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Scarlet Hollow Episodes 1 and 2 (Review)

Source: Review Copy
Price: £15.49 (It’s sort of a season pass deal, episode 1 is £4.79, episode 2 is £5.19)
Where to Get It: Steam

Content Warnings (taken from the official site) Realistic Gore; death; dead, dying and injured animals; children in peril; child death; claustrophobia; emetophobia/vomiting; disturbing imagery and situations

Mystery horror. It’s a difficult thing to write, honestly. You’ve got to get the right balance between a sense of normality and… Something being off, before that something decides to come knocking.

And said somethings can be… Ewwwwww…

And so, Scarlet Hollow begins in a very simple way, well known to horror fans: An estranged family member, going to the family’s run down, decrepit house in a run-down, slowly dying town for their aunt’s funeral.

And it doesn’t fuck around with the “something off”, either. The guy on the bus is loud on the way there, and subtly unstable. The cat (if you can talk to animals, more on that in a sec) is a proud French asshole. There’s a forbidden wing, a seriously tired and frumpy cousin, and yes, you are very much a stranger in a strange land.

And this is before things even kick off.

So, yes, Scarlet Hollow is a visual novel, episodic, and only episodes 1 and 2 are out right now. But buy it once, and when the rest of the episodes come out, bam, they’re yours! And it’s… A really cool experience, gently unsettling until it decides to go all out, lowering and spiking the tension well… And aesthetically, it’s very on point.

Even if you’re haunted by grief and gribbleys… Don’t let your bathroom get this stanky. Seriously.

Inks abound, crosshatching, all that good pen drawing shit I know and love, and solid colour choices, muted when it needs to be, loud when it needs to be. Musically, it’s good, accessibility wise, it’s good, and it’s got… A lot of choice. Just to start off with, pronouns (YESSSS) and two special traits. For my first go through, I picked talking to animals and book smarts, and… Wow, I spent a lot of the first ep sounding like a pompous grad student, while also being dissed by Frou-Frou for butchering their native language. Ehehehe. So… Yeah, that, combined with hidden meters, meant I got a fair bit of choice paralysis, not helped by…

…Curse you, Black Tabby Games… You know about scroll-wheeling in Ren’py, and you cockblocked me. Then I shall have to save a heckuva lot

Why, bless your butterbiscuits, Gretchen, you are the sweetest little Southern Pugge I’ve ever met!

Anyway, yes, queer horror, romance options, complicated relationships… If you like a visual novel with a lot going on, then Scarlet Hollow is really good. Oh, and obviously, if any of the content warnings are triggers for you, stay away, and if they aren’t, keep an eye on the CW page for further warnings that may or may not occur.

No, dating the pug to get adorable doggy “kisses” is not an option. Sorry, go for Purrfect Date or Hatoful Boyfriend for that, and apologies.

Slasher’s Keep (Review)

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

Content Warning: There are insects in this game, including spiders.

So here I am, trying to escape from perhaps the most Midlands dungeon keep of all time. I forgot how to beat the first floor boss, and so, surrounded by zombies and the technically invincible boss, I die ignobly.

No, really, this is just embarassing

So, here I am, trying to escape again. Dunno how I survived, but this time, I’m more prepared. This time, I bop the boss with my loot bag into spikes, killing them instantly, make my way upstairs… And then I try to make a flying leap to murder a bug, overshoot, and plummet to my death.

And now, I am trying to escape from perhaps the most Midlands dungeon, consistently getting to floor 5, and my only woes in life are the healer orcs, who heal enemies faster than I can smash them in the face.

That might be something to look at, balance wise. And skulls and flies remain aggravating enemies where, without a wand, you’re playing the waiting game (which sucks)

See that little box over in the corner? That’s how you know it’s a well made dungeon: EMPLOYEES CAN TURN OFF THE SODDING TRAPS. And so can you…

But otherwise, I’m having a whale of a time, in a first person roguelike with a silly sense of humour, some cool enemies, and an incremental system where, so long as individual runs go well, my trajectory is upward and outward. And, due to levelling also gaining you the ability to permanently copy (and improve) skills that previously belonged to your kit? Yes, I’m becoming quite the monster, and look forward to eventually finding out what our amazon’s deal is. Or one of the other characters.

So yes, random loot, several item slots, potions, wands, edible maggots, and moleman shopkeepers from Yorkshire are all part of this experience. Along with 2d drawings, in eight different directions, in a 3d low poly dungeon with painted textures, a cartoony look, some fun, silly voice acting, and fittingly off kilter music. This is extremely my jam. Especially with its very British sense of humour, your jailor “back in a bit” forever.

I make this ensemble look good. And anybody who disagrees can get walloped with my loot bag.

It just feels good, from the swinging of the sword and a quick parry system (remember, parry the weapon, not the enemy holding it), to the joy of smacking a zombie or nastier beast into spikes, killing them instantly, to the occasional comedy. It’s honestly not a bad beginner’s first person roguelike, as your general upward progression is noticable. But it has things for other fans of the genre too, so… Yes, definitely recommended, guv’nor!

The Mad Welshman used to live in West Yorkshire. Maybe he should go back there, and go down t’dungeon for a nice bitter…

Helltaker (Review)

Source: Free
Price: Free, but the artbook has a pancake recipe, is £7.19, and if you like the game, buy it, let the dev know you liked it!
Where To Get It: Steam

Mmm, I do love me a sliding puzzle where I hit things. And I love me some demon gals. And I love the wooing thereof. So… That’s the major points of the review done with, let’s wrap it up, take it home, and-

Damn right!

Wait, you want me to say more? Ugh, fiiiiine… Okay, so… Helltaker is a game in which you, an incredibly macho (to the point of parody) protagonist, goes down to hell to get him a demon harem. Skeletons will bar your way. Block puzzles with one solution, and a perfectly fitting turn limit will haunt you. And saying the wrong thing to a demon girl will result in a bad end. But you are undeterred, because, as the protagonist states above, “When demon girls are involved, no price is high enough.”

Oh, and a multi-stage bossfight. I probably should have mentioned that.

HSSSSSSS!!!!

Anyway, it’s a puzzle game, it’s short, it’s free, and damn, does it have a good aesthetic. I love me some good inks. I love me some cartoonish, consistent visuals. And I love me a clear UX. It has all these things. So I never felt that much frustration with it, even with the normally despised Multi-stage rhythm boss fight (HISSSS!)

Don’t worry, it has a skip button. But doing them gets you cheevos.

And I liked the writing too, short as it is. You could be forgiven for thinking the entirety of the writing is “Short conversation, two choices, one is a bad end where you restart the puzzle”, but there’s also a little bit if you happen to ask the demon girls for advice. Including a secret ending (This is where the CW of suicide mention comes in, as one advice conversation has the choice of “Kill both of them” and “Kill yourself.” Only CW worthy ending that I know in the game, however)

And I would do aanything for love… Crap, that falls through, because I will push blocks…

So… Yeah, I love me a sliding puzzle where I hit things. I love demon gals, and the wooing thereof. And I like the humour of it. It’s horny, but SFW, and it prefers a little comedy, playing into the silliness of the concept, and I like the fact that the artbook also has a pancake recipe (There’s a reason why, but that’s to be discovered through play. If you like the game, get the artbook, give the dev some dough for making this short, but cool game.)

Seriously, buy the artbook if you like the game. It has a pancake recipe, and you’re supporting an indie developer.

Jupiter Hell (Early Access Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam
Previous Reviews: Early Access 1

There is perhaps nothing more satisfying than riddling demons with holes with dual wielded SMGs. The kickback, the satisfying noise, the rapid thuds followed by the larger thud (or boom) as the monstrosity from another dimension finally keels over. In your imagination, of course, because while there’s bullet trails in Jupiter Hell (allowing you to see just how much ammo you wasted murdering them), death animations aren’t really that impressive, nor do they need to be.

Oh. Wait. There is perhaps nothing more satisfying than seeing the sizzling holes, melting a demon piece by piece, with dual wielded plasma SMGs. I stand corrected.

Buddy, you can… See all these bodies around, right? And me, without a scratch?

What I’m saying is, 0.8.8, the Dual Wield update for Jupiter Hell, has a feature that’s pretty damn satisfying, even if it has some qualifiers, like “You get this cool thing if you survive your first three level ups”, “It will still take up two weapon slots”, “Remember how you had that ammo problem? It will chew through ammo faster”, and “Only Marines and Scouts get this. Sorry Techies.”

Of course, it’s not the only change, although hacking turrets feels… A little underwhelming, as an example. Find the computer terminal on a level, spend 3 of the new combo armour replacement/hacking items, the multitool, and bam, turrets are… Deactivated, seemingly. Since I’ve never seen a turret shoot someone, and they have an ammo drop next to them, that’s basically what I assume, anyways. I mean, it makes levels slightly easier?

And now I’m on fire, how ’bout that?

Anyway, yes, I forgot, all this time, to say what Jupiter Hell is, for the folks in the back. Jupiter Hell is a turn-based roguelike, heavily inspired by Doom (Its spiritual predecessor actually was Doom: The Roguelike, and it was only Bethesda’s litigiousness, in spite of Id Software being cool with it, even flattered, that it is not called DoomRL2 today.) Actions like moving, reloading, firing… All take a certain amount of time, and the enemies, similarly, work on a timer. Diagonal movement costs two squares of movement, but moving doubles your chance of evading shots, so it’s valid to, when seeing a big old bundle of enemies, to book it to a safer position. Indeed, considering enemies will now hit cover when they see you most times, and only get out if you destroy it (sometimes possible) or lure them out (a risky move in some cases, but risk management is the name of the game.)

And how does all this feel? Well, easy mode feels pretty do-able, although you definitely have hairy moments. Normal is a roguelike experience, something that takes a fair amount of tactical thought to defeat… And, of course, there’s challenge modes. I don’t recommend challenge modes for the casual player, or the higher difficulties. But it is casual playthrough accessible, with relatively minimal unlocks for getting certain achievements.

Poor dualjay. He never got to see the plasma pistols…

It helps that it also looks and sounds pretty good. Shots sound satisfying, the clank of one of the chonky security robots is a sound that, once you know the enemy itself, makes you break into a cold sweat and hunt cautiously for both the robot and the best cover, the maps look pretty good for being tile based, quite atmospheric, and the music… Well, as with its inspiration, it veers between heavy, driving metal, and ominous, low tunes, setting the mood for each area. Oh, and then there’s the Marine/Scout/Techie, whose angry growls evoke that 90s protag feel, but in a way that’s not, like quite a few of the 90s FPS protags, a dickwad. Just a dude very, very angry that shit’s gone to hell.

So yeah, Jupiter Hell is getting closeish to release now, the devs have been very good about trying to balance it while maintaining interesting mechanics, and, while I don’t think they’re quite there yet, it’s a pretty good roguelike to start your entrance into the genre.

The Mad Welshman has nothing against demonic denizens. He just wished they’d stop trying to kill him.

La-Mulana 2 (Review)

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

Being an Archaeologist is, in many senses, about being observant. Clues can be as subtle as a passage in a book, the curvature of glacially moulded hillscapes, or the precise composition of a flint arrowhead, and it’s important to be able to see, to understand what you’re seeing. Being a Ninja, if we go by popular depictions or otherwise, is about being observant. Being a covert agent is all about what you perceive, about how quickly you can sense danger, and, equally, about seeing opportunity where others merely see a surly major-domo (for example.) In both cases, livelihood (and sometimes, your life) depends on being able to clearly see the clues set in front of you by circumstance.

“Do not pursue Le-Meza!” doesn’t have quite the same ring, but yes, the protag’s dad always seems to be near the most devlish traps. I’m in the *POISON LAVA* on the left. Terrible parent, I swear…

And so, funnily enough, it is with La Mulana 2, a game that does explain its puzzles… It’s just not always in the places you’d expect. This is less surprising when you consider that the only family line to have successfully explored the La Mulana ruins (and, with your control, hopefully explore the Eg-Lana ruins that seemingly coincide with them) is a family of… Archaeologist Ninjas. Lemeza and Shawn, from the last game, and, the main protagonist of this game, Lemeza’s daughter Lumisa.

So, for those just catching up, La Mulana was, and is, a love letter to the MSX (One of Microsoft’s early attempts at “A computer on every desk” , an 8-bit system that found popularity in quite a few places, but most notably Japan and Brazil), and the action adventures that could occasionally be found on the system. It’s an action platformer, but with puzzles of all stripes, some of which will kill the unwary instantly, a variety of enemies, and, of course, bosses… Some of whom will kill the unwary instantly. Save early, save often, and investigate things. Oh, except that tablet. They told you not to read that tablet for a reason, don’t do that. That’s the Hard Mode Tablet.

Don’t say I didn’t warn you. Or that the game didn’t.

Bosses and NPCs alike take from a variety of mythological sources, from the Aztec, Mayan, Norse, and Celto-Gaelic cycles. Ixtab, for example, is the Mayan goddess of… Well, you can probably guess. 😐

Overall, La Mulana 2 is a more focussed, somewhat improved version of its predecessor. Awkward to no air control has become “A little air control” (and jumping puzzles designed around this), the early game is less punishing (You can, with just a little prep, take on all the minibosses and boss of the first area without serious weapon upgrades), the writing’s improved a little, and the art style is about the same as the remaster of La Mulana 1 (Solid pixel art, combined with some amusing hand-drawn characters for the conversations.) It controls relatively well (although the keybinds take some getting used to, and, even as an 8-bit kid, it took me a short time to figure out that F2 is for inventory, settings, and apps, and F1 is for conversation, the area map (if you’ve found it), and the area teleport interface. Swimming is still somewhat painful, alas, but we can’t have everything.

Thing is, La Mulana 2 does exactly what it sets out to do: Be a tough, but mostly fair adventure platformer, with a sometimes humorous, sometimes tragic setting where not only were all myths real, they all had a single source, a progenitor who, as it turned out, just wanted to go home… And the world ending threat she represented. So, on the one hand, this review is very much a “Does what it says on the tin”, and, considering the Kickstarter campaign was on the platform of “Back this, and I will make a game that kills your character repeatedly” (not the exact words, but close enough), and the first game worked on exactly this notion… Yes, it does what it says on the tin. But I thought I’d finish up this review by describing the core loop of gameplay, because most people who get turned off by the game get turned off by the second part of the loop, and maybe hearing it will help.

At first, everything is very simple: You’ve opened doors, you’ve got the map to the area, you’ve remembered to ensure you can teleport to the area (by scanning the holy grail you normally save with), and you’ve killed pretty much everything you can kill that stays dead, such as minibosses. Good on you… But of course, the game isn’t over, and the question then arises… Well now what?

Once you’ve figured out part of the puzzle, the rest tends to fall into place. Which, let’s face it, is a good feeling.

Well, now you need to go somewhere new, solve some new puzzle, obviously. And sometimes, it seems like there’s no way forward. One optional example here is the chain whip. It’s a useful weapon, like your whip, but does double the damage, which is just enough not to hear the dreaded “tink” of “Haha, nope, this enemy didn’t even feel that.” But getting it involves observation, and the fact that you have water (poisonous), ice water (poisonous and cold), lava (hot), and poison lava (hot poison, and no, I’m not joking. Poison lava. Just for added “Screw you.”) All I will say is that identifying which is which is very valuable in determining whether a path is suicidally impossible… Or do-able, providing you know how to deal with the swimming. This is one example of where the way forward is there… You’re just not seeing it. Drawings on tablets give you hints to what these cryptic texts are talking about. Tablets tell you about things… Walls can look different, maybe crumbly, maybe hollow.

And then you find a way forward, and it probably kills you, because of something you hadn’t seen before. Sometimes it’s a miniboss. Sometimes it’s a new enemy. Sometimes, it’s gotcha traps, which, I’ll grant you, are a turn off (although even these mostly give clues to their presence… Even if the clues, sometimes, are bait.) But you know a way forward. Due to the relatively nonlinear nature of the game, it doesn’t even have to be the same path your friend took (I got two sigils before my friend did, but had to look at his footage to see where the hell the chain-whip was, for example.)

That, in the end, is the core of La Mulana 2: Explore, probably die a lot, save often so the deaths set you back less, find clues, find cool items and mythological beings to talk to (or fight), solve those puzzles, beat those bosses, eventually save the world, hopefully have a good time doing so. Despite being horribly stuck, I’m having fun, and I hope folks who get the game (if they do after reading this) enjoy it too, because while it’s sometimes old school, it’s a lot more fair than the old-school I’m used to. Looking at you, old text adventures… BITE LIP… Who the hell thinks BITE LIP is the proper solution to a puzzle, I ask you…

Even returning characters get some impro-H GODS, ALRIGHT, I’LL BUY SOME WEIGHTS, JUST DON’T HURT ME!

The Mad Welshman will draw the curtain on this review, to save you from a rant about the bullshittery of old text adventures… For now.