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EVERSPACE (Early Access Review)

Source: Birthday Prezzie
Price: £22.99
Where To Get It: Steam, Official Page
Version Reviewed: 0.3 (March 7th, 2017)
Other Reviews: Release

Good spaceflight games are, even in these days where they’re coming back, few and far between. But Everspace, god help me, has definitely grabbed my attention in a big way, because even though it’s only at 0.3 (0.4 coming soon), it’s already quite polished, and had me whooping like a schoolchild at how enjoyable it was to die, again and again and again.

The game has missions, every now and again. I can tell the mission giver is not a hoopy frood, because he doesn’t know where his towel is.

Yes, you heard me right. It was, and is enjoyable, even in losing. But let’s get into it. Everspace is the 3D equivalent of something like FTL, a procedurally generated universe made of sectors, themselves made of small, junk filled arenas where a series of pilots (played by you), attempt to get to their destination while being chased by the Okkar empire, a reptilian people, being hounded by outlaws, trying to find the resources (Especially fuel, which is needed for Jumps between subsectors) you need to survive, while also being nagged by perhaps the most British AI I have yet to encounter.

Interestingly, all of these pilots are named differently, but sound the same… And I honestly don’t mind. It… Works, somehow. I wish I could tell you how. In any case, the game is very polished for a 0.3 release, with some great soundwork, music that gets the blood pumping, a solid UI, and some nice, chunky ship designs, from the tri-foil Outlaw fighters, to the Okkar Corvette that I encountered in Sector 3 (So far, the furthest I’ve gotten in something like 30 runs.) Every time you die, the money earned goes towards levelling up abilities, chance of good drops, better equipment, and… Different ships.

It’s somewhat difficult, for obvious reasons, to grab footage of a fight as it’s happening. Thankfully, the game’s Action Pause Camera allows me to wow you anyway.

I’m not going to say better ships, because I’ve been learning that lesson the hard way with the Gunship. Oh, it’s meaty, alright. The Medium Explorer has a shield, a pulse laser, and a gatling gun (With the option to increase damage for a period of time), but, while the Gunship has armour (Reducing damage taken overall), a Gatling Turret, Combat Drones out of the box, and the highly satisfying Flak Cannon (Mangle an Okkar Fighter in just a couple of shots once its shields are down! Mine an asteroid or crystal node with one shot!), it also has… No shields, and its shield damaging weapon is the highly erratic and energy intensive Fusion Cannon (Which I try to replace with my dependable buddy the Pulse Laser as soon as humanly possible.) It’s also slower, and harder to turn. So, while, with the Explorer, it’s entirely possible to get through an encounter undamaged, the Gunship is very much in the “Damage race” end of things, especially as most of its weaponry is close range (Sub 1Km)

Considering I have to get 10 thousand credits in a single run to buy the Scout, I can’t really tell you what the Light option is like right now (Although I most definitely will before release), but I can tell you that each ship has its own upgrade tree, with a player tree for things like better maps (GOOD), Better retrieval of the wreck of your last run (Providing, of course, you can find it), extra equipment choices, and, of course, more cash, better repairs, more fuel… And while yes, there’s a limited amount of things you can encounter, the later sectors have bigger and badder things (Such as the Link Drone Ship, invincible until you destroy the swarming little beggars it produces… Periodically.) and, of course, the game isn’t finished, so more things are being promised.

Even as is, though, the game is high octane in its combat, darkly relaxing in between, with a lot of its potential already shining through.

Pictured: The first time I took the Gunship out for a spin. I underestimated my opponents, and I paid the price for not understanding how my ship worked. LET’S DO IT AGAIN!

Oh, and it has an action-pause cam from the menu, allowing you to hit escape at the right moment, go to the cam, and capture your ship either wrecking… Or getting wrecked. I’d like to be able to take pics from more than just the players’ perspective (I mean, if it’s my Gunship getting owned, maybe I’d like to take it from the perspective of my killer, or some random drone that still has a good angle?), but right now? That’s my only niggle with this game. It’s built around multiple runs, and so far, it’s doing a very good job of sucking me into one more run.

The Mad Welshman grinned as he heard the DING of target lock. What was causing all these ships of the same model to come by? Oh, no matter, they always had good loot!

Blood Bowl 2: Legendar- Yeahno, Heard *That* Before…

Huh. This looks… Familiar.

So. You can imagine my shock when I open up my PR mails this morning, to find that Cyanide are returning to form by announcing an all new edition of Blood Bowl 2, er… After saying they didn’t want to do all that edition stuff, instead selling the teams as individual DLC (Which, for all my not being able to recommend Blood Bowl 2 for precisely the reason I’m writing this now, that elephant in the room, was a sensible decision which I am not, in fact, opposed to. So long as the pattern held true.)

In fact, here’s a wee quote from a Rock Paper Shotgun interview about how, in fact, this is a sensible decision. From the project head of the time, Sylvain Sechi.

I want to draw attention to this particular segment. Because it *sounds* reasonable. Until you remember Blood Bowl 1 had eight teams out of the box. Way back when.

And yet… Staring me in the face is Blood Bowl 2: Legendary Edition. A name that sounds awfully familiar. In fact, if it weren’t for the 2, I could almost think… That name had been used before.

Oh. It had. Funny that, it was among the first games I ever reviewed. And I was positive about it because, unlike the previous edition, it included a lot of bang for its buck. So let’s talk a bit about back and forth, and editions of games already released.

Originally, there was Blood Bowl. It had less teams than the board game had at the time, but what the hell, it was a computer adaptation, and, for all its flaws, it was entertaining. And then Dark Elves were introduced as a DLC.

This was, as far as I recall, the main change of Dark Elves edition. The Dark Elves themselves.

Then… It gets a bit weird. Because that DLC then became an entirely new edition called Dark Elves Edition. The core of the game hadn’t changed immensely, there weren’t that many reworks, and, anywhere else, this might have been thought of as a content patch. A content patch that cost £15, £25 if you didn’t own the original Blood Bowl. Then there was Legendary Edition. Legendary Edition was perhaps the easiest to argue for, rather than against, as it reworked single player, added game modes, and, of course, had a silly number of teams for that £15 (£30 if you didn’t own Dark Elves) price-tag.

Already, I think you’re starting to see a pattern. Rather than large content patches, Blood Bowl was being re-released, either discounted if you owned the previous, or full price, once every couple of years. Your progress and teams, as far as I am aware, didn’t carry over. Each edition of the game was its own, separate install. Each one, eventually, was phased out in some degree or another by the next. This is, already, slightly problematic. Complicating this further is the fact that each had a different team selection, different single players campaigns, and the same base engine… Indeed, one of my criticisms of Chaos Edition was that certain bugs (The “missing player” bug, for example) had not been fixed since the original edition, and the quality had noticeably varied between editions (Chaos Edition’s campaign, for example, was worse than Legendary’s, and the League mode introduced as a new feature was… Painful, to say the least. No, I don’t want to fight Dwarf on Dwarf six or so times before facing other teams.) Multiplayer, meanwhile, largely only changed with the teams, as it should be.

And then there was DungeonBowl. Based on a relatively faithful port of what was, originally, a two page houserule set for Blood Bowl, it was cheap in many respects. £15 for a game that had extremely poor balancing, and design choices and map design that only aided and abetted the terror that was “Team with several Big Guys and a Deathroller forces you to watch as your team gets murdered for some shithead’s amusement, because the game only ends with a goal and it’s ‘perfectly within the rules’… Which is no excuse.” Oh, let’s not forget it also had the teams as DLC. Until it didn’t, reselling the game (And updating it for free for some users. Not all, but some.)

Three tiles wide goal spaces… Up to three Big Guys on certain teams. Yeah, good luck with that!

Then, there was Blood Bowl 2. I reviewed it. I tried to be as fair as I could. But deep down, it felt like Cyanide trying to have their cake and eat it, because, for all the talk of DLC, for all the upgrading, it was, effectively, resetting the clock and selling the teams as DLC afterward. Again.

Yep, that most certainly looks like Blood Bowl 2 alright!

And now, Blood Bowl 2: Legendary Edition has been announced. Hey, all the races in the previous edition! New game modes and races for you to gawk at! New… No, wait, judging from the screenshots, I highly doubt it is a new engine. It’s a return to form. A return to form I want no part of. The original Legendary Edition somewhat restored my goodwill with a company that, in the Blood Bowl franchise, had been slowly draining it and continued to do so. With Blood Bowl 2: Legendary Edition, that process is complete. You can have your new gubbins. You can have your cake and eat it. Except I’m taking my ball and going home.

I’ll remember you, Relatively Okay Times. I’ll remember you.

Subnautica (Early Access Review 2)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Early Access 1, Early Access 3, Release

Subnautica is life’s way of saying “It’s okay that Endless Ocean doesn’t have a PC port.” Even down to the occasional punctuation of chill undersea times with pants wetting terror.

How… How long was I out?

So, it is the far future. Utopia has been achieved, and nice, not animal-killing humans have spread to the stars, exploring and spreading the word of peace and love. Except where you happen to be, because your ship got exploded in orbit around a watery world, and to survive, you will have to… shudder… Eat fish. Also survive, explore the world, and perhaps find out what happened, both to the Aurora and your fellow crewmates who at least managed to escape the ship.

Ohhhh yeah… *Ohhhhhh* yeaaaahhh… The mooon is beautiful…

The first thing you’ll notice, once you begin the game, is how beautiful this alien world is. Schools of fish swim, with many different kinds, plant life abounds, and even the moon is lovingly rendered. It’s also a relaxing experience, swimming, collecting resources, and slowly, but surely, learning more of the world around you.

But then the game enters its second phase, and things become… A little more fraught. For all that this world is a beautiful one, it’s also a dangerous one, and, beyond a survival knife, the protagonist comes from a pacifist society that doesn’t really do weapons. And so, you will find things that want to kill you, and your best policy… Is avoidance. Permadeath, thankfully, is not part of this game unless you wish it to be, so being eaten by one of the more dangerous residents, or running out of oxygen, merely results in being plonked back at the nearest base you’ve built, without the things you collected since you last left (But, crucially, the blueprints you gather will still be gathered, so you can still, in a sense, progress… A nice touch!)

The Reaper Leviathan, as seen from a *relatively* safe distance. Loss count on the current save to this … Thing? 3 deaths and a SeaMoth.

I won’t pretend, however, that this isn’t annoying at times. In my current save, for example, one of the most dangerous creatures of the ocean, the Reaper Leviathan, is plonked right next to one of the richer seams of materials and blueprints, the crashed ship Aurora, and every visit so far has resulted in either death, or the very expensive loss of a minisub (the SeaMoth), and then death. But, fair traveller, this is a temporary phase, and there are other places, other ways to gain the materials you need to improve, and make this world a little safer. You can build bases, waypoints in the deep, and travel between them. You can grow fish, or farm plants, once you find the means to do so. You can create current generators, devices that can very forcefully push the more dangerous fish away from your home of choice. And when you spread your wings, able to explore in relative safety?

Crystalline forests. A strange island, seemingly the only landmass in sight. Mushroom trees, stretching almost to the surface. Swimming among the reefbacks. It’s not often I say a sandbox survival game is a beautiful, calming experience, but once you get over a few resource humps, that’s exactly what Subnautica becomes. And always, always, the mystery of the planet… Awaits. For in one of the most recent updates, the planet now has plot… And mysteeeerious ruins!

Mystery! Excitement! Danger! All of these can be found… In a videogame!

Yes, somebody has heard the Aurora’s SOS, but at the same time… Do you really want to leave, considering there are alien ruins, and teleportation technology, maybe other useful things, and maybe, just maybe, the off switch for whatever the heck blew up the Aurora? I certainly wouldn’t. For £15, the game is highly reasonable, and is only becoming more reasonable as time goes on. Check it out if you like mysteries, living under the sea, and exploration.

The Mad Welshman grinned as he looked at the alien ruins. Triangles… Why was it always triangles with these aliens?

Early Access Review: Downward

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam
Version Reviewed: 0.47
Other Reviews: Release

“It’s facing downward!” Yes, like the last twenty times. I think I get it now.

You know what I really loved about Prince of Persia 2008? Collecting lightseeds. That was, hands down, the best part of that game. Sod smooth platforming, sod weird not-deaths, the lightseeds were totally the best part of PoP2008. Followed closely by the backtracking to get those powerups I need to progress.

That preceding paragraph is, of course, complete bullshit unless you replace “best” with “worst.” So you can imagine how I feel about the Skypieces in Downward, a game that tries to take the nigh effortless free running of Prince of Persia or Mirror’s Edge, the collectathons from a lot of platformers of my youth, and the posthuman mystery elements of modern science-fiction/fantasy.

It achieves the collectathon, I will give it that. So let’s start with the story!

“As you can see Bob, Wormwood, Great Cthulhu, *and* The Giant Meteor have a really good platform this year!”

It is the year 1125AD. Except it clearly isn’t, because there’s technology, and the world has split into weird shards, ala Gravity Falls, and somehow people survived. Except they didn’t, because they killed each other off. I would like to think, in the interests of black comedy, that the AD stands for “After Donald” (or, if you’re a Brit like me, “After David”), and it’s days instead of years. You are an artefact hunter, who suddenly finds himself talking to someone who is clearly not an AI in a crystal lattice, I want to make that clear right now, and begins collecting things because this will solve the mystery of what happened to humanity. Somehow.

The protagonist shows his colours by exclaiming what useless things the mysterious KeyCubes are, or just expresses confusion, after he has already collected something like 30 of them, from jumping puzzles, angry, highly pattern based golems, and just general fucking about. That’s just the kind of guy he is.

Ooooh, mysteri- Oh, wait, not really. Sigh.

See, I’m not opposed to story justifying games. I’m not even necessarily opposed to bad story justifying gameplay. I am, however, opposed to jank. And jank, my friends, is what currently inhabits Downward. The Not-Lightseeds are used for unlocking powers. A good 90% of them are simple quality of life stuff, and the other 10% is the strangely thought out ability to trade the cost of Arbitrary Powergem Usage for placing teleporters, and teleporting to them for free, with the cost of sod all for placing teleporters, and costing Arbitrary Powergem Usage to teleport to them. Hrm. Infinite teleports to a limited number of places between refills (via fountains, which replenish health, gems, and stamina), orrrrr just four straight teleports, but I can choose where to place the endpoint infinitely…

…Already, I’m getting “the Not-Lightseeds can largely be ignored” and “I wasted 290 of them when I could have got more teleports.” Of course, by the point of this realisation, I had also realised that the space bar, used for most jump mechanics, doesn’t always chain like its meant to, and level placement of the parkour-able walls, some too low, some too high, some at awkward angles, meant that I couldn’t trust that chaining anyway.

Pretty. Disconnected. It… Kinda looks how the game *feels*

I want to say “Hey, it’s Early Access, at least some of this will be fixed by release”, as it’s at version 0.47 at the time of writing, but… It’s not going to fix how arbitrary, how hollow it all feels. Whither golems? Wherefore strange crystal turrets? To what end Skypieces? I don’t feel I’ll get answers, I don’t really feel motivated to explore these (sometimes pretty) not-quite-Arabic, not-quite-Medieval worlds, to interact with the few characters that exist, or to grind my brain and fingers, time and time again, against a world that isn’t dragging me in, only pushing me away with mocking removal of Skypieces when I die, itself hollow because, as I’ve mentioned, they largely don’t matter.

What I’m basically saying is: The platforming is currently finicky and unfun, the story feels arbitrary, and the protagonist is a tabula rasa that has somehow gained the power of speech… To his detriment. I’ll take a look again at release, but for now… I’m not impressed.

The Mad Welshman picked up his trusty keyboard, the eldritch symbols of power etched upon its slabs. “Hrm, what’s this for?” he mused, as he used it to write these words.

Early Access Review: Delver

Source: wanna say bought? It’s been a while… @.@
Price: £5.59 (or thereabouts)
Where To Get It: Steam, Official Site
Other Reviews: Release

After my experiences with Barony, way back when, I felt somewhat burned out on dungeon crawling. But, of course, with a new year comes new updates, and one that happened while I was away was a content patch to Delver, a procedurally generated first person dungeon crawler that, like Barony, takes at least some of its inspiration from Ultima Underworld and their ilk… Along with a teeny bit from old Roguelikes such as Angband or Nethack, in which you, an adventurer, enter a supposedly shifting dungeon complex near a wizard’s tower that’s suffered a bad case of subsidence, to retrieve an orb attributed great magical power.

Okay, so it’s not *the* orb of great power… But, y’know, it’s a skullball, and it floats!

That, and potions not having a known effect, are basically the main nods to the genre Delver comes from. The rest is pretty much its own thing, and, despite some niggles it can’t really help but have, I’m… Okay with it! So, let’s get the niggles out of the way first: Equipment, and predictability.

Equipment, specifically weapons, degrade over use. And, of course, you never know when you’ll get the next one. I’m telling you this now, because… The game doesn’t, and it comes as a somewhat nasty shock when you look in your inventory and happen to notice that your Peachy Keen Sword of Being Quite Quick (Previously Excellent, doing 9 to 12 damage) has now become The Blunt And Cracked Whiffle Bat Of Still Being Fairly Quick (Doing 1 to 4 damage.) If armour suffers the same way, I have yet to notice, thankfully (THAT’S NOT AN INVITATION OR REQUEST!) Similarly, while the most recent patch went a long way toward controlling your ranged ammunition shortage (What with recoverable arrows, sometimes even from corpses), this, too, is a major concern you should keep in mind while playing: Save your wands and ammo for ranged enemies.

See that skelly in the background? That’s the *real* threat.

As to predictability, this is somewhat of a double edged sword with Delver. On the one hand, you know what to expect in each of the (currently) four or five types of dungeon you encounter, and so you know, for example, to save ranged stuff for the Caves/Dwarven Mines, in which Eyebeasts can ambush without a whole lot of warning, then scoot rapidly out of your range to throw fireballs. On the other, it becomes a case of “Yes, okay, Ruins, good fine, let’s get onto those orc type fellers down on Sewers 1 and 2, eh?” , and that can… Well, get a little bit dull at times. The door behind the fireplace in the underground bar is like an old friend, and I view the unstable ground over the lava pits of the Ruins to be the cackling rival, occasionally trapping me in a pit with no way out but death and reincarnation outside the dungeon despite the fact I know they’re there, god-dammit…

Still, there’s a fair bit that’s good about the game, and it is still in development. The tile based, pixellated look works quite well for Delver, each weapon type has at least a couple of swings, easily memorised, and each run takes anything up to an hour (Depending, obviously, on caution and skill), so it’s not a time demanding game (Something I, as I grow older, grow a little more grateful for each day), and the music is pleasant, fitting, and at times, quite dramatic.

Even the campground has… Y’know, *some* drama. That dang bard, hiding things and playing sad tunes… >:|

So, is Delver worth a gamble? Well, let’s think. Less than £6, for a start, does have story (in the form of notes, which I won’t spoil, because although it’s as simple as the game right now, there’s still some good, short reads in there about the poor sods who came before you), and, while it has been called shallow (It is, a little), that’s not necessarily a bad thing, so long as you know it’s not going to have you poring over loreposts in forums. It’s fun, it’s somewhat challenging, and it doesn’t demand you Get Good… Only mildly suggests it while stressing you’re there to have fun and relax.

…And I’m okay with that.