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.

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Nefarious (Review)

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

Oh, Nefarious… You’re kind of villainous, but for many of the wrong reasons. I’d still say you’re okay, but you definitely have your downsides. So let’s discuss that, you and I.

Problem one with screenshotting Nefarious: There’s a fair amount of variety.
Problem two: MY EYES!

I like your idea: This time, it’s the villain. I loved some of the interesting, gimmicky moments you had, and the wry commentary on many moustache twirling habits, like mainly kidnapping princesses rather than princes, and how not all princesses are going to be dainty little flowers. I love your visual design, cartoony, over the top, and yet so clean, and I definitely love your soundtrack, with all the knowing nods, winks, and nudges to a wide variety of things, including Sentai shows. We need more of that, so props where props are due!

But, of course, we need to talk about the other things. You’ve probably heard them before, and you may be tempted to dismiss them. Please don’t, you can improve, twirl your moustache that little bit harder if you listen. Let’s start with your platforming. It’s floaty, and saggy. Part of this is the physics… Yes, I get you wanted freedom of movement in the air, but sometimes, those little boom jump things really would be better if they were fixed path. It would save a lot of players, including me, switching their hand from the mouse to make damn sure we actually get where we’re going, which slightly defeats the point of those boomjumps. Similarly, needing the player to fully go through the landing animation before being able to jump again causes some headaches, especially when you’re required to jump rather quickly and precisely. Not quite sure how to fix that, but it does lead to accidents in the workplace, sadly…

The prince is a nice guy. You did a good job kidnapping this one!

…Soundwise, you’re a little bit lacking. Those punches need a bit of a swoosh to them, add a little impact. In fact, sound in general needs a bit of perking up, and I was rather confused when the protagonist, Crow, spoke in the beginning, and then… Didn’t. I quite liked his voice, but I understand if the budget didn’t allow… It’s just a little saddening, is all.

Beyond that, there’s minor niggles, like how the airship keeps flying back to the first area after each level, or your problem with ramps (A common one with Unity games, but fixable. Take heart!) but I’d like to stress that you have charm, you have a lot of variety, some nice, eclectic references, and even if you’re not for everyone, I know you can improve, and gain a blacker, dapper-er heart.

Don’t worry about the ropes or the train, that’s just my normal way of greeting a fellow ne’er-do-well.

Not pictured: The slightly hollow footsteps.

Wishing you well!

The Mad Welshman

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Dungetris (Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

Dungetris is not, sadly, a game you’re going to be playing for enjoyment. To pass time, yes. To see an interesting idea, yes. But sadly, the creativity extends only so far, making this… Not a bad purchase, per se? But one where purchasing with awareness and acceptance of its flaws is perhaps wisest.

This is what victory looks like. It will look something like this from about Act 2 onwards. It looks a little like this in Act 1 too.

So let me help you there. The basic concept is an interesting one, balancing turn based roguelike elements (You take a step, time passes) with building the dungeon as you go in a manner similar to, but not quite like Tetris (Not all the blocks are tetronimoes, there’s no rotating them or slotting them, and unfillable spaces are filled in.) It’s fairly accessible, with clear UI, simple controls (WASD to move, mouseover for tooltips, right mouse to enter build mode, and left mouse to either place blocks or interact with chests/gubbins/cards, although the arrow keys are sometimes usable), and everything is mostly explained.

But problems become apparent fairly quickly. There is precisely one music track, and the sound can best be described as “Blah.” It’s there, but that’s about all I can say. Similarly, there are unlockable characters, but… They don’t seem to make a huge difference (Death is somewhat dodgier, Loic is somewhat tankier), as most of the tactical considerations come from block placement, getting the drop on enemies (Sometimes as simple as placing the next tile in the right way, others as annoying as hitting space to wait until they step next to you), and on card usage. It doesn’t help that, while experience is persistent per character, it is per character, so properly levelling up means replaying the levels, and…

…Here we come to the core. There’s that basic idea. And it’s good. Okay. Fine. But at something like a third of the way through Act 3 (81% complete, if steam achievements are any arbiter), it’s been “Kill X of Y” nearly all the way through. Sometimes that’s been relatively easy (Kill X Enemies, full stop.) Sometimes that’s been a bit finicky (Kill X Enemy Type Y, not guaranteed to spawn in any tile.) Sometimes, it’s just a pain in the arse (Kill X Elite Enemies, which, as the screenshot below shows, was the time I stopped to write this.)

Kill things again? But daaad, I’m *tired* of just killing things!

What do these have in common? Padding. I have all the cards, so there’s no sense of progression there. I have all the characters, and progression of more than one means more of the same. New tiles and enemies stopped appearing somewhere near the beginning of Act 2, and, due to the way the tiles work? I’d killed the boss of Act 2 in… Pretty much every level. So when I was asked to kill the boss at the end of the act?

I sighed.

Act 3’s first level, and the Rescue Smith level (allowing you to reach the smith early to upgrade cards), have been the only major difference so far, and… I wasn’t terribly impressed with either, sadly. The first required you to beat the boss before finding the Smith tile (Either that or continue to place tiles after the boss one until you hit the Smith tile), and the second required placing 200 blocks.

If you guessed, while reading that paragraph, that it feels like padding? You win an imaginary cookie. Stuffed with padding.

Death is usually a result of either being underlevelled because you switched characters, or poor planning. That’s… About it, honestly. Note: Both Space and R kick you back to the main map rather than R restarting the level. This may get fixed in the future. Maybe.

So, in the end, I can’t really recommend Dungetris, as it doesn’t have much going for it except grind, but I can’t say it’s bad… Just shallow, grindy, and padded out. For £4 , though, if you want to take a look, it’s still fairly accessible, and a good time waster, but that’s about the extent of its good points, sadly.

The Mad Welshman hefted another oddly shaped brick with a monster in it. He was hoping for a chest piece, but you know how it is with these brick sets… Can never find the one you want.

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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?

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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.

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