its information flow… But alas, neither are true, and it’s this core issue that really prevents it from being as fun or interesting as it maybe could be.

There are many pigs in the early levels. They’re all cute, and often deadly.

Endless Rogue is one of those incremental RPGs, where death nonetheless earns you stuff (or at least unlocks), set on a road that may branch, and branch, but will inevitably lead to a boss, and the next part of this… Endless Road. Along the way, you fight monsters, get random events, items to help you survive, and make tradeoffs. It’s largely fairly simple, and there’s a lot of tooltips, but…

See, I can get the sentiment here, roughly speaking… But it really doesn’t flow well..

…Here’s where that whole “Not great translation” plays in. Some skills and elements (Whether yours or the enemy’s) are either untranslated, or missing, which doesn’t exactly help, and, as a result, there’s a lot of cards whose synergy really isn’t clear. Why, pray tell, would I want my enemy to have 100 attack points in a turn? What ability would make that worth certainly taking damage? Do the traps really apply to me? Large swathes of abilities are unclear, and so, through confusion, I’m just not playing as well as I should. Said translation also makes the letters, which appear to be to our character from somebody called Rice, miss their mark, which, at a guess, is meant to be wistful and soulful, as our heroine goes further and further from home, but keeps finding these letters?

Any which way, it’s certainly playable, as there are still abilities clear enough to use, and a lot of it is about managing your various resources. In the board aspect of the game, moving forward takes SP (Stamina Points, I’m guessing), so you need items or events to replenish this, lest bad events become more and more common (They’re moderately common already.) Meanwhile, you’re trading health, stamina, and gold for various improvements and abilities, using items to gain that health, and occasionally getting into fights, where the goal, each turn, is to score more points with your cards than the opponent does with theirs. Simple enough, except that’s then complicated by abilities. Some enemies, for example, punish close point values, others large differences, and cards can do various things as well, and so those tooltips (mouse over an ability or card) become quite important. Escape is, unless you have a certain item (Monster Mucus) impossible, and besides… Some of them drop sweet, sweet loot.

Every area made of lovingly hand drawn bits? My jam.

It looks pretty nice, to the point where I feel very sad about attacking some low level monsters (I’M SO SORRY, BANDIT-PIG-SAN, BUT I MUST DO THIS), and can recognise, roughly, what abilities a monster has by their visuals and repeated play. But while it’s certainly playable, and it’s not resource intensive, those translation issues take away a lot of the potential fun and mood.

Which is, if we’re being honest, a crying shame.

The Mad Welshman reminds you that if you want to gain an international audience, please translate responsibly.

Lucah: Born of a Dream (Review)

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

When you’re the sole reviewer, it becomes ever more important to separate not liking something for genuine problems, and not liking something because you’ve grown tired of certain genres and their conventions. While, normally, a writer can just recuse themselves, occasionally, something interesting comes along that requires, partly, putting aside that dislike.

Lucah: Born of a Dream is one such game. A deliberately lo-fi adventure, with a top-down false perspective, and… Soulslike combat, levelling mechanics, and saving via specific resting points. The latter of which I have, over time, become somewhat tired of.

YOU DIED [Your Corruption Has Risen]

Narratively and aesthetically, the game is bleak. Corruption, or, just as accurately, depression is a core theme, and this is aptly portrayed in a number of ways. Methods of “salvation” often turn out to be nightmares in waiting, the world is unrepentantly hostile, and, when the NPCs aren’t outright despairing, they have a bitter edge to them, such as the shopkeeper who tells you how many times you’ll see them. 2 if you do well… Another one if you don’t. None of the lines are voiced, but I can almost hear a sneer there.

Maybe that’s viewing it through the lens of my own depression. The world is mostly black and “not-black” , harsh, scribbled tones, and its moderately plodding tone outside of combat emphasises that this is a world seen on its way out, a world that’s… Keeping on, rather than thriving. It’s clever, and while it hits a little close to home for me, I can appreciate the artistry behind it. Similarly, the game has a sort of time limit on each “run” , as Corruption is slowly building (quicker the more you die, slowing as you beat fights), and when it reaches 100% ? Well, back to the beginning, you failed. Sorry.

It’s just… The way things are. Give in.

Combat, meanwhile, is also deliberate, but less plodding. In fact, it can get downright hectic at times, and it’s here that I have to separate my more generalised dislike from the few actual problems it contains. You see, for the most part, it works, and is clever. Two loadouts you can quickly switch between, each containing three elements: Your light attack, your heavy attack, and your support option, meant to buy time for your stamina to regenerate. Attacks lock you into their animation pattern, and, as you progress, you gain more abilities, some of which require using limited skill slots ,Virtues, and some of which you can turn on or off as you feel, the Tech… Turning these off appears mostly to be a challenge thing, as it includes things like the dodge parry. Speaking of…

When it works, it works well… Enemies clearly telegraph their attacks, there’s a variety of ranged and melee attacks that keep you on your toes, and the spaces range from large to confined, so there’s a lot of tactical variation. Changing your Mantras and Familiars for different loadouts of attack is definitely encouraged, as is experimenting with them to see what fits your style best. But it’s at this point that I have to mention some jankiness.

Sometimes, although I don’t fully understand why, my attacks will lock onto a specific enemy (I may have fatfingered a lockon there), and this leads to frustration as… Dammit, I was aiming for that one, not that one! Similarly, dodge timing takes a little getting used to for parries, because while often, enemies will telegraph their attacks, the telegraph is not the moment you dodge toward the attack.

Boss battles definitely live up to their name, and each has a different, interesting touch.

The actual attack is, and it’s at this point that I mention a controller is probably a good idea for Lucah, since I’ve found, on keyboard and mouse, dodge parrying a little too finicky, because yes, you do have to dodge specifically into the attack to trigger it, and that’s easier to handle with the more granular nature of an analogue stick.

The rest of my gripes with this game, quite honestly, you can simply note as gripes with the Soulslike formula, and more to do with genre weariness than any actual fault of the game. As such, it overall gets a recommendation, because it does interesting things with the genre, and has a somewhat unique aesthetic and narrative that, overall, works. Definitely one of those cases where, even weary as I am of the You Died bullshittery, I appreciate the artistry the Lucah team have brought to bear here.

Eesh. Only way to progress, huh? Chilling.

The Mad Welshman must rest. He is tired.