Archive for the ‘Game Reviews’ Category:

LOCALHOST (Review)

Source: Cashmoney
Price: $4.99+ (Approx. £3 , with the option to donate more)
Where To Get It: Itch.IO

“It’s just a self defense mechanism.”

Androids and Gynoids are, in a very real sense, a way to treat dehumanisation. The feelings are invalid because you’re constructed. You are a made thing, not a born thing. And LOCALHOST plays on that pretty well. After all, you’re not being paid to care. You’re being paid to erase drives. Data. Nothing… More…

Oh, don’t worry, that’s just *simulated* pain/shock/fright they experience on waking, part of the boot-up process!

A little context here: LOCALHOST is a visual novel by Aether Interactive, set in a grim, dystopic robotics shack where your boss has informed you, a new hire, that you have to wipe four drives. Of course, very quickly, you realise a problem: They don’t particularly want to be deleted. And, having personalities (An uploaded human personality; the original host, LOCAL, a troublesome model line that keeps achieving self-awareness; A network admin AI, and something else), they argue their case. They have personalities. They have histories. Although the final determination is up to you, what seems to matter is that all the drives are both wiped… And not broken.

As such, the game is more about the journey than the destination. Do you try to explain love to an AI that thinks it knows what love is? Do you try to understand how a human upload is meant to have mistakenly arrived in this workshop, or what connection it has to LOCAL? Or do you simply take the seemingly most efficient route to convince them to unlock their own drives for deletion?

“And yet, you know this LOC-192 model. Please, tell me more, and remember that this conversation is being recorded for monitoring and training purposes.”

It’s interesting to note how much attention has been paid to making things seem just a little bit off. The music by Christa Lee varies depending on the situation and the personality you’re talking to, but they all have some subtle dissonance, something that doesn’t seem to quite fit, even if I can’t put a name to what it is. The visuals, by Penelope Evans and Arielle Grimes, are dirty, but subtly evoke different personalities in the single, broken gynoid body you see throughout. Sophia Park and Penelope Evans, meanwhile, give the idea, through the writing of the dialogue and characters, that it’s not just these drives that are dysfunctional. Assisants are Gynoids, and Workers are Androids. Such a simple phrase, but the matter of fact way in which this can be stated implies a society where yes, gender roles are firm, even if they don’t fit, and even if they only apply to the droids in question, it’s pretty grim.

Overall, I’d recommend LOCALHOST, and, since a single playthrough can be completed quickly, to play it through more than once. Maybe you’ll break everything. Maybe you’ll just do your job… Maybe… Just maybe… You might end up doing something at least nominally good in a dystopian world.

Er… Yes. There’s no false standard here, friendo, it’s just the rules. We put “Droid pain doesn’t actually matter” next to that bylaw about chickens.

The Mad Welshman broke a drive. It was an accident. He is simulating sadness nonetheless.

GRIP (Early Access Review 2)

Source: Cashmoneys
Price: £11.99
Where To Get It: Steam
Version: 0.1.2.6
Other Reviews: Early Access 1, Release

Ahhh, GRIP. A spiritual successor to Rollcage with much promise, but it does seem to make the oddest mis-steps sometimes. Nonetheless, I will begin by saying that the GRIP team are slowly, but surely, pushing the game to better heights, and I highly respect the fact that they aren’t going to be taking the game out of Early Access until they’re sure it’s good enough. Even with critics like me pushing, and occasionally moaning and bitching.

Pleasure, thy name is a missile up the jacksie of the racer in front.

Needless to say, there is going to be some moaning and bitching. But less than there was, and in different areas. So let’s start off with what’s good, and what’s improved.

Aesthetically, apart from something I’m going to touch on a little later, GRIP is good. Gritty industrial elements counterpoint well with pretty vistas, blend well into the landscapes they’re built on (Except where it’s obvious they’re the paving over of said landscapes with ugly metal), and similarly, the soundtrack is pumping, industrial, and decidedly cool. The various GRIP vehicles stilll have character, despite the constraint that they have to be boxy, and their wheels big enough to fit the main motif of the game (They have high downforce, so it doesn’t matter which way up they are) , and that the steering becomes less responsive the faster you go, so slowing down is important is good. Similarly, the new weapons appear cool, and my previous complaints about the blue-shell nature of the Assassin missile appear to have been dealt with somewhat. The AI appears to be somewhat less vicious, and this, too, is good (I spent all of the last session on Hard, and felt like I was earning my podium place without feeling cheated on all of the tracks I was familiar with.)

Atoll is *very* lovely, as is the wont of a sandy beach…

So far, so good. Equally good, it’s still early days, and the devs do have a quick response to considered critique. Cool. Now for what is currently less good, or needs some work. Starting with the dramacam, and signposting. Essentially, a bit of colourblind support, or making signage and the path more clear, would be very helpful in the WIP tracks, as the game has now started putting in tracks with some devilish features, and more attention to the signposting thereof would be very helpful indeed. Features like uphill to downhill U-turns, and quite sharp ones too on Atoll, or the 90 degree turn with little warning and no rails on the fittingly named Acrophobia track. Combining with this was the drama cam, which, when I have a sharp impact, or I’m moving very slowly, decides not to focus on where I’m going, but… Well, this screenshot from Atoll is emblematic of the sort of thing I have to deal with, and I will also add the disclaimer that, most of the time, it works, and adds all sorts of dutch angles and funtimes that make the experience quite visceral, working well when I suddenly have to flip between track elements. Finally, the Primer is quite intrusive, and I find myself heavily disagreeing with the decision that either the game pauses, or heavily slows down (while still requiring control) every time it wants to take up the screen to tell me what to do… Especially as, if I’m not quick enough, it’ll do it again until I’ve done the arbitrary goal that, in 90% of the Primer, is “Use this basic weapon on somebody” if I’m not quick enough to do so.

…Alas, it is also one of the places where DramaCam hampered me more than pleasured me. Yes, I am aware the beach is pretty… But the way forward is IN FRONT OF ME.

Overall, though, GRIP definitely looks like it’s improving, the addition of multiplayer is nice (Still in testing, and the game, as with all WIP content, politely informs me is WIP both in menu and game, and, in the case of Multiplayer, embargoed until it’s more polished. Which is perfectly fine), and I feel a lot better about recommending this to future racing fans who still want some wheels.

Vroom vroom.

ESSENCE (Early Access Review Fin)

Source: Review Copy
Price: £15
Where To Get It: Steam

ESSENCE, by OneVision Games, is big. ESSENCE is sprawling. ESSENCE is mysteeeeerious. If these were the main qualities a videogame could be judged by, then yes, ESSENCE could be considered good.

One of the prettier areas, lighting and foliage wise, in the game. It has a single exit somewhere. That exit is the entire point of this area.

However, they are not. ESSENCE feels directionless. ESSENCE is very low on interaction. ESSENCE’s world is one where I find myself saying not “Gee, what a grand civilisation I wandered into the post-downfall of”, but things like “Gee, they sure did build some massive and largely pointless seeming architecture without consideration for living space” or “Gee, I sure do hope this large gateway leads me to the next McGuffinyBob that I’m looking for out of X McGuffinyBobs to progress… Wait, no, it’s a wall of some kind, invisible or not. Bugger.”

Even at the times I’ve found the mysterious, diamond shaped McGuffinyBobs, or their buckyball like containers, or their lighted buckyball guides, I find myself saying things like “Gee, how will I be bruteforcing this movement puzzle?”

ESSENCE is a game that disappoints me. But it took a while to disappoint me, because the scale, combined with slow movement speed (I often found myself holding shift and jumping, just to get somewhere faster) is at first misleading. But no, I find myself looking at that “3 hours of play” and thinking not only “Well, if I had a chance at a refund, I’d have no chance now”, but “Wow, that felt a lot longer.”

Oooh, this is big and MYSTERIOUS! Shame it’s not the exit. The exit’s to the right, and some jumping is required to reach it because it’s not a clear pathway like the rest of the area.

Now, don’t get me wrong, visually, these vast, pointless megastructures are pretty. The lighting is pretty good, and I like how it subtly changes (and sometimes not so subtly.) The ambient soundtrack is indeed ambient, chill, yet with segments that make me think “Gosh, I feel alone.” But, after a certain point, very early on… That’s all it seems to have going for it. In Genosa, the second (I want to say second) hub world, I found myself transported via the aforementioned Necessary McGuffinyBobs of Arbitrary Door/Obstacle Opening (Which is, with the lack of worldbuilding, basically what they are in mechanical terms) to a lush meadow, crisscrossed with vaulting arches, and there were lamp-posts. Getting close to one arbitrarily made a noise, and I remembered back to the first hub-world, where, in a vast, starry seeming glitter-desert of obsidian, I got close to some gusty gate of some sort, and it arbitrarily made a noise. “Ah,” my brain thought to itself “This will prove to be where I’m meant to follow these lamp-posts toward an eventual gate of some sort, but one or the other will be obscured and, due to the open area being a square of some description, I will, eventually, find the gate with or without the lamp-posts, go through it, and I will have solved the puzzle!”

Lo and behold, I got through the area without following all the lamp-posts, because, inevitably, one wouldn’t signpost me very well to the next one, so I just wandered to whatever lamp-post I felt like, and, lo and behold, I found a gate somewhat similar to the one in the obsidian glitter desert, albeit smaller, and went through it. Back to Genosa, McGuffinyBob disappears, only some number that I think is less than 3 left before I can progress, considering I saw a McGuffinyGate with six McGuffinyBobs active, and I’d dealt with three.

It’s a MYSTERY… Whether the sphere door is wrong somehow. I took the cone, and my McGuffinyBob vanished. For some reason, I don’t particularly have a desire to replay the game to find out.

I don’t know how any of these McGuffinyBobs do the thing they do. I don’t know what this terrible thing this grand civilisation that doesn’t appear to know what living space is was defending against (I was told, sort of, near the beginning. But I’ve already forgotten.) I don’t have any context for the actions I do, and so it doesn’t feel fun, or interesting, so much as going through the motions that are arbitrarily set, often getting lost because hey, in a big open area, you’re going to get lost without some obvious signposting. And redundancy in that signposting.

As this is part of Act One, considered finished… I think this is the time where ESSENCE and I part ways.

Sometimes, The Mad Welshman has to be hard on a game. It is, thankfully, rarely a mystery why.

Hacktag (Early Access Review)

Source: Review Copy
Price: £10.99
Where To Get It: Steam
Other Reviews: Early Access 2, Release

Hacktag is an odd beast, all told. And beast is quite apt here, as it’s a hacking/stealth arcade game set in a corporate world of anthropomorphic animals. Lions, does, panthers… It’s a cat eat deer world out there, and yet… It feels a little bit empty at the present stage.

For future notice, screenshots show usernames, so the black bars are to protect player identity, not actually part of the game.

That’s not to say that it is empty, but some decisions feel odd, considering 90% of the game right now is procedurally generated missions that can only be played multiplayer (in pairs, one stealth agent, one hacking agent.) Let’s start with how it is a co-operative game, but… Is scored competitively. Not gonna lie, this doesn’t entirely make sense for a whole bunch of reasons. The hacker, for example, is nearly always going to get, if you’ll pardon the pun, the lion’s share of the computer thievery done, and whoever gets started on a computer first, unless they get caught, pretty much has the points from hacking. But this conflicts with the fact that, to complete the mission, you do have to co-operate. And yes, this has an influence on your XP (+1 XP per 100 points scored)

Still, that need for co-operation is an interesting feature, and I honestly like it. Yes, a hacker could race past doors that the stealth agent can’t get through (because they need the hacker to unlock them), but the hacker is also barred by firewalls, and there are some doors that require both players to progress. Now, some of this is done with holding a button and waiting, and some via recognisable minigames such as “Hit the right arrows in sequence” and “Both players scroll through a code-list, match the codes.” These are mainly made tense by guards and online watchers, neither of which can be defended against, only avoided, distracted, or, in the case of the watchers, temporarily trapped in a single computer node by the stealth agent, and, should you be captured? You’ll be herded into a holding cell, and the other partner will have to get you out. If both players are captured, or you can’t get them out in time, then whups, run over!

The hacker’s view is at once more colourful, and, in a sense, more empty. They also move a *lot* quicker without having to worry about noise.

The emptiness, mainly, comes from a combination of sameyness, and the fact that there’s just the teensiest bit of bias toward the hacker (Beyond what we’ve already mentioned, there is, overall, more the hacker can deal with than the agent.) For all that different corporations are being raided, there will be the same sort of rhino guards, the same amorphous blob of the watchers, and, indeed, many of the same threats. The pre-mission conversations, optional as they are, also feel a little samey, with the brief following a formula, and the responses ranging from “professional” to “Extremely unprofessional.” As such, they feel somewhat superfluous. One feature I’m not so fond of is that rooms in the newer maps can randomly trigger alarms. Yes, I get that challenge has to be added, but I don’t really feel RNG is the way to go there, and I hope future releases replace this “feature” with something else. It is, if that’s not your thing and you still want to play the game, only on the newer maps as of the Sept 15th release.

Is this to say the game doesn’t have promise, or doesn’t work in and of itself? No, and no. What’s in the game works (The hacker cannot stop once they’ve taken a path, but this is explained, and merely requires more care), and the single player tutorial ran me through the concepts just fine, although I’ll freely admit I often forget I have a holographic distraction device (and mainly do alright without.) But right now, for all that there are unlockable bonuses (Such as being able to screw up certain minigames some of the time, or having less options to choose between on co-op minigames), and customisation options, it feels like the game needs to build its world, its character somewhat. If you have a co-op partner handy, you can quite happily complete a mission or two in an hour. If you don’t, well, alas, this game is currently multiplayer only, and I am uncertain if there will be any SP content beyond the tutorial. Either way, the game is currently only in the 0.1s, so there is plenty of time to see change.

There’s a lot of friendly highlighting going on, and I definitely respect this feature. Capture radii, timers, unhacked computers being white highlighted… This is definitely a positive feature.

The Mad Welshman is perfectly willing to give stealth co-op games like this their chance to shine. As noted, it’s early days yet, and I wish Piece of Cake well.

All-Stars Fruit Racing (Early Access Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam
Other Reviews: Release

Fruit is, pizza toppings arguments aside, a pretty inclusive thing. Five fruit a day is recommended for most folks, it’s often kink friendly, and at least some of it is endorsed by Donkey Kong. So when it immediately leaps out at me that a game with a variety of fruit from all around the world in a Mario-Kart style racer with a twist is… Very, very caucasian, when it comes to the current driver set, I get very sad. And not a little irritable.

While Rebecca definitely has the power that synergises with my style the best, she is also, to my mind, one of the most boring *designs* , sadly.

I mean, there’s 13 drivers left to put in the game, but right now, that’s definitely not an encouraging sign for inclusivity, folks. Which is even stranger when it also takes great pains to tell you how fruit are pretty much a worldwide thing, with awesome Fruit Facts (Which are, in fact, awesome. Props for that.)

Aesthetically, apart from that not-so-wee problem mentioned, the game is on point. The visuals are gorgeous, the tracks appear fairly well signposted, the music is funky and bouncy and cool. I like this. This is good. Equally good is that yes, this is a spin on that old family favourite, Mario Kart, in which you are in buggies/karts, and you’re racing around a track using powerups. There’s even variety in the modes. Do you randomly juice that fruit, taking the traditional route of random powerups? Do you mix your fruit, getting powerups due to the combo of fruit you have? Do you maybe have a selection, chosen with the arrow keys between Summer, Spring, Fall, and Winter, that you power up by collecting the right season? Maybe you like time attacks? Maybe you like drag races, one lap, winner takes all?

Playing catch-up can be a stressful time. Even on a 5 lap race.

Any which way, you have power ups, including the special of each character (Rebecca’s Strawberry Wing, for example, is a super-turbo, while Giselle’s Avocado Bite is your very own chompy plant, knocking back anyone who dares to be in front of your suddenly extended and quite bitey bumper), you have drifting (and drifting just right also gives you a small boost, although it must be said the AI seems to try drifting even on straights, and it seems to work.) You have jumps and boost pads, and it all works pretty smoothly. Apart from racer special abilities, however, the cars act exactly the same, compensated for by a moderately wide range of visual customisation of the vehicles, with more unlocked as you complete tournaments in career mode.

Track design wise? Even early on, you will come across tracks where the shorter path is required for first place, and some tracks feel earlier than, honestly, they should be. For all that, yes, the snaking tube track that finishes the first gear Banana Cup, for example, is an interesting track with the difficulty modifier that the blue stripe acts like a river (slowing you down greatly), it feels less challenging, for its single lap, drag style race to the finish line, than a preceding track, which involves minecarts that, if they run over you, flatten and drastically slow you, and a final stretch where there’s not just one longer path, but a longer path that splits into another, longer path.

“Look at her, Miller. Isn’t she beautiful?”

Beyond the mentioned lack of variety in racers (not mechanically, but in terms of being all white girls), a need for some form of tutorialising or reference on fruit mixing (I get by on winging it, but while I know I can mix winter, summer, autumn, and fall for things, I’d also like to know, y’know, what mixes what, even if it’s some kind of Fruitopedia. Which, to be fair, could also add some flavour to the world), a clearer sense of what each tournament contains, and perhaps the option for a slightly less vicious AI, it seems promising. The game does not currently have multiplayer, but it’s quite clearly on the roadmap, and, these problems aside, it seems like it could make a good, family friendly and fairly accessible arcade racer.

The Mad Welshman wouldn’t mind at least one villainous fruit monster in the roster. I don’t know, maybe a moustache twirling gooseberry? Obviously not suggested for selfish reasons. Obviously.