Archive for the ‘Game Reviews’ Category:

Posthuman: Sanctuary (Early Access Review)

Source: Cashmoneys
Price: £12.39
Where To Get It: Steam
Version Reviewed: Second Update (2/8/18)
Other Reviews: Early Access 2

The post mutation landscape is one hell of a place, alright. A wide open world, filled with all sorts of folk. Death is pretty much certain, and if it isn’t from violence, it’s from losing all hope in a world where old Homo Sap has been replaced by Homo Instert-Here-As-Many-Times-As-Necessary.

The contour lines are a nice touch, visually speaking, and I like the clarity.

Welcome to Posthuman: Sanctuary, a not-quite adaptation of the survival board game of the same name. Although, at the present stage, the major shift from the board game, a story mode, is not available. Still, there’s survival mode, and, right now? That’s a fairly replayable doozy, with a few quibbles.

The overall idea is that you’re trying to get to three specific waypoints on the map, eventually reaching the fabled Sanctuary. However, to get there, not only do you have to unlock those waypoints by visiting certain tile types (Forests, Mountains, Rural Areas, and Cities) in a specific order before you get to them, you have to deal with hunger, morale, the loyalty of any fellow survivors you meet along the way, mutants… And the possibility you’ll mutate yourself (At which point you’ll no longer be welcome in this strictly human sanctuary.) Not having had the foresight to scan the surroundings yourself (and with Google Maps long gone), you don’t actually know much of what’s beyond your safezone, beyond the existence of the waypoints, and certain survivors.

Add in weather, the fact you take one action a day (out of Scouting, Moving, Foraging, and Camping), and it costs food per day, combat, and events, and… Well, good luck!

A fine example: Karl Marx murdered me just a turn or two after this picture. Turns out the Kommune are badasses.

Aesthetically, the game is currently fairly good visually, with a clear, comic like style, and musically alright, with tracks that aren’t intrusive, but fit their mood quite well. The UI’s pretty clear, although it must be said that it would be nice, certainly, to know how many survival points I have to my next character unlock.

It would also be a good time to point out that hitting the options at the start, minimalist as they currently are, would be a good idea due to the simple virtue of noticing that there are R Rated events, and turning them off if you don’t like that idea. They may well be on the level of “I slept with this person, and it felt good” , but I can understand that’s not for everyone, and the game has enough to deal with as it is. Funnily enough, post apocalyptic settings are not nice places to be, so I’ve dealt with lynch mobs, cannibals, mutant haters and human haters alike, and a bundle of other not nice folks.

Apart from that, and my other niggle that once you select an event, you can’t seem to unselect it (which has been rather trying when I misclicked) , the game, honestly, feels alright at the present stage. Combat is easy to understand, the board portion is easy to understand, and I haven’t felt dicked over any more than I would expect in a board game, in a post apocalyptic setting, where life is kinda rough. It’s nice to see a clear UI, and explanations of events easily accessible, the events are interesting, the world seems interesting, and I look forward to seeing more.

On the one hand, shades of grey, fairly nice. On the other, it’s basically Mutants/Humans right now, which… Well, that’s an approach that has its issues.

The Mad Welshman would probably be a bad survivor. An okay tyrant, sure… But a bad survivor.

Wayward Souls (Early Access Review)

Source: Cashmoneys
Price: £9.29
Where To Get It: Steam
Version Reviewed: 8/8 Update.
Other Reviews: Release

Wayward Souls is, at the present time, a game with no in between. Not completely, as health is a bar, special abilities are ammo or inventory based, and, even with death, money is accrued which can be put into character abilities. No, I’m mainly talking, at the present time, about one of the core features of Wayward Souls: The enemies.

Swarmed by boars. Cause for concern? Well… Not really.

Enemies, in Wayward Souls, are either light speedbumps, or lethal terrors… And there’s no real in-between to the two. Bats? Well, they’ll hurt you if you’re inattentive, sure. But that’s usually because you’re worrying more about the five fellers throwing rocks and pickaxes, or the big crushy robots that only die when they charge into a wall twice. But pickaxe wielders are never really a problem on their own, despite their aiming. Rock fellers lose most of their threat once they switch to melee mode… Even within enemy types, there are states where the challenge swiftly moves from “Will most likely get hurt if I tangle with this (and I have to, because I’m locked in with it)” to “Will only catch me unawares if I’m literally asleep.”

The problem being that this feeling of the seemingly arbitrary bleeds over into other areas. Why are some areas of the mine, the first dungeon’s major locale, almost unreadably dark, while others are brightly lit enough that everything is clear? Unknown. Why do I feel absolutely nothing about spending a ramping amount on what may end up 16% crit chance (1,2,4,8,16), and may end up a measly, overexpensive 5% (1,2,3,4,5)? Well, the clue there is that both numbers aren’t exactly big, and spending money on an individual character is an investment you maybe want to feel something about (In the majority of cases, I don’t.) Why was switching healing at the end of the level with, er… Finding a healing fountain you can use once per level considered a change, rather than a restatement of “You only get one heal per level of the dungeon?” I don’t know. All I know is how I feel about them, and I don’t particularly feel great.

Sometimes, there will be ghosts. Who have somewhat interesting things to say.

Thing is, Wayward Souls has some good ideas hidden in the murk of this oddly arbitrary feeling balance. Splitting up dungeons is good. Having different stories for the different characters (some of whom are unlocked via progress), giving different perspectives… That’s good. Being able to pick your playstyle, to a certain extent, with characters… That’s good. And some of the enemy designs are, to be fair, very nice, the music is nice, and the sound works well… Heck, it even has the nice touch that your grave messages can be seen by friends (or people with the friend code), and you can leave gifts with those grave messages. That’s a genuinely nice touch…

…But, at the present time, the core of the game, the fighting of enemies, feels not so much like a gradation, slowly moving upwards, but a chaotic jumble of the easy and the rough, slapped together. I have more trouble with levels than I do the bosses, and even that isn’t a hard and fast rule, and that… That just feels wrong.

Maybe Wayward Souls will improve. But right now, the enemies feel oddly inconsistent, the early levels feel muddy, and the interesting ideas the game is presenting just aren’t saving it.

On the one hand, an amusing message from a bud is its own reward. On the other, the protection buff definitely didn’t hurt either.

The Mad Welshman reminds developers: Do not throw the baby out with the bathwater, and always consider interesting ideas when you see them.

Dead Cells (Review)

Source: Cashmoneys
Price: £21.99 (+£4.04 for the soundtrack)
Where To Get It: SteamHumble StoreItch.IO
Other Reviews: Early Access, Early Access 2

If you’ve looked at my past coverage of Dead Cells, you’ll know that I’ve been quite positive, and, over time, seeing things that I’d thought of as mild flaws within the game corrected, almost as soon as I thought of them. Motion Twin, as it turns out, have their heads firmly in the game, and now that Dead Cells is released?

It’s pretty nice! On the one hand, the game is a sort of deliberate twitch, in which you can hang back, but, in many situations, the best option is to get in there with one finger firmly controlling your dodge rolls, and the other on the weapon options. Combat with an enemy is never impossible, but the less you’ve found, weapon and power up wise, the more fraught it becomes.

Reminder: It’s not cowardice if your HP is this low. Even when it isn’t, it’s *being cautious* , and cautious goo blobs live longer. (But they probably won’t get the speedrun reward, booooo!)

In the Ossuary, for example, I never quite feel comfortable without some damage over time weaponry, like the Blazing Torch or Bleeding Sword, because the creatures that live specifically there are meaty, often quick, and their general theme is to punish both the close and unwary. Considering I am occasionally the latter, and often the former… Well, something where I can throw it, hide away for a second, then throw it again in order to get through relatively safely is my touchstone.

Part of the fun of Dead Cells, however, is that you don’t always get what you want, and adapting to the various weapon styles the game throws at you is important. Which makes it equally nice, then, that they’re easy to understand. Simple combos for each weapon mean that you very quickly “get” the weapon’s deal, and, equally, you can clearly see where there’s something you’ll be wanting to try and find later down the line. Somewhere. Somehow.

Example: There are doors. They don’t open right now, but they’re numbered. I’m not worried. Sooner, or later, I’ll work out what they’re there for, on the routes I have available. Similarly, I see areas only reached with a walljump, and I say to myself “Aha… I have to get further to get that.” The more you play, the more, seemingly, there is to find. Although that will, no doubt, have its limits as the end approaches.

This wasn’t here pre-release. And I’m okay with it being here, because I know, sooner or later, I’ll find the key(s) I need. Sooner… Or later…

It even has an interesting world, where, in the release version, Motion Twin have added something that was always subtly in the background, but is now available in a lot of the explorable lore of each area: Humour. This is, yes, an ooey-gooey game about smashing enemies into bits, before being smashed yourself, hopefully getting further each time, before being brutally killed and doing it all over again, from the beginning. But, as it turns out, our protagonist is a bit of a fish out of water. “Huh, all those bodies look a bit like… Me” , they think, examing what is presumably… Well, them, dead, over and over again. They do make the connection, but the subtle animation, the scratching of their slimey goop head, adds charm to it. The bratchests remain, just as bratty, just as into the act of being violently opened, and just as into punishing the player as they have been, but there are little bits where the protagonist lampshades the seriousness, such as the statue of the king. How did he see out of that helmet? Weird.

So, it’s got humour, and subtle humour at that. It’s got charm, it’s got good visuals, clean menus, and excellent sound design. What it also has is its core game loop, and this, fellow readers, is going to be your make or break with Dead Cells. Are you, the potential player, okay with the fact that, no matter how many shortcuts you do or don’t unlock, no matter what new toys you successfully get (You have to complete a level to keep them, complete more levels to attain them, after all), you are, upon death, going to be sent straight back to the beginning, albeit with some things retained?

Pile of oddly reminiscent corpses may or may not reflect number of deaths in game. Looks a little short for my playthrough so far…

Personally, the answer is yes, because it’s an interesting world, and I want to see more. But I can perfectly understand players who’d be put off by this, because, until a shortcut is unlocked (and you know roughly how to get there, and through it), every new area, every new miniboss, every elite enemy or even new enemies, are potential run enders. Many give visual clues to their function, but, in the end, how much you like Dead Cells depends on how comfortable you are with being sent back to Jail, Do Not Pass Go, Okay Fine You Can Keep This Much Gold.

As mentioned, I’m fine with it. But it is a core part of the design, and I highly doubt it’s going away any time soon.

The Mad Welshman has died many times. But each time, he oozes back, because the Editors of Reality demand he keep up. Damn their galaxy-filled eyes…

All-Stars Fruit Racing (Review)

Source: Cashmoneys
Price: £19.99 (With “Yogscast Exclusive DLC” for £1.69″ …)
Where To Get It: Steam
Other Reviews: Early Access

So… Cast’s still extremely white, then. Kind of a metaphor, really, for how the game has turned out, despite me being relatively nice last time I reviewed it. Perhaps too nice, as, over time, the flaws have become somewhat apparent.

This is the middle of the three skin tones on display, and poor Cora (Coconut) appears to stand alone in that midground.

Aesthetically, the game is mostly on point. There’s a lot of visual interest to the tracks, the UI’s pretty clear, the music’s good, and the devs have taken pains to ensure the tracks are part of their world, such as the snake from the first track of Papaya Island being a visual feature in at least one other track, and the like. And if it were just aesthetic, then I would be down for keeping this game on my Recommended list.

But it’s not. There’s a racing game in there, and, after time spent with it? It’s not that good. In fact, like the cast, it’s… Pretty bland. I had hoped, during the Early Access period, that it would get interesting, but there’s only so many variations of “This is a missile”, “This is a contact slowdown”, “This is a boost”, and “This is a trap” before it gets dull, and some of them last a long time. 5 or 6 places worth of time, which, when the AI preferentially targets you, can mean that you’ve just come out of a boost, somewhat ahead of everybody, when… BANANA, UNSPECIFIED ICE, PEACH, COCONUT, and bam, you’re last place, and not able to race for a vital second or two. Cars are cosmetic, so I’ve, unsurprisingly, been spending much of my time with Rebecca, whose special power is… A longish boost.

Started 1st, was made 8th by the AI ganging up, and, after this screenshot, I win by a nose *despite* being attacked a few more times.

The tracks are, for the most part, good, it must be said. Only a few exceptions exist, and most of those are due to arbitrary barriers. But… For all the unlockable characters, I have little incentive to pick them, because their special abilities… Are mostly eh. Some, like Amelia, have front firing missiles that auto target the next person along (and yes, there are shield powerups, so you at least have a chance of not losing five damn places to a Banana Rocket.) Many have mines of some description (with Gwendalyn’s Kiwi Mine being the most powerful, a slow field dropped onto the track.) One of the more inventive ones is Giselle’s Avocado Bite (A chomping, avocado coloured plant grows on the front, biting anyone directly in front of you.)

But all of them, in terms of pure competition, pale in comparison to being able to go faster. And that, honestly, is a problem. The karts themselves have no inherent advantages or disadvantages, so winning involves three things: Drifting a lot (preferably before a boost pad, as boosts stack.) A good racing line. And having boost abilities. Oh look, guess who’s the only character who has that? Strawberry Wings Awaaaaaaay!

There is multiplayer, and there are multiple game modes, but certain characters are a pain to unlock because, as is often the case with a racing game’s first outing, the time-trial gold times can best be described as “Race perfectly, and then some.” Which is decidedly unfun.

As such, despite having a visually interesting world and some good music, I can’t really recommend All-Star Fruit Racing, because it’s a case of style over substance, and, as a party racer, it has balance problems.

Obstacles, if hit, slow you down as if attacked by the weapons. Not, if you look in the bottom left, that it matters right now…

The Mad Welshman will always warn folks about giving one person a turbo nobody else has. Always.

Scythe: Digital Edition (Early Access Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam
Version Reviewed: Hotfix 0.56.
Other Reviews: Release

Right now, Scythe: Digital Edition is pretty much what it says on the tin: A digital adaptation of a strategy and resource management board game. Which, accurate as it is, doesn’t really explain why I’m conflicted about it. So let’s get into how “Does what it says on the tin” isn’t, in this case, entirely a compliment at the present time.

Scythe is, at its most basic level, a competitive game in which six russian styled factions rush to achieve supremacy by… Ah, wait, intricacy has reared its intriguing, yet sometimes ugly head already, because no, getting 6 objectives doesn’t win the game, it merely ends it. What matters is a combination of power, popularity, resources, and territory, with multipliers for high popularity and building things over the tunnels that honeycomb the hexagonal, rural arena in which the six factions battle. And, in a normal game where you aren’t shown the score count, that’s a combined battle you’re not really sure you’ll win unless you’re heavily keeping track.

Spot the Rusviet Workers (DISCLAIMER: Difficulty determined by colour blindness type)

So, on the upside, the option to keep track and see this (Score Preview) does exist. For hotseat and single player, anyway. On the downside, this information pretty much requires you hover over the tooltips to remind yourself of the less common symbols. The… Rather small symbols. And the sometimes small text. Which is something else to squint at, as well as Rusviet workers on some of the backgro-

Look, I’m basically saying, rather clumsily, that this game could have done with some accessibility options planned from the start. While there is an option to change the colour of the map, this only actually applies when you’re zoomed out, which, not gonna lie, isn’t a view I tend to use, especially considering that the pretty faithful recreation of the models, the unpainted plastic mechs and heroes in six flavours, and the wooden, blocky workers, is visually appealing when colour issues aren’t making the latter (Arguably more important units than your mechs and heroes) somewhat hard to distinguish.

The event cards are evocative, albeit uncommon features. And some factions, the villains, get to pick more than once here!

The game is currently hotseat, with the option of bots, and, despite its cool boardgame aesthetic, and music with Russian instruments, this… Isn’t serving it too well. It’s definitely a game you want to play with friends, with the uncertainty, the diplomacy, and the nervous planning. As it is, the uncertainty over whether getting that sixth star is the best idea right now only exists when you deliberately avoid the option to remove that veil, and the diplomacy… Well, this is one of the few times I’d say hotseat makes a strategy game, tabletop adaptation or otherwise, less exciting.

It has a cool world, alas, mostly seen in the rulesbook (an outside PDF link), and hinted at in the game. It’s got a good aesthetic. But, at the current time, it’s a good example of how sometimes, you need a human face or two attached to a game to make it what it is. It’s definitely worth a go, and it’s definitely a faithful adaptation of an interesting game… But it’s a faithful adaptation of a game whose interest comes from the dual uncertainty of hidden scores and potentially irrational actors.

The AI victors, who would not have *been* victors if I hadn’t picked on myself. Alas, I didn’t win, I didn’t win, and I would have won if I hadn’t attacked myself.

The Mad Welshman, being a moustache twirler, is a rational actor. Death rays are perfectly logical and sensible time and money expenditures.