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Clockwork Empires (Early Access Review)

Source: Early Access Purchase
Price: £22.99
Where To Get It: Steam, Official Page
Version: Beta 54.
Other Reviews: Release

I love me some Lovecraftian fiction. Yes, he was racist as hell, and a lot of his horror stories were based on that, but they’re enjoyable nonetheless. Similarly, I love me some fictional jingoism. Real life jingoism? Sucks. I mean, you only have to turn on the news to see sabers being rattled to see that. Finally, I love me some Steampunk, despite the fact that, often, it’s classist as hell. You rarely see the working man in such settings, only the rich idle going on adventures. But it’s an interesting aesthetic done right.

As such, your first instinct, considering Clockwork Empires contains all three, would be to say that I like this game. Eeeeeehhhhh…. Sort of. It’s like a banana-curry-chocolate cake, in that it contains things I like, but the whole? Not so much. Let’s start with the fact it’s somewhat unfriendly to new players.

There's a lot going on here. Not a lot of it is explained well.

There’s a lot going on here. Not a lot of it is explained well.

Now, yes, before you say anything, it’s a survival strategy game, those tend not to hold your hand, but while the tutorial does indeed teach well (This is your early game order, etc, etc), the UI… Needs work. For example, you may wonder, if you play the game, how to stop seeing a farm’s statbox. Farms are, apparently, offices… So it’s the office button next to “Work Crews.” Some things work just by mousing over, such as the population and food button, others stay up until you left click the “Cancel” button that appears at the top, and there don’t appear to be keybindings in the Beta of Clockwork Empires.

Basically, it’s busy, it’s not very well explained, and as such, it makes a game in a genre that’s already quite slow even slower with all the pausing I’m doing. On the upside, the people are fairly readable. If they’re clomping around, they’re particularly annoyed. If they’re doin’ the Strut, they’re happy, if their heads and arms are down, they’re sad, and if their arms are waving and they’re on fire, something has probably gone wrong. Y’know, as it often does in such games. Of course, all that stops when they actually start a job, which is a shame… But at least you have some warning.

Visually, it’s much like the UI: Busy, lovely to look at in places, but not overly readable as a result. This, by the way, is nothing to do with the colourblind function (Which is a nice touch), but just the sheer amount of things and textures on view, and how a fair amount of it actually is useless. Add in the houses and workshops, and the fact that you can’t click on colonists “behind” them even if you have the walls off, and you start to have problems. Happily though, the music is fairly calming, and helps lower the irritation factor. Somewhat.

"We need Graveyard Space [But we decided to stop flattening terrain because we're workshoppers now...]"

“We need Graveyard Space [But we decided to stop flattening terrain because we’re workshoppers now…]”

In any case, as you might have guessed, the game is all about tough choices. Day 4 of my colony saw a bandit group incoming, and I was several days away from a Barracks for soldiery. I was a few weeks away from giving them decent weaponry. So I decided to let them raid a little. In other games, I made friends with fishmen (Which is bound not to go sour when home finds out, eh?), discovered an ancient idol, and had a meteor from the moon disgorge… Something. Which thankfully, was beaten off by a warlike Overseer with a stick.

Of course, being a complex game in Early Access, bugs are bound to happen. One to watch out for currently is the infinite workshop job bug, where having more than one workstation in your workshop with the same job can mean that one job correctly registers the job being done, while the other… Doesn’t. In the case of “Minimum X of items”, this can mean you’re building planks forever and ever, whether you need them or not.

I feel kind of sad, actually, because there’s a lot of interesting events, and yet… Bureaucratic bumf and a flawed system bar me from getting to those interesting things. For example, I currently have a bandit corpse lying in my kitchen (Most unsanitary, I think you’ll agree), and yet… I can’t build a graveyard because it has a set space requirement, and nobody seems to want to flatten the terrain. Being a pastiche of Victorian Brits, the workers take a break at tea-time, do not burn the candle at both ends, and, once assigned a job, seem to pursue it with a single mindedness that bars common sense. And, of course, when it rains, it pours, as a day later (Corpse still there, ground un-flattened), the grass and rocks start singing eerily, which may have nasty effects if I don’t clear the ground nearby (A different job in and of itself.) This, basically, is to do with the Overseer system. Rather than have jobs be individually between workers, there are Overseers (Who pick what job there is) and Labourers (Who are assigned to Overseers.)

Bandits and Selenians. The only time I've ever seen a colonist attack something rather than gesture angrily at it.

Bandits and Selenians. The only time I’ve ever seen a colonist attack something rather than gesture angrily at it.

It’s a very management heavy game, even for a strategy survival game, and, honestly? It’s leaving a bit of a sour taste in my mouth, as everything appears to be going wrong. A little late, I realise… Oh, yes, becoming a Workshop Overseer disables all other jobs. A rhythmic “Whud… Whud… Whud…” floats across the colony, mixing with the sound of flies buzzing around a corpse, and the eerie singing of rocks and grass. It’s the morning of Day 8.

In the afternoon, a bandit raid occurs. In the evening, a grimoire is uncovered while trying to make room for the graveyard. Ohhhh boy…

Right now, Clockwork Empires, sadly, feels clunky, unintuitive, and unfriendly rather than challenging. Which is a shame, because I’d like to see more of these strange events and cool things, but the game itself seems to be resisting any pace above plodding with some very hard limits on what can be done, and a lack of useful explanation for many of its systems and trees. It doesn’t help that some systems appear to have more than one “method”, and it’s unclear which works (Is hunting via the Naturalists’ Office, or via the Hunting labour? And are we not able to hunt before we achieve some sort of iron ranged weapon and the ammunition at all? I wasn’t able to find a clear answer.)

Cue nothing happening as a result of this. No, really, it's still there, in the graveyard, an in-game fortnight later.

Cue nothing happening as a result of this. No, really, it’s still there, in the graveyard, an in-game fortnight later.

The Mad Welshman sighed, understanding why the jolly old bureaucrat at the Foreign Office was so delighted to send him on this job. He whiled away his time thinking of synonyms for “Feckless”, “Moaning”, and “Children of Low Breeding” these days…

Dungeon Kingdom: Sign of the Moon (Early Access Review)

Source: Cashmoneys
Price: £13.99
Where To Get It: Steam

If it weren’t for my party, I think I would have given up on Dungeon Kingdom: Sign of the Moon long ago. They’ve revealed dungeons to me, told me about buttons, and, in at least one case, showed me where a puzzle was that I absolutely needed to progress (And hadn’t found in any of the previous updates.) But I can’t help but think a middle ground between “Tell me where things are (occasionally)”, and “Give me one line in dialogue and another in a book to clue me into a puzzle’s existence” would be helpful. That this is true for more than one aspect of Dungeon Kingdom is, sadly, damning with faint praise.

Ninja, Warrior, Priest, Wizard... Where have I seen those before... *Think*

Ninja, Warrior, Priest, Wizard… Where have I seen those before… *Think*

For all that a lot of effort has clearly gone into the environments themselves, with lovingly rendered caves, temples, and towns, and again, work has clearly gone into the various character portraits we encounter, a game is the sum of its parts, and what fills these environments and character portraits is less than impressive. My last session was a couple of hours, but in that time, I had progressed from a kitchen knife to… Er… A slightly bigger kitchen knife, wailed on rats and bees for what seemed like hours, gained four spells (Three of which I had discovered simply through experimenting), and kicked myself as I missed out on a bashable wall, before reminding myself it took several swipes to knock it down.

I’d also met a high priestess Bavmorda, who was obviously up to no good. This shouldn’t be too surprising, considering the naming seems to be geek reference heaven. The priestess Eilistraee, taking a break from being the deity of Good Dark Elves and Hunting. The dark knight Astaroth, in no way a duke of Hell, honest! The list goes on, and… This reminds me of how the game goes on. And on. And on.

This is the oddest problem… A step-based RPG that feels too slow. And it’s obvious there’s time pressure, as the developers have taken leaves from the Dungeon Master book pretty much wholesale… Character recruiting is the Recruit/Resurrect mechanic from both Dungeon Master games, the classes are exactly the same, the emphasis on puzzles is exactly the same… And both food and water meters are present. Oh joy. Oh joy of joys. And yes, that was an incredibly tired and sarcastic “Oh joy”, because, outside of a setting that demands it (Dark Sun, for example), I do not like water meters. I haven’t seen a desert, and don’t think I’m likely to. In any case, that’s your time pressure, as while water is largely unlimited (Making it just added tedium), food isn’t. I have yet to see a “Create Food” spell. So the game is, much like Dungeon Master, very much a case of “Save Early, Save Often” (And use different saves, obviously.) At the very least, you’ll want to save before hitting the inn to avoid the long walk into town.

No, really. Bavmorda. Luckily, we're all pigs anyway, by virtue of being adventurers!

No, really. Bavmorda. Luckily, we’re all pigs anyway, by virtue of being adventurers!

This, in essence, is my main problem with Dungeon Kingdom right now… That there is potential, but it’s also got a lot that has me saying “Meh.” I hit things, and honestly, only the bashable walls react. Throwing things, oddly, involves physics where good placement is often important. The music is generic, and what voicework there is, is often flat or poorly directed (“Big… Trouble…”) There are awkward moments where it’s not very clear what to do, even with very simple instructions (Stand facing the entrance, and I will come back. What this means is “stand in the next tile along for a little while, which is facing the entrance of the place you have to go, and I will come back. Nowhere else counts, nor does any other direction), and the story… If I didn’t know Bavmorda was evil, or at the very least suspicious, I would have to find confirmation in… Everyone’s private quarters. There’s no consequence for looking at them, there’s no challenge in looting them, but you have to know, ahead of time, that this is old school enough to expect you to do this. The game also assumes the main hero(ine), chosen by being… The first character you pick is a man in the intro. Whoops!

Dungeon Kingdom: Sign of the Moon is undeniably pretty. Some of its puzzles are actually quite good (Which races don’t bow down? Oh, I get what you mean there, haha!) and the developers have made strides in making the game somewhat more accessible with the aforementioned Party hints, a map system, making the food and water meters go down more slowly (Yes, I did notice, and am grateful.) But it feels slow, it seems to progress quite slowly, and it seems to be learning the wrong lessons from Dungeon Master and its ilk.

Monsters will attack, but not always consistently. They generally won't respond to being hit until they die.

Monsters will attack, but not always consistently. They generally won’t respond to being hit until they die. Also this is a ghost bat. I thought I’d best mention that.

The Mad Welshman peered myopically at the scroll… Damn these fantasy worlds and their lack of Opticians!

Book of Demons (Early Access Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Early Access 2, Release

Confidence is a fine thing, bravado a little less so. So you can imagine my surprise when I see the words “Three years to develop The Book of Demons” (and it’s still in development), and then the intro to the game reveals it’s just 1 part of a seven part, presumably episodic set of games meant to create more accessible versions of popular game types, I worry somewhat. I also find two words that are going to be the theme of this review.

“Truly accessible.”

Look, it's gotta be a friendlier game, Satan has a rubber duck! That's a good sign, right?!?

Look, it’s gotta be a friendlier game, Satan has a rubber duck! That’s a good sign, right?!?

These are not words said lightly. Games do exclude some players, sometimes because the developers don’t get that they want to attract new players… Yes, you can market a game to the “truly hardcore”, but you’re only limiting your audience that way, even beyond genre. Sometimes it’s because of the nature of the genre itself, and the impression I get is that The Book of Demons is trying to make ARPGs “accessible” so people can… Return2Games. Oh ho, ho ho ho ho.

There’s just one problem. I’m not even a third of the way in, and those two words are beginning to sound increasingly hollow. Let’s discuss why. Starting with how The Book of Demons tries to simplify the ARPG formula… Because, in case it wasn’t obvious by the screenshots, this is meant to be a sort of Diablo Lite. There’s a town, it’s been infected with an evil under the church, and hell has broken loose. Heck, the first quest is even called “The Cook”, a reference to Diablo 1’s “The Butcher.”

This is about a minute before I died. Can you spot some of the reasons why?

This is about a minute before I died. Can you spot some of the reasons why?

Anyways, there are a couple of ways it tries to simplify, and they don’t… Particularly help. First up is exchanging buying items, using spells and the like, for… Cards that do exactly the same thing. On the one hand, it cuts down on inventory management, because, once you start a dungeon area, you can’t change them out, you can only add cards (if you have room) or change them in town. But while this changes things on the surface, it still means you’re using number keys for potions and abilities and the like, so it just… Limits things. And The Gypsy (let’s not go there, beyond saying “Please can we not do that thing where you have a spiteful, yet helpful magic lady who is a Gypsy, ta?”) even jokes about how using a blacksmith was so inefficient, oh ho ho ho!

If that was the only example of trying to simplify by limiting, and not fully thinking it through, I’d be okay. But there’s one core element that fucks things up righteously. You can only move along a set of rails. You’re still holding LMB to move, and attack, and do other things we’ll get into in a second, but your area of movement is limited.

Sounds okay, until you realise that the monsters you find in the dungeon have no such restriction. Gargoyles quite happily leap into your “able to be attacked” radius, some doing area of effect attacks, then out again. Zombies explode into poisonous clouds that, sometimes, it’s much harder to avoid… And god help you if you’re blocked by a monster in a group from retreating, because yes, that can happen, and unlike many other ARPGs, you don’t have the option of going round.

Let's unpack this. Two of the enemies require holding LMB over their shield before I can hurt them. One is casting a spell to summon two more of these that will make them invincible. If I want to regain *some* health I have to mouse over those hearts too, and those skulls are a poison effect that's about to make my health sphere go green and damage me, with the option to click on the *health sphere* to remove the poison quicker. Oh, and the spell icon needs to be LMB held over to stop the spell.

Let’s unpack this. Two of the enemies require holding LMB over their shield before I can hurt them. One is casting a spell to summon two more of these that will make them invincible. If I want to regain *some* health I have to mouse over those hearts too, and those skulls are a poison effect that’s about to make my health sphere go green and damage me, with the option to click on the *health sphere* to remove the poison quicker. Oh, and the spell icon needs to be LMB held over to stop the spell.

That’s what has led to every single death so far, tbh… There have been large groups of varied monsters, and one of them, sometimes two, have blocked my avenue of retreat, and while focusing on them, the other monsters wrecked my day. All the while, I was having to keep an eye on several different things, just like a supposedly less accessible ARPG, with the added funtimes that I could, theoretically stop a spellcaster from, say, teleporting large groups of monsters to my location, or freezing me, or, in later parts of the first third of the game, summon enemies with shields (requiring further click fuckery) that make the spellcaster immune to any and all damage while they’re still alive.

Somehow, in the quest for simplicity and accessibility, Thing Trunk, the developers, have actually made it more complicated. Now, I’m not an ARPG novice. I’ve beaten the first two Diablos, the first Torchlight, and have gotten most of the way through the second (It’s only really the reviewing that really stops me from knuckling down there, as there’s always something new to get through.) I’m having difficulty curve troubles, before I even get to The Butcher equivalent, that I didn’t get in Diablo, the game they’re trying to make more accessible.

Yes, it’s Early Access, and not all of the classes are in yet. Yes, they no doubt have time… But not as much time as they think they have if this is the first in seven games to fill up that intro set of book podiums. This is the sort of project I want to succeed, because making games more accessible means more people play, and I get more people to talk shit over with, and we can then maybe… Just maybe… Stop with all this “Elite Player” bullshit and just get down to play together.

But this isn’t exactly inspiring my confidence that Thing Trunk, despite talking a good game (Make no mistake, their marketing has been very well planned), are the ones to help people Return 2 Games.

We can, at least, point out that this *is* a laudable goal.

We can, at least, point out that this *is* a laudable goal.

The Mad Welshman started. All of a sudden, he couldn’t turn left… Or right. As the monsters closed in, leering skinlessly as only skeletons can, he tried desperately to wake up.

Their claws disabused him of the notion it was just a nightmare. And that he was going to wake up.

Daily Cthonicle: Editor’s Edition (Early Access Review)

Source: Early Access Purchase
Price: £1.99
Where To Get It: Steam, Itch.IO (also contains the freeware demo), Official Homepage (Contains donation link if you wish to support the developer directly)

I like a developer who keeps tabs on things. I like a developer even more when they take feedback and criticism well and fix the things that are broken. Matija Kostiya (Sinister Systems) is definitely the first, and may well be the second… Time will tell. But of course, we’re here to talk about Now, and The Daily Cthonicle, a game where you are the editor of the aforementioned paper, an Occult and Paranormal Broadsheet. This may seem strange, until you realise that in the world of the Daily Cthonicle, the paranormal is very much real. It’s you, and your six journalists, against the horrors that lurk Beyond.

Vampires: Even Fledglings are Jerks.

Vampires: Even Fledglings are Jerks.

It is safe to say that you don’t always succeed. In fact, in the case of certain monsters, I’ve found, it’s very safe to say that you don’t always succeed. Vampires, in particular, are jerks. I’ve never lost more journalists, or racked up a bigger expense account in any other situation. I don’t entirely know why.

And this aptly leads to one of my main criticisms of the game as it stands, and, thankfully, at least partly a goal of the Early Access: Clarity. Certain things in Daily Cthonicle are not clear, and don’t consistently work. For example, scrolling down on documents can be done with the mousewheel… But not all documents. The UI sometimes obscures things. Some combat items can be used in Investigation events (Such as the Crowbar), and it is only made clear in the manual that, if you have equipment that could be used in combat… Say, a Gatling Gun you really wanted to save for the final chapter… It will be used, and vanish from your inventory. Some of this is explained in the online manual, but more isn’t. Yes, artefacts don’t get explained… But you also don’t really get an idea of what they do even once you’ve used them. At best, “This was very helpful [in this specific encounter]”

On the successful completion of a chapter, you print a Special Edition. As you can see, the text is somewhat barebones, but imagining how it all went down can be fun. ;)

On the successful completion of a chapter, you print a Special Edition. As you can see, the text is somewhat barebones, but imagining how it all went down can be fun. 😉

Now this may give the impression, so far, that I do not like Daily Cthonicle. This is by no means true. I think the base idea, and some of the game ideas (The EVP minigame, for example) have merit. I like that more advanced features, such as laboratory work (Crafting better potions, and divining information about the things and people the samples were taken from) are not necessary in the two lower difficulties. I like that it has both a normal game mode, and a “Skirmish” mode, where you have lots of money up front, and the goal is to eliminate all threats, rather than uncover the web of mysteries. I like that the difficulty balancing appears to have been considered, and appears to be under revision based on feedback. There’s quite a few things I like.

But the game isn’t very new player friendly, it isn’t very clear at times, and while I have confidence this will change somewhat, it’s very much a case of “If you like the idea, and you want to support the developer in refining it, please do so.” at the present time. I think it has a lot of potential, but obviously, time will tell.

The EVP: A recent feature that's still being refined somewhat.

The EVP: A recent feature that’s still being refined somewhat.

The Mad Welshman gritted his teeth as he saw this month’s Sanitarium bill. Sighing, he flipped the “Last Eldritch Horror In The Work Environment” counter to 0.

Siralim 2 (Early Access Review)

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

Siralim 2 is, if you’ll permit me to be blunt, a Skinner Box. But it is a moderately entertaining Skinner Box in its present state, and while not much of it is original, it’s pretty competently put together, and takes its ideas from sources that have pretty much already refined the concepts it’s using.

I've unlocked a few things. Y'know, simple things: A Chef, few tens of citizens, a pub, breeding ground, alchemy lab... ...Simple things.

I’ve unlocked a few things. Y’know, simple things: A Chef, few tens of citizens, a pub, breeding ground, alchemy lab…
…Simple things.

So I’m going to get this out of the way right now: If you do not like grind, stop reading. It’s a grindy game, nearly everything about it is grind, and the words “Skinner Box” should have clued you into this from the word go. Do badly, too quickly, no cookie for you. Do well, repeat your tasks in the manner intended, get various kinds of game-related cookie.

From Pokemon and the SMT games comes breeding and evolution. From other JRPGs comes magic, magic items, not-so-magic-items, and turn based combat in a first person perspective. From games like Dark Cloud comes building up your home base, so as to better equip, customise, and breed your monsters (Which, naturally, involves grind.), and, also from some other JRPGs comes Deity relations. Which involves grind.

This is not to say there isn’t game behind all this. There’s a story about an evil demigod that wants to go full deity, and must take McGuffins to do so… So obviously, our job is to get them first, and become a God(dess) first to beat the stuffing out of evil thing. The more deities on your side, the more monsters you own, the better equipped you are once you’ve gotten all the orbs, the better your chances will be. There’s a combat system involving physical attacks, magic, and special abilities such as casting an area effect Cold spell 1 in 5 times when you’re hit at no cost. You can revisit earlier levels if the current ones are too tough for your current party, and, since the levels are essentially small, procedurally generated theme arenas, with a deity somewhere, a quest for that deity (Usually involving getting X things or killing X things), an overall quest, and boss fights. There’s even the thing that the Pokemon games, and other linear progression RPGs would do, where there is the plot appearance of urgency, but in actual fact… Yeah, go hog wild, fill out your breeding library, get friendly with all the gods… It just takes longer if you don’t unlock the higher levels to level your beasties more efficiently.

Imagine a Carrion Worm smacking an Ebony Ent. Forever.

Imagine a Carrion Worm smacking an Ebony Ent. Forever.

And this is precisely the problem with critically engaging with Siralim 2. It’s competent. It does its job okay, and, beyond a common problem that the game has also inherited (Monsters at higher levels tend to just be palette-swaps with different powers), it’s actually somewhat difficult to judge how well or badly it’s balanced, because if something is too difficult? Use an earlier level to grind up your captured monsters (Told you it was a bit like Pokemon and the SMT games!), and you can nearly always guarantee your creatures will be able to beat a boss sooner or later. I highly suspect I’m overlevelled for the next three or so boss fights, and only my desire to find breeding combos and new monsters to gawp at is stopping me from going to town. Once you’ve seen all the themes the game has to offer, it doesn’t seem to come up with new surprises so often, but, again… Too busy grinding up new monsters. And their breeding combos, because the monsters vanish once they’ve bred, probably to limit you just banging different rocks together until something happens.

So if you like that sort of experience, where, on the one hand, the gameplay can feel a little flat if you’re too efficient, and there’s grinding for new things out the wazoo, then good. If not, it’s possibly not for you.

Sometimes, you get extra bosses. I like to call them "Loot/XP Pinatas"

Sometimes, you get extra bosses. I like to call them “Loot/XP Pinatas”

Now, if you’ll excuse me, I just found out I can make a new kind of Angel, and it looks like it might have some cool powers later down the line.

We haven’t seen The Mad Welshman for a week. Could somebody knock on his door?