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Re: Legend (Early Access Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

As soon as I saw the farm, messy and strewn with rocks and trees, I knew. Or thought I did. “Ohhh boy”, I thought “I’m going to get halfway through this, and my energy will be pretty low.” Nope. I thought “Fishing is going to be my main source of income, because it’s easy.” Not… Quite true.

“aaaaaaaaa…” [later] “Oh, wait, that was easy. Nice!”

Essentially, I went in with expectations of a farm-life/adventurer sim in the style of Rune Factory, or Stardew Valley, and, while it is that… It’s also got its own flavour. Some good, some not so good, but averaging out, I feel, to “A’ight.” Which, considering it’s in Early Access (and parts of the review may be out of date by tomorrow, since the devs are updating at a steady clip), still gives it a fair bit of wiggle room.

So, let’s begin with the general idea, for those new to the genre: You, an amnesiac hero(ine), are welcomed into a small, rural community (In this case, on an island, so beaches and palm trees are common), given a farm, and, very quickly, you realise there’s adventure to be had in them thar hills. Or, y’know, you could do a lot of avoiding enemies (running doesn’t take stamina? Don’t you dare change that, devs, it’s wonderful!) to mine stuff you can’t get at home, farming, doing quests for folks, festivals, minigames… And, of course, romancing folks.

I haven’t gotten to that part yet, so I can’t tell if there’s some Good Gay options in there, but it’s all there, it’s mostly enjoyable, and those who’ve played this genre before not only know what to expect, they have some pleasant surprises. Like underwater plants (Trust me, if you’re new to this genre: Folks love more things to farm) and a pet system (And pets can have utility both inside and outside of combat, such as the Draconewt you start with, whose watery breath isn’t just useful in combat… It’s a nice, easy way of watering your crops, too!)

Immediately after character creation, you’re shoved off a cliff by some asshole. I hate it when that happens!

Aesthetically, it’s pleasing, with good, lowish poly character designs, a bright and cheery world, and a mostly clear UX (It took a friend pointing it out during multiplayer that I could add to my pet’s stats, for example.) I didn’t really find the tunes memorable, but that’s more because they fit just fine, and things that fit just fine… Well, you only tend to notice what doesn’t fit so well, generally speaking. Speaking of not fitting so well… Complaints and niggles.

Starting with the base stuff, tutorialising for things like fishing is a bit sparse (It took me a few tries to get the hang of fishing, for example, not helped by… ohboy, a bigger fish just ate the smaller one on my hook, and now I’ve got a bigger fight ahead of me), and not all of the minigames are enjoyable. Smithing immediately comes to mind, a “Hit the coloured bits on the bar” game where said coloured bits are… Rather small. Melee is, honestly, not as useful as the ranged options, especially when it comes to, for example, the first boss, who electrifies himself. And it can be fiddly to pick things up, water, or plant things, since you aren’t fixed to the tiles it uses (Also, if a pet is nearby, you can easily end up leaping on to ride them rather than pick up the thing your pet is standing over, necessitating leading said pet away. Every time.)

Yessssssss!

Finally on the crit, there’s multiplayer. It’s a relatively recent addition, so I certainly don’t mind the bugs, knowing that the community is pretty good at reporting them, and the devs, as I’ve noted, update pretty rapidly at the present time. I don’t even mind the lack of any sort of pausing, because synced pausing is unfun for the other player, and any other method would be a bloody nightmare. But the method of starting a co-op session is poorly explained, requiring you to copy the host’s Steam ID (the numerical one the game gives you, not your profile name or account name), and then pasting that in to connect (3 players can join a host, sharing a farm, and… The sales bin. Which, considering myself and my multiplayer partner have yet to find a means of expanding this, isn’t the best of times.)

But this is still relatively early days, the game is pretty solid overall, and, even now, I would recommend this to fans of this genre wot Harvest Moon, Rune Factory, and Stardew Valley belong to, the… Farmer-Adventurer RPG Lifesim? Not quite sure. Anyway, it’s reasonable right now, and certainly shows promise.

The Mad Welshman actually quite likes the humble farmer-adventurer. Sure, they can be massive jerks, but they’re massive jerks who put food on his table.

Iratus: Lord of the Dead (Early Access Review)

Source: Review Copy
Price: £18.99 (£25.25 for Supporter Edition, £7.59 for upgrade to Supporter Edition)
Where to Get It: Steam

Other Reviews: Release Review

Iratus: Lord of the Dead has, very often, been described to me as “Darkest Dungeon, but you’re the villain.” This isn’t, on the face of it, a wholly inaccurate statement. But it is, in many respects, its own, shambling beast. In a good way.

So, as you might expect from the title, you are a necromancer. One who almost managed to conquer the world, until those pesky heroes shot you down. For a long time, you were locked in a casket (Normally a prelude to insanity, but, let’s face it, that’s Tuesday to a necromancer), but now you’re free, and… Have to escape a four level dungeon complex that was built over your tomb.

Good thing you can create undead, huh?

Things rapidly begin going south. We lost our Zombie. Along with his BIG CANNON.

So, combat wise, yes, the game is quite similar to Darkest Dungeon. You have four slots, they have four slots (not always filled), and you have class abilities based on what undead you are. Where it begins to differ, however, is that units have three potential base damage types instead of two. Beyond the “Magic” and “Physical”, you have… “Dread.” And this is where the comparison mainly comes in, as some units specialise in causing sanity damage to enemies, who, after a certain point, will either have some form of insanity (although sometimes, that is a benefit in disguise), or are inspired (get a buff, regain all their sanity, very annoying.) Mixing and matching the two for maximum synergy is highly encouraged, especially as… Not everything has sanity. Lookin’ at you, Golem that wrecked my Dread based party the first run through.

My lord, we can’t scare it… WE CAN’T SCARE IT!

Beyond this, there are only a few similarities. Buildings exist, including the healing building, for sure, but they cost minions as well as resources. Your minions aren’t hired, they’re constructed, from parts of your enemies, or bits you dug up. You can make better parts, spec into spellcasting (I haven’t done this, having too much fun with brains, alchemy, and DREAD), refocus your minions using two choices of ability change per ability, and the dungeon itself is procgenned, sure, but it’s a map where you know roughly what’s ahead, ahead of time (Although enemy composition was, until the most recent updates, a mystery.)

So, in short, it’s got a lot of depth, and the game even has little things to help you recover from losses (brains, for example, automatically level up an undead to the same level as the brain, allowing you to quickly get units of comparable strength to the ones you lost onto the field), and I don’t really have any complaints mechanically. Similarly, aesthetically, the game is pretty clear, the music is suitably ominous and villainous, the soundwork is fine, and Iratus… Well, Iratus’ snark game is on point. Okay, maybe one gripe: Every female minion is of the big-breasted, eerily attractive variety. But mileage varies on that gripe, for obvious reasons.

“For a given value of smiled…”

So, what we have here, essentially, is a pretty polished turn-based strategy/roleplaying hybrid, which I quite like, and seems to be well on track to being a fine release.

The Mad Welshman always appreciates villainous snark. It expands his own repertoire, for the next heroic break in of his lair. So much tidying up afterwards…

Jupiter Hell (Early Access Review)

Source: Cashmoneys
Price: £19.49
Where to Get It: Steam

Doom: The Roguelike was an interesting experience. Not just because I personally find it pleasant to see ASCII renditions of various video game enemies, and enjoy roguelikes, but because it emulated the feel of Doom (swearing as you unload, wondering when the next health pickup will be found, and moving, always moving), while being its own thing.

Every time you die, it helpfully reminds you what killed you a few seconds ago, but also assesses how risky you played, and how many you killed (This is important for certain achievements!)

And Jupiter Hell? Well, those of us who know, know that it is basically Doom: The Roguelike… Remastered. And how does it shape up? Pretty well so far. Let’s get into that.

The basic idea is that, as with most roguelikes, when you act, the enemies act also, and each action takes a certain amount of time (Moving, for example, is the 1.0 to calibrate everything by, while shooting can be slow or fast, depending on the weapon, and some abilities), and the game limits your motion to the four cardinal directions. I mean, you can move diagonally, but that isn’t a single move, but two. The maps use seeds for generation, and they always follow the same set of patterns and general enemy difficulty, although sometimes you get a doozy like coming out of the first area to find seven corrupted soldiers looking at you. And then shooting you to death (In a recent patch, this has been toned down, at least for the first level.)

Ehehe. Ohhh, you poor, undead and demonic bastards…

But, thankfully, I only encountered that once, and I’ve always understood where I’d screwed up overall. Another hallmark of a good roguelike. Your objective? To find out what the hell’s goi- It’s to murder everything, because nothing on any of these godforsaken bases can be saved, and a good chunk of it wants to turn you into good chunks. There is cover, and taking advantage of it, as well as baiting enemies into leaving theirs, is part of the tactics. And there are skills you earn at each level, which increase your power somewhat. And there are level branches, each with their own situations to make you feel either really powerful… Or that this was a bad idea.

So, your goal is pretty clear. Your controls are pretty clear, and rebindable to boot. There are CRT effects (including glitching and tearing of the UI at low health), but they can be turned off in the options. While the game is often somewhat dark, your currently targeted enemy is highlighted clearly, as is the next, automatically, when you kill the first, and you can still, most of the time, see the enemies well enough to shoot them. The menus can be a little odd to get used to at first (Mainly, remember that you can hit left and right to see other information, such as what your boomsticks, generally speaking, do. Beyond a practical test for further clarification, obviously.) And musically?

The wise thing to do would be to run back round that corner. Suffice to say, I was feeling ballsy, not wise.

Well, I did say it’s Doom: The Roguelike Remastered, and the music is reminiscent of, but definitely not a copy of, various iconic doom themes. Little riffs, here and there, and the overall tone clue you in, but they’re hard, they’re driving guitar, and sometimes… Sometimes they’re just downright ominous.

And so far, the only thing that I could really say was a turn-off is exactly the same turn-off for many a roguelike: Until you get the situations you see in later levels, it can be frustrating, as can not finding health kits and armour when you feel you really, really need them right about now. But it doesn’t shame you for picking Easy difficulty (In fact, I’m almost certain the entire Bronze achievements of the game can be completed on any difficulty), it’s aesthetically good, it’s mechanically sound while not feeling incomplete (Just a few minor balance issues), and I would say it’s a contender for being a good “First Roguelike I’ve Played.”

Doom was great, and Id are mostly great. And they were actually cool with this keeping the name. Just a friendly reminder for certain assholes from your local, mostly friendly Mad Welshman.

Abyss Manager (Early Access Review)

Source: Cashmoneys
Price: £5.79
Where To Get It: Steam
Other Reviews: Release

Running a dungeon is, as we’ve seen multiple times in the thematic genre that is Dungeon Management (be it RTS, management sim, or some variety of adventure game), quite tough. There’s always those pesky murderhobos out to kill your monsters, raid your gold hoard, and ruin your plans for world domination, because apparently they’re the kind of jerks who don’t want the world to be under your totes-gentle-honest hand… Adventurers are such assholes.

AAARGH. I was researching workplace improvement, you bastards!

Unfortunately for Abyss Manager, it’s also currently a slow descent into hell to play. It is, on the one hand, turn based, so it gives you, in a sense, plenty of time to decide things. However, you are almost constantly assailed by adventurers, meaning that your two main considerations are “Where can I put my exhausted staff to productively recuperate their stamina?” and “Ohgod, who can I pull from one kind of work to fight this set of beefy bastards of various races?”

Progression in the game is, essentially, over grindy on Normal difficulty, with buildings costing many, many turns worth of work, tournaments between the various dungeon masters that totally aren’t mandatory… If you like having Prestige and Sponsorship for your dungeon, that is, and always, always, the choice between spending what renown you have (for lo, Altars don’t regenerate renown all that well), and whether swapping someone out will be worth the 20 stamina lost for retreating mid battle to be replaced, or if they can soooomehow survive the next turn, to make it slightly less painful to do so.

What do these sponsorships actually do? Couldn’t tell you.

Finally, on the gripes, the game doesn’t tell you a whole lot. Oh, it has tooltips, but tutorialisation is thin on the ground, and tooltips can only take you so far. So, that’s the gripes over with… What’s enjoyable?

Well, the sound effects and pixel aesthetic are alright, and a research tree which costs more the more you research (but can be researched in several different directions) is an alright idea. There’s a fair few races, lots of skills, exploration of the world… The problem being that aforementioned “Oh hey, you can’t do a lot of it a lot of the time, because you’re being assailed a whole hell of a lot, and you’re playing the stamina shuffle constantly (with the added annoyance that exploration and matches take several turns to complete, leaving you relatively open to attacks)

Everyone I can tag in from other work is tired. The adventurers keep coming, and we will not last out. – Last journal entry.

While Abyss Manager does have some interesting ideas, hot damn, it really needs to cut down on that grind, maybe explain things a little better, before I could really recommend it.

The Mad Welshman does, however, appreciate that running a lair is hard. His imps absolutely refuse to help with the dishes, for example.

Godhood (Early Access Review)

Source: Cashmoneys
Price: £22.39 (£9.29 for Supporter Edition upgrade)
Where To Get It: Steam

A nonbinary option for a deity is, honestly, just common sense. Sometimes, you want to manifest as a rock, and sometimes, you want to manifest as an enby. Sometimes, you want to be a wholesome deity, and… Well, it will come as precisely no surprise to anyone who keeps up with me that I have mainly been playing a Dark God of Endless Thirst. Chastity? PFAH. War or Peace? PSHAW. My deity advocates for shipping!

There are currently six potential virtues, two of which are locked off for now, in the next step. But this, honestly, is not a bad character creation screen.

Getting back to talking a little more specifically about the game (ahem), Godhood is a turn-based strategy title by Abbey Games, where you, the newest religion in the mesoamerican world in which the game is set, are kicked out of your home village for your beliefs, and swear, as a result, to spread the name of your deity, by force, by cunning argument, or, as is the case with my head prophetess, by flirtings and smoochings. And it’s a good idea to mix it up a bit, as some enemies are immune to your core attacks when you go looking for believers.

There’s a fair bit going on in the back of this game (to the point where the “Stats” subtab is an intimidating list of numbers), but the main elements are actually pretty clear. You level up by converting folks, it’s a good idea to keep your prophets of various types as happy as possible, and, over time, you build up a village capable of proselytising to ever greater audiences, balancing the faith and levels of your prophets against improving the village through the fact you can only inspire three prophets a day.

The virtue of Lust, obviously, means that pre-battle barks are more “Come hither…” than “Come at me!”

It’s good stuff, and I felt challenged so far without being overwhelmed, and, due to the ability to see what a village has by planning to convert it then painlessly backing out to the city (not wasting my turn, as normally a conversion uses a turn) allowed me to use my prophets efficiently (as, after all, the turn will go on, so anyone you don’t send can do prophet things at home)

Aesthetically, it works pretty well so far. Everything (except the stats tab) is clear, you know what resists what while you’re planning things, you get some idea of what keeps the faithful faithful, and what builds what, and the animations are alright.

So, while it’s obvious there’s more development, it’s got a pretty good start, and I’m quite enjoying my time as a thirsty deity.

The Mad Welshman would become a dark deity of Endless Thirst in reality, but alas, Vaudevillain Union rules dictate that I keep my quota of three failed grand schemes a year.