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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.

R-Coil (Early Access Review)

Source: Review Copy
Price: Approximately £3 ($5 USD)
Where To Get It: Itch.IO
Other Reviews: Early Access 2, Release

Sometimes, the breadth of what people will experiment with interests me greatly. Asteroids, for example, is a simple formula, and yet, believe me, there are games that screw with that formula, some good, some bad. But I’ve had yet to see a game that experiments in order to encourage movement in an Asteroids game, and R-Coil, by Mike T, is one such game.

The spread shot is very nice, but one of the weapons to seriously push you back. So be careful!

If you’ve ever played Asteroids, you’d have the general idea: There are rocks, and you blow them up for some score. There are enemies attacking you, and you blow them up for a better score, while trying not to get blown up yourself. As in some Asteroids games, there are nastier enemies, and bosses, and yes, blowing them up involves big points … And a higher risk of dying. There’s a variety of limited use powerups, from the Death Ray, to drones that back you up (and serve as a shield.)

But the main thing is that R-Coil, when playing with the mouse, at least, is a one button game. Tapping the left mouse button fires, while holding it down thrusts. And so, not only do you have less control over movement than traditional Asteroids, you also have to consider that weapons fire knocks you back, from “A little way back” in the case of bog-standard bullets, to “WHEEEE!” in the case of the Death Ray. It is, in the scheme of things, a small change… But it makes all the difference, and remains challenging rather than frustratingly difficult. Only a few enemies fire shots directly at you, and those can quickly be prioritised due to the mostly clear visuals on the game (Screen shake and shudder can, at the time of writing, be turned on or off to taste.)

Alas, sooner or later, your lives run out, and it’s time to put another quarte- Oh, wait, no quarters needed? Isn’t progress wonderful!

As such, the game is one of those simple to play, but hard to master type games that I kind of enjoy, and the vector style graphics (inspired by the original Asteroids games) are pretty nice on the eyes. A little less nice on the ears is the retro beeps, boops, and sine noises that come from your weapons, especially the laser, although that may be subject to change, since the game is effectively in a fairly polished alpha state. It doesn’t have much of a story to speak of, which is skippable, and this works. Games don’t always need a story. Adding to the fun is the ability to locally co-op with both other players, and with AI companions, and a duel mode with the same features.

So if you like retro shooters, R-Coil is currently available on Itch.IO, quite clearly informing you that it’s still in development, is approximately £3 ($5 USD) , and, to arcade fans like me, seems quite enjoyable, challenging without being arsey, and, generally speaking, a fun time. Worth a look.

Of course, one of the problems with screenshots is that they don’t sum up quite how the pace of the game is quick, but not overwhelming. These are but moments in a smooth experience, taken out of context.

The Mad Welshman is a fan of reworking old things in more fun ways. Why, a death ray that expands? GLORIOUS!

Pit People (Early Access Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam

I’ve been staring at the page for a couple of minutes now, trying to marshall my thoughts. Behemoth’s strange worlds tend to do that to you, and Pit People… Well, Pit People is a doozy, world wise. A strange, disconnected world that somehow still works, both bright and malevolent. But, before we talk about that, let’s talk about the game itself.

Not pictured: Everything is bouncing to the music. The world is very much alive.

Pit People is a game with turn based combat, but real time exploration, where you explore the shattered world to which you belong, doing quests as Horatio the Boring Blueberry Farmer and his cohorts, gathered through accident, capture, and the whim of the malevolent and petty Narrator. It also has co-op and PVP, and it’s hard enough to describe that, for the first time in perhaps ever, I’m going to be putting one of my stream videos here. Warning, there are cries of “What the helllllll?!”

A lot of them. In any case, Pit People is quite accessible (Blue and Red are the main colours), easy to learn (the various character types are fairly well tutorialised, as are weapons and armour), and a little bit grindy (You have a loot limit in exploration, meaning multiple trips or a co-op partner if you want to collect things) , but, thanks in part to the Behemoth art style (simple, clear, characterful), in part to the music (pumping), and in part to the occasional interjection by the narrator (voiced by Will Stamper, the narrator of Battleblock Theater), it doesn’t feel that much of a grind a lot of the time. Enemies can be avoided in the exploration, with cannons or with movement, battles are usually over moderately quickly (And the rock-paper-scissors type elements are easy to understand.)

Yes, I actually quite like how Pit People is going.

Story wise, it’s… A thing. A giant, dying space bear crashed into the world, shattering it and turning it into a post-apocalyptic hellscape, where its malevolent god, The Narrator, malevolently snickers and directly manipulates events. He’s taken an interest in Horatio, a humble Blueberry Farmer, and so a great adventure begins. An adventure in a world where cupcakes are people (and also delicious), Queen Isabella waits to conquer the world, and the evil Helmetites (so called because they wear helmets, you know?) bully the weak. Oh, and there are pit fights, demiclops, medusas, ghosts with keyboards… It’s all very strange. It would perhaps be unbearably so, if it weren’t for the black humour provided by the Narrator’s pettiness, and the charm of how most of the characters speak nonverbally, but somehow clearly. “After giving her half of his remaining blueberries…” , “HUH? HUMEHUHNUH!”, “NO, you GAVE her your BLUEBERRIES.”

Why yes, that *is* a Cupcake Friend. He has waffles. And buttercream…

See? Perfectly clear! Pit People is perhaps the first game where I’d recommend watching the stream video, which covers the earliest moments in the game, then decide for themselves. I happen to like it, but tastes may vary widely.

The Mad Welshman gave his ups to Pit People [HUH? HUHME] YOU GAVE YOUR UPS TO PIT PEOPLE, JAAAAMES.

Lobotomy Corp (Early Access Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Release

Lobotomy Corp is, at its heart, a management sim. You control a limited number of agents by assigning them tasks, which they take time to do, and you have perhaps more to do than you can. Manage the results.

You always start with the thankfully easy to please Hundred Sins and One Good Deed. But it quickly ramps up…

Thing is, those “results” are death, madness, and horror. Because what you’re managing is an SCP facility. For those who haven’t heard of the SCP files, it’s a community led horror universe, where the horrors are being exploited and studied (or just held in the hope that they don’t go off) by the SCP Foundation (SCP standing for Secure, Contain, Protect), and they range quite widely from deadly buildings, to monsters and people-as-monsters, to seemingly innocuous objects with secrets. Often deadly secrets. Unfortunately for you, most of the items in Lobotomy Corp are unknown to you unless you either have an encyclopaedic knowledge of SCP files. So there’s a lot of death and screaming and… Restarting.

Lobotomy Corp is not an easy game. Each successful mission (Which involves keeping said objects, monsters, and things “happy” enough to harvest some unspecified energy from them) adds a few more, only some of which are known to you from previous experience, and from the second mission on, it’s very easy to get, say, The Red Shoes, which is an instant no go area for women operatives due to its effect. Making things tougher, when some SCPs are unhappy, they lure the non-playable staff in, causing havoc all on their own. It’s interesting from a world standpoint, and very fitting, but unfortunately, makes the game feel a bit arbitrary until, y’know, you’ve worked out what a thing does and how to keep it happy. Considering each agent has four “skills”, four types of overall approach, and that, in the case of a gender or approach “liking” SCP, that agent cannot be used, it’s hard. Uncomfortably so.

WHOOPS! I DID THE WRONG THING, AND NOW WE’RE AAAAAALLL GOING TO DIEEEE.

Visually, it’s thankfully very clear. You know what things do fairly quickly, the contained things’ happinesses are in clear bars, and the game helpfully informs you, both visually and textually, when things have gone horribly wrong. In between missions, there’s chat between you and an AI, and this seems quite interesting, but the meat of the game is, really, levelling and getting agents, researching things to help your agents survive, and figuratively throwing them to the wolves to see what the wolves do.

Thing is, I’d still say to check the game out if you’re interested in the SCP universe, firstly because it’s certainly different than the various creepypasta games I’ve seen that are inspired by it, and secondly because it’s also a somewhat fitting game. Hopefully, there will be some options to tone the difficulty down some, but I can’t say I don’t enjoy the game. I’m just not fond of the restarts.

So… Many restarts. Damn you, Red Shoes. Damn you to heck.

The Mad Welshman can be found under SCP-[REDACTED]. Just so you know how to greet me at expos.

Slime Rancher (Early Access Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam

There is, on the face of it, not a lot in Slime Rancher. You would think this was maybe a bad thing. But cute slimes, exploration, and expanding seems, honestly, to go a long way. And Slime Rancher is one of those games where a somewhat humdrum early start… Opens up.

Ah, look at all these slimes, frolicking together in a pool. Better leave before one of them becomes a Tarr… 🙁

Considering the start, however, I certainly wouldn’t blame you, as, at the very beginning of the game, there doesn’t appear to be a whole lot to do. You encounter four slime types (Plus their Largo variations, and a few massive Slimes), can capture three, and once captured, it’s feed, collect, rinse, repeat. Pink Slimes, being the most common, rapidly drop off in value, so until you get some cat and rock slimes, you’re in a rather grindy situation. And, funnily enough, many of the options for cages, farms, and the like is to reduce that grind. Higher walls so you don’t have to keep an eye on the slimes so often. Music boxes so they don’t try to escape so much. Auto collectors and auto feeders (the latter reducing feeding.)

It’s an interesting comment on the game, really, that I’ve started to have real fun with the game once the farming aspect is toned down somewhat. Because then, I’ve been able to experiment with mixing slimes, fighting Tarr (the dread result of Slimes mixing and matching themselves too much, and common in any area where there are three or more slime types co-existing… until they eat all the other slimes, then starve, anyway), unlocking Slime Gates to new areas, and encountering new and even more interesting slime types, from Gold Slimes (can’t be caught, run away, but can be fed for GOLD PLORTS) to Boom Slimes (The clue as to why they’re dangerous, friends, is in the name.)

Some slimes are extremely dangerous to keep. Just for giggles, I’ve mixed two of the more dangerous varieties, just to add a bit of spice to it all…

This, in a way, is why the game definitely isn’t for everyone. “Omigod, how cute!” gives way to “Grumble mutter feeding time is it you sneaky gits?” gives way to “Hrm, I wonder which of these huuuuge slimes unlocks the way to an area where the Big Money is so I can get this Lab thing?” , and progress is gated behind… Well, exploring and trying things. Feeding Gordo Slimes to get Slime Keys to reach new areas. Earning enough money to open up the Ranch and its features. Getting a jetpack, and extra energy. And, finally at the present version, unlocking the Lab so you can build stuff, open those Treasure Pods that have been annoying you all this time, and capture rare and huge slimes.

Is it cute? Oh gods yes. But whether you enjoy it or not really depends on how far exploration, finding snippets of world lore and conversations that don’t necessarily make sense at first, and the cycle of feeding slimes, collecting their diamond shaped poop, and selling it in order to find better slimes with better poop will take you. For me, it works well in small to medium bursts. But I won’t pretend I don’t hope to see something that will keep me going once I’ve found everything.

Still some slimes to collect. C’mon, Beatrix, we can do it, and please Harry and the others too!

Yes, The Mad Welshman is somewhat conflicted about Slime Rancher. As noted, cute slimes go a long way… But not all the way.