Archive for the ‘Game Reviews’ Category:

Wizard of Legend (Review)

Source: Cashmoneys
Price: £12.39 (Soundtrack £5.79, Game and soundtrack £18.18)
Where To Get It: Steam

Wizard of Legend is a tough game to write about. Not just because its gameplay is fairly simple, but also because, once you dig deeper… You hit bedrock fairly quickly. But it is a game which knows what it wants, and what it wants is many different visuals for the task of beating up fantasy wizards.

It definitely does this.

If a spell looks this impressive, you can guarantee you have to stand still to use it. Be cautious.

To give a brief summation, Wizard of Legend is a twitchy twin-stick shooter where a young person, on a trip to the museum of wizardry, gets sucked into the past, for the Wizard of Legend tournament, in which they fight through four grand masters (with, apparently, more on the way as DLC at some point), six roughly element themed levels (2 before each of the first three masters) , in order to both win the grand prize, and to get back home. Pretty normal stuff, as wizarding stories go. And this… This is kind of the thing…

Nearly all the ingredients are here: Elemental themes. A fair few enemies, some of whom are elemental themed. A whole boatload of spells (of which you start with four, can pick four of whichever ones you buy to start with, use up to six, and hold seven.) Improving yourself through play, by earning crystals in runs to buy new spells, relics, and costumes. Good music.

But it feels lacking, and I’d have to agree with my peers that the theming, while distinct, still keeps the rooms of the game looking quite samey. Oh, occasionally you’ll run into something definitely themed, such as elemental enemies and traps, but while the former add interest, the latter, like all trap/challenge rooms, are… Well, trap/challenge rooms. Here’s the environmental thing to dodge while getting the chest. Here’s the environmental thing to push enemies into while avoiding it yourself.

Every boss has a couple of cool, element themed puns. Just to keep it ice and interesting, and chill you out before getting frozen out or dropping that avalanche on them…

The spells, and to a lesser extent, the bosses, are definitely more interesting. Most can be upgraded once to add an effect, such as BIGGER FIST for the Earth Fist, or a freeze chance, or something similar, and others can be improved even further by becoming Signature Spells, which, when fully charged, really let rip. There’s even some tactical consideration, as the nastier spells freeze you in your tracks unless you dodge-cancel, and yes, the elemental damage does count for something, although it can sometimes be hard to tell in the chaos. Relics add some variety, but, as with any roguelike, roguelite, or roguesumawotsit, you don’t know what they are at first, can’t check in a run (which is an annoyance), and whether it synergises well with what you’re doing is as much dependent on proc-chances as skill.

It’s fun while I’m playing it. I can’t deny that. But, on the outside looking in, when a run is over, I’m not entirely sure how much I’ve learned, beyond enemy patterns. I’m not sure how much one thing or another contributed to my run, because it’s not always clear. The fun is in the moment, and while that’s not a bad thing, it does leave an odd aftertaste to the experience of playing Wizard of Legend.

Some enemies have elemental attacks of their own. That perfect half second before I flop over and die through, essentially, overconfidence and miscalculculation.

Or maybe I, and other critics, are overthinking things. Sometimes we do that. Either way, Wizard of Legend is, as noted, fun in the moment, mainly confusing when you’re letting rip, but with good telegraphing, and isn’t a bad addition to the twin-stick rogueapalooza stable. That’s all it needs to be.

The Mad Welshman is a jack-of-all-elements.

Yoku’s Island Express (Review)

Source: Cashmoneys
Price: £15.99
Where To Get It: Steam

Pinballtroidvania. That’s a word I never thought I’d use… And yet, here we are, with Yoku’s Island Express, which, in essence, is just that: Pinball, mixed with the design ideas behind the “Metroidvania” genre.

It’s cute, it’s fun, and, oh boy, is the post-game a slog. So, the more things change, the more they stay the same. Let’s talk about the main game instead for a bit.

Just a small, early sample of the map in Yoku’s Island Express. It’s quite nice, really.

Yoku’s Island Express is the story of a beetle, tied to a ball, working as a postmaster in a world of skullmonkeys, bearngineers, space monks, and great guardians being harmed by an ancient and terrible evil. And how does this tiny creature, held down as they are by a great weight, get around? Well, convenient pinball paddles, bumpers, and kickers. Makes perfect sense.

Needless to say, the world is not a serious one. You’re not going to find deep philosophical questions, and the narrative is very firmly subservient to justifying various elements of its world (such as the Dive Fish powerup, which involves… Wearing a fish friend as leggings) , but, props to the developers, it is internally consistent. Not much of it may be very deep, but it’s clearly considered, well sketched out, and, as odd as the world of Yoku’s Island Express is, it didn’t feel unnatural, and that, in and of itself, is something to praise. So… How does it look, how does it play, how does it feel?

Pleasant, overall. The aesthetic is good, with fitting, often heartwarming and cool music, the difficulty curve during the main story is smooth, and no individual “table” in this world is particularly bad or frustrating. Heck, some of them, especially the bosses and climactic moment tables (such as blocking hot-spring vents to help save the Skullmonkey tribe) are quite interesting, as multiball, in the context of this game, is always assistance from a group against some sort of threat. A sort of “Power of Friendship” thing, if you will. The world fits together well, and some of its secrets and powers (such as the Sootling Hookshot) are cool and interesting. The main game, it must be said, is enjoyable, if somewhat short, with a large world to explore, some funny dialogue, and a surreal world that can nonetheless be taken at face value, explored with that voice that says “This is silly” being relatively quiet throughout.

Oooh, buddy… Heroic or no, blocking a volcanically hot hot-spring like that, you’re gonna need some lotion…

It’s when the story is over, though, and there are still things left to do, that the game falls somewhat flat. Thing is, this has been a problem with troidvanias of all sorts in the past as well, and I’ve never really seen a good solution to finding post-game collectathons involving collecting 100 of a thing, or triggering all of the things… Both of which are examples of the post-game, 100% completion “fun.” Does it have a better, true ending at the end of doing all the scarab marked paddles and shots and ramps, and collecting all the wickerlings, working out how to deliver parcels, and whatever the heck that space-monk thing was? Don’t know, don’t particularly enjoy finding out, never have.

Annoyance with collectathon postgames aside, as noted, the aesthetic is cool, it’s a nice world, and it was fun and interesting enough that I’d recommend it as an interesting variation on an established formula that mostly works… My favourite kind of recommendation.

The currency of Yoku’s world is fruit, a currency I can get behind… Although one has to wonder what the exchange rates are…

The Mad Welshman loves that ancient sport, Pinne of ye Balle, experimentation with genre, and insectoids. He is a marketing anomaly.

Cultist Simulator (Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam

Cultist Simulator is a little like occult research itself: It’s messy, and offputting and obfuscatory at first, but, as you get deeper, it all becomes simpler, and then… Well, you’re exploring for the sake of exploring, falling deep down the rabbit hole…

The Mansus, this game’s Dreamlands, in all its glory. *Poked from off camera* Oh, sorry, wrong capitalisation. All its Glory!

To unpack this, nominally, Cultist Simulator is a real-time strategy/RPG hybrid where you, a person of some description (be that a doctor, a policeman, a working joe, or other things) get a hint of a deeper world, a world where, if you really, really want, if you work hard, and make sacrifices, you too can become a big player in the world of ancient magics.

Of course… Some of those sacrifices are human, and some of that work is murder, or suppression of evidence that you’re doing all this stuff, and I say “nominally” regarding the game because it isn’t really much like anything that’s come before. The cards, for example, are all on timers. The events are on timers. And, while you can pause and interact with them all, unless you’re doing just that, the event cards can only be viewed individually, so you’re always going to miss things, partly because here, a lack of tutorialising is a deliberate choice. Fun fact: Cult, and occult are words whose Latin roots are two letters apart. Colere, to cultivate, and Celare, to hide.

As such, a review of Cultist Simulator, by its very definition, is a somewhat spoilery experience. Starting only from a card or two, the world expands, with more verbs (that’s the squares as opposed to the cards) unlocking in play, more threats, more opportunities. Teachers are discovered, lore is uncovered. Dreams, strange places, possible cult members, and, of course… Hunters. People who would rather (and with good reason) see these ancient secrets remain buried, even if their methods, their name (The Bureau of Suppression) seems a step too far.

There’s one heck of a narrative here, but interpreting it is as much a learned skill as getting to the point I have.

This is one of the high points of the game, that the world expands, and is explained as you go, in fragments, little pieces. With atmospheric writing, overlays to the board, changes of music, the world is created. This is a game with a lot of reading, and a lot that can only be discovered through experimentation. Wait, you can Study with your Patrons? Damn, didn’t know that. You can get a rough idea of what an event or card wants by clicking the empty slot? Damn, didn’t know that at first.

It’s simultaneously frustrating as hell, and some excellent marrying of narrative to mechanics. You are, after all, always a character unfamiliar with the occult elements of its world, by choice or no, but, as a player, I can’t deny I spent some time angry that progression seemed always a step away. What the hell do I do with this door? How do I deal with the deep, dark Dread in my life? (To be fair, that’s a question I struggle answering in life, as well as this game.) It doesn’t necessarily help that yes, even if you’re so close to earning that goal, that true glimpse that destroys and creates, something simple, something you’d overlooked, can prematurely end your dreams. Since a single run can sometimes last up to 10 hours, you can imagine why that’s so devastating. The cult members and patrons remain the same, even if the story changes, and this, also, is perhaps a flaw.

Cultist Simulator is interesting as all get out, and somewhat unique, both in terms of how it handles events, and how it uses a lack of tutorialising to its benefit narratively. I would recommend it to folks, because, interestingly, it’s using its flaws. Not perfectly, and there are still things that the game does that annoys the hell out of me (such as generating cards on top of other cards, or the magnet slots on events prioritising over events that are already being used, dammit dammit dammit, but it intrigues me with its well researched and written world, its subtle, mostly minimalist aesthetic, and… Not gonna lie, it feels good when you finally achieve your goals.

The writing is excellent, and I mainly chose this screenshot for the folks who already bought the game. Some amusing… Poetic… Justice.

The Mad Welshman loves new aspirants. It’s such a delight to discover how well each goes with Garlic Butter.

Juicy Realm (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

The fruit and veg, it appears, has evolved rapidly to rule the world. A world that sure as hell ain’t Earth, if those dinosaur bones are anything to go by… But still, fruit and veg with guns. But the remnants of humanity are fighting back!

Yes, for you, the game is over, ghosts of enemies. GG, fruitthings. GG…

Ah, what an exciting synopsis. It’s a shame, then, that it’s a somewhat plodding game, in multiple senses. The game’s characters don’t so much run about as lightly jog, even plodding in some cases, the enemies fire… Occasionally? It’s about once every few seconds… And, while there is a dash, it’s a somewhat short one on a rather long cooldown. This isn’t, in the purely technical sense, bad design, as the enemies become more numerous, the weapon patterns and environmental traps more devious, and the game appears balanced around the speed it’s at.

In the more subjective sense, though? It feels like a marathon of attention, with the main killer being, essentially, too distracted to even notice the bullets among the chaos, be that from the effects of your own bullets, cloudy visual effects, or the fact that there’s several enemies on screen.

Spot the… Well, anything of importance.

Beyond this, unfortunately, it’s… Not got a lot of variety. Yes, there are many guns, but most are your average bullet shooters, with only a few (The cross-gun, which does hideous damage and multiple projectiles on impact too) of note, a couple of melee weapons you’ll mostly end up forgetting about, and a few that I assume are meant to be joke weapons (Such as GG, the keyboard that fires “GG” at people, hoho, or Steam, the gun that prints money when you hit things with it… My sides, they do split…)

Juicy Realm is not, strictly speaking, a bad game. However, its ideas are as staid and plodding as the game itself, and I don’t find myself particularly feeling much at all, whether I’m winning, losing, or even just plodding along.

Thankfully, the boss arenas are clear enough that you have a pretty good idea what you need to do.

The Mad Welshman is, it’s true, a fan of good aesthetic. However, good aesthetic often involves enough clarity you know what the hell you’re doing at any given moment.

Beacon (Early Access Review)

Source: Cashmoneys
Price: $19.99 (Approximately £15 , 657 copies remaining of first access at time of writing)
Where To Get It: Itch.IO
Version Reviewed: o.14A

It’s a decidedly eerie feeling, finding yourself. No, not in the sense of discovering your personality. I mean, discovering you, or, more accurately, an earlier clone of you that didn’t make it, for whatever reason. But that’s part of the “joy” of Beacon, a third-person twin-stick game where you are a clone. And not necessarily a faithful one, either.

Hrm, there’s something different about me… Oh, I redid my hair in the vat! Niiiice!

Okay, that bit takes some explaining. While Beacon is indeed another twin-stick, procedurally generated shooter with persistent elements, those elements are mainly (in the present build, at least), genetic. Abstracted genetics, harvested from things that maaaaaybe wouldn’t have genes (like the PRISM robots) , but genetics nonetheless… And these attempts at improvement through genetic tampering have a reason. The original Freja Akiyama (the protag) died on landing after crashing on this hostile and ever changing world. But that doesn’t mean her base personality wasn’t saved, and that she doesn’t want to get off the planet. So, she has a clone tank. Sometimes, it works as intended, taking genes from local wildlife (robotic or otherwise) , and sometimes… It makes drastic changes, both to her body, and to her perception of things.

It’s one hell of a clever conceit, and it’s backed up by a good, low-poly aesthetic, some good secrets (Of which I’ve discovered a few, and not quite got the hang of quite a few more), a variety of weapons, and a relatively limited enemy set that nonetheless gets tough, and scary, pretty early on. Good soundtrack, good idea, good aesthetic… So… What’s not so hot?

AHsodoffsodoffsodoff! (Dodge-rolling is the only way to get some range here)

Well, every gun has a minimum range, and there are a couple of enemies, specifically the Quick PRISM Robot subtype, that are annoying as hell at the present time. It’s not just that they’re faster than you. It’s not just that weapons have a minimum range. No, it’s that they can also shield themselves, and that, honestly, is a bit much. They are, unlike, for example, the flamethrower robots, not so much scary, or tense, as annoying to deal with. There’s also a lack of permanence, right now, in the things you’ve found, which is a bit of a shame, if understandable.

Still, this is already a promising start, with a lot to explore and deal with, a lot of weaponry of different types, and, once you get further in the game, you start to uncover an interesting mystery. I mean, robots and buildings do sort of imply previous habitation… Do they not?

Note for next clone: Chaingun slows you down. Also, construction failing, almost died due to plates falling. Be careful, sister!

The Mad Welshman #37 loves his spindly little robot legs. The Mad Welshman #36 says they don’t quite suit him though. Please help solve our “discussion” without chainguns getting involved.