Diaries of a Spaceport Janitor (Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam

Skulls. Why’d it have to be skulls? Of all the spaceports, in all the universe, there had to be skulls on this one insignificant rock in the asscleft of the galaxy. God-damn, I just wanna get off this stinkin’ rock. Such is the main, stated goal of Diaries of a Spaceport Janitor: Get rid of Cursed Skull, maybe get off the planet.

One thing I like about this game is that the tutorial is relaxed. Take your time... You'll need to.

One thing I like about this game is that the tutorial is relaxed. Take your time… You’ll need to.

And how it does it is interesting, if not for everybody: Grind. It’s quite clearly deliberate grind, and in its way, it’s soul crushing. Get rubbish. Maybe find a better deal on rubbish. Incinerate other rubbish, until you can’t anymore. Maybe have enough money to eat, or pay for the gender shifts (Including that most well known of gender choices, Susan Sarandon) so you can sleep and be well. Generally don’t eat garbage. Propitiate all the deities of this alien world so you can get their idols. Sleep to recharge your garbage incinerator, and get paid a pittance.

Meanwhile, you don’t really know your way around, and even getting home can sometimes be a struggle if you’ve gotten turned around. Everyone’s got some kind of angle, from the container obsessive next to that dungeon that kicks everything off, to even the Cat-vangelists that hang out and sing loudly and cheerily every now and again in service of their goddess. But to get anywhere, you have to find those important clues and details from people. And every day, you’re going to go home bone tired, and feeling less lucky than you were before.

The environments make use of the low fi aesthetic very well.

The environments make use of the low fi aesthetic very well.

Welcome, in short, to being an alien on a low paid job in a capitalist society. The cursed skull is just rubbing it in at this point. And the game does a good job of keeping that mystery, that sense of being out of place, and largely unwanted. The police will occasionally hassle you, for no good reason beyond the sense of their own power. Nobody will lift a finger to help you without something in return (Something that, often, involves rooting through garbage.) And you’re sometimes too poor to even get healthcare or food when you get sick… Better work harder, because there’s no handouts in this alien spaceport.

But, surprisingly, the game is pretty chill. Walking through the lo-fi environs (The developers even reference this in their graphics settings, which are Bad… and Worse) , until you hit one or more triggers (Night-time makes you sleepy, for example, and running out of garbage incinerator energy seems to bring this on faster), you can wander to your heart’s content. You can start to get a feel for the spaceport, where the shrines to various gods are (Including your patron deity… Mine being the enigmatic Orb of Curses, Sprence. I mean… Orbs!), and, most importantly, where various food and gender shift boxes are.

At the time of this screenshot, I still had no idea where the shrine to my own deity was. Turns out it was just around the corner.

At the time of this screenshot, I still had no idea where the shrine to my own deity was. Turns out it was just around the corner.

But of course, it takes time. Everything is going to take time. And a lot of hard work, of scrimping and saving, avoiding the attentions of the constabulary, avoiding ill health… Welcome, in short, to a game about being the underclass, the marginalised. That’s Diaries of a Spaceport Janitor.

The Mad Welshman felt like a change. Actually, he needed a change. But he couldn’t remember where the nearest Gender Shift booth was, he was out of money, and he was sleepy. Shame, he really wanted to identify as Cary Elwes. Just for a bit.

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GRIP (Early Access Review)

Source: Cashmoneys
Price: £11.99
Where To Get It: Steam
Other Reviews: Early Access 2, Release

GRIP, from the developers of Rollcage, is, in essence, a Future Racing game about cars that don’t care which way up they are, going fast and blowing each other up. And oh, boy, is it fun already, despite not being finished yet!

However… There is a shadow over this fun, that I want to deal with as we go along as well, because it overshadows… Pretty much the rest of it. In a word? Aggression.

This, while showing off the beauty of the environments, is a prelude to something *bad* happening.

This, while showing off the beauty of the environments, is a prelude to something *bad* happening.

Despite the game undeniably looking pretty at this early stage, aggression is definitely a problem with the game as it stands, in many aspects. In some others, clarity is a problem in some small ways. But aggression… Ahhh, that’s the real problem right now. The AI is very aggressive. When it’s turned on, the rubberbanding is aggressive. And the weapon/utility selection in this Future Racing game? Is very much tuned toward aggression over defense.

In the developers’ favour, the default options tone this aggressiveness down somewhat by allowing the player to partake in the rubberbanding as an option (on by default), and a damage negating option, protecting them (and the AI, by extension) from the spectacle of going boom when hit enough times, losing them the race (also on by default.) Turning off either one of these options, however, reveals the real GRIP, and the balancing problems therein. Possibly one of the first Future Racing games I’ve encountered where piloting at my best is, in fact, the riskiest possible move I could make. Why?

Let’s talk about Blue Shells. You may have heard the term, one of the more despised weapons of Mario Kart: A weapon that targets the person in the lead, regardless of distance, and homes in with unnerring accuracy, also regardless of distance.

Not pictured: The EMP, missile, exploding vehicle, and hefty swearing that immediately preceded this.

Not pictured: The EMP, missile, exploding vehicle, and hefty swearing that immediately preceded this.

This game has a Blue Shell, in the form of a blue-ish trailed missile. Unfortunately, what it doesn’t have is more than one option that reliably deals with it. The only purely defensive measures, in fact, are a backwards facing shield (Which will be destroyed after one of either what I’m calling the Blue Shell Missile, or normal, lock-on requiring missiles… Or enough machine-gun shots, but we’ll get into the machine-gun in a minute), and maybe (I haven’t been able to reliably check), the EMP Burst weapon, which seems pretty damn rare. No, more common are the machine-guns (Pretty short ranged, but, as I discovered, have a utility in dealing with mines), the mines (Still presenting somewhat of a colour blindness problem by their warning lights being red and not too visually distinct, value wise, from the track, although the new markers and upwards light-ray do help a little), lock-on missiles, the aforementioned Blue Shell Missile, and turbo boosts.

As it is, with catch-up turned on, and destruction off, there’s tight, tense gameplay where mistakes are paid with a loss of at least a couple of positions (Thankfully re-attainable.) With destruction still off, and catch-up also off, it becomes much more variable, where a few mistakes or a string of missile locks could well cost you the entire race. With destruction on, whether catch up is on or not? Getting into first place is asking to be blown up. Staying in the pack until the end is asking to be blown up. It becomes, in a word, un-fun. In more words, the challenge suddenly becomes a nightmare, and “normal” tracks become hellish torture chambers where travelling more than a few hundred yards without being attacked by something is a blessing from the Powers That Be. I have, no joke, been hit twice by a Blue Missile for 80% of my damage, stayed in first for three whole laps… And then had two missiles hit in quick succession in the final few seconds of the final lap, instantly relegating me from 1st… To 9th.

With Catch-Up Assist on and Destruction off, races become a tight test of skill, with the pack being relatively tight.

With Catch-Up Assist on and Destruction off, races become a tight test of skill, with the pack being relatively tight.

The Assassin, as this Blue Shell style missile is called, is a painful beast. Doing a hefty amount of damage, and making its way to the leading racer almost unerringly, the back shield isn’t a guarantee of protection against it, and the AI have a very nasty tendency of firing off an EMP burst just before it hits, whether they were the ones to fire the Assassin or not. When this happens (More often than I would like), this makes the race feel, not so much a race against individuals, so much as a race against a hive mind united in not wanting you to win. Even on medium difficulty, the AI… Is effectively too good at times.

Anyway, now that we’ve gotten that out of the way, with catch-up on, and destruction turned off, it’s challenging, and mistakes will cost you, but you can win, even if you’ve been knocked back quite a few times. It’s still a bit of a gamble, but it’s an entertaining gamble. The control scheme is very simple, the music is dark and pumping, fitting a game mostly set in grim industrial wastelands, and the tracks give you lots of opportunities for GRIP’s real draw: Being able to drive on most level surfaces. Tunnels, where you can loop up, then drop onto a powerup. There are multiple paths on the tracks, and each has something to recommend them. And each track, so far, is visually distinct. There are lots of cars, from the slow but tough , to my current favourite, the Speed Car of Doom, the Dominator, and, while visual distinctiveness on the track is a problem, it’s currently not terribly important to know what you’re up against, considering… The cars are mainly customisable by colour, and, so long as you remember not to screw with that destruction setting, this is by no means a bad Future Racing game.

Of course, it would be a better Future Racing game if, amusingly, either destruction wasn’t quite so, er… Destructive, or, at the very least, there were some better repair/defensive options. But as it is, with Destruction off, and Catch-Up Assist on or off to your taste, it is definitely enjoyable… But it would be nice if Destruction on weren’t a death sentence.

The Mad Welshman sobbed as he heard that dread beeping. The beeps were getting closer together, and soon, soon, his car would stop. Oh God. Oh God.

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Formula Fusion (Early Access Review 2)

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

“It’s not like Wipeout!” appears to be quite a common cry for Formula Fusion, a game intended to be… Er… Not specifically like Wipeout, but using the Future Racing experience of a team mostly comprised of folks who did work on Wipeout.

So, naturally, I’m keeping the Wipeout references to a minimum, and judging the game on its own damn merits. And, surprising nobody, the game is by no means bad, even at this early stage of development. Let’s talk about what’s currently not so hot first, starting with the F2000 craft, and the upgrade system.

Much like racing nowadays, some teams just can't resist a really gaudy colour scheme... I LOVE IT.

Much like racing nowadays, some teams just can’t resist a really gaudy colour scheme… I LOVE IT.

Whenever people talk about an unresponsive craft, I’m pretty much assuming they mean the FF2000, which does indeed currently steer like gold plated neutronium bricks, while going at a fair clip providing you can actually steer the bloody thing. While I’m almost certain that upgrading its handling stat would allow it to at least steer like a particularly stubborn mule (Proven after writing this sentence), upgrading is currently on a system that’s either relying on multiplayer (I unfortunately wouldn’t know, as, much like many other Future Racing games, the servers are pretty much ghost towns), or on small money drops for each race (105 FusionBux per Gold medal, 55 for a silver, moving rapidly down to 5 for, er… Placing.), with increasing costs the more you wish to upgrade the craft. For example, to upgrade the F2000 to its full level of handling, I would need 6500 FusionBux. I had 35, increasing to 140 as I finished a race in Niagara Falls (Getting Gold, naturally.)

Which would get me 2 percent better handling. There are 6 upgrade bars per craft (Handling, Shield, Braking, Speed, Defensive, and Offensive.) Teams, by the way, appear to be for purely cosmetic and/or roleplay reasons at the present time (I’m Southern Star, the Australian/Oceania grouped team, mainly because I do love me dark craft with red piping. It’s the least ostentatious of the Team colours.) As such, upgrading the craft is a bit of a grind, and it’s uncertain how the planned research tree feature is going to help there.

Looks like a fish... Swims like a fish... Steers like a cow. (But upgradeable to the point where it steers alright, actually!)

Looks like a fish… Swims like a fish… Steers like a cow. (But upgradeable to the point where it steers alright, actually!)

Now, let’s move to a counterpoint: Yes, the FF2000 steers awfully. But the FF3000 is somewhat nippy, and I have a fully upgraded FF4000 (In handling, at least) that turns on a penny, so “unresponsive handling” is most definitely not an issue with Formula Fusion’s current build overall. It may not help that it’s very important to check controls, as the arrow keys control pitch and, more importantly, airbrakes for the left and right… Not steering. Steering is A and D, while accelerate is W, and… Well, we all know the S is meant to be for brakes, and I’m sure it works, but who the hell uses brakes, seriously?

Content wise, it’s true that there are only the craft classes (Customisation is mainly meant to be in upgrades and that research tree… Which isn’t implemented yet), and four tracks, out of what appears to be a planned eight (Manhattan, Niagara GP, Atlas Torres, and Trans Atol are all in, while Fiar Fury, Terminus, Sampa-V, and Midtown are not), but those tracks? Are well designed. Manhattan is a fairly good starter track; Niagara GP makes for a good speed track, with only one corner I can think of that requires airbrakes, and the skill being in keeping your boost going; Atlas Torres is the first track where you can, with a flick of your pitch controls, leave the track at least temporarily, and Trans Atol, formerly an explosive hell of airbrake chicanes and hard turns, is now a slightly more mellow, but still challenging industrial track. There are also weapons, of which you are allowed 2 at any one time (Changing them out between races via the Garage), one Offensive (missiles, plasma, the like), and Defensive (mines, EMP bursts, and the like.) As such, much like RedOut, the emphasis is very much on the racing over the combat, especially with the KERS Boost system, which rewards having full weapon energy with… A boost you can fire off around once every 30 seconds, by holding down both weapon keys.

Then again, anyone who thinks the weapons are thus less meaningful won’t have noticed that EMP bursts not only temporarily turn off your engines, they also drain your weapon energy. Good luck boosting now, bucko!

...Meanwhile, it is very important to note that yes, sick jumps are do-able in Formula Fusion.

…Meanwhile, it is very important to note that yes, sick jumps are do-able in Formula Fusion.

But, not counting the reverse versions, night versions, and the mysterious “Red Route” that can be glimpsed in Custom mode, the basic tracks are something like half done. The game is pretty, although it currently feels more sedate in terms of the impression of speed (The actual speed is okay), the music is fairly good, the controls are responsive… The only things currently letting it down are that upgrading the craft feels grindy at the present time, and the occasional crash (and I stress, this is occasional.) It has multiplayer (Although, as is often the case for future racing games and other niche-ish genres, finding a game without a bunch of friends who already have it is a matter of luck), it seems to be progressing nicely, and, from what I can gather, it’s been done in a sensible timeline for developing a game like this in the Unreal 4 engine.

Even though it’s not complete, what is there works, and, with the possible exception of the F2000 and Custom Race mode, works well. Props.

The Mad Welshman pondered. Wipeout 1 had… 3 craft, and eight tracks. Formula Fusion has proposed… 3 craft, and eight tracks. Naaaahhh, just a coincidence.

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Pacman Championship Edition 2 (Review)

Source: Cashmoneys
Price: £9.99
Where To Get It: Steam

Pacman, it seems, has been refined down to a science. Somewhere, out there, a mathematician is looking at this latest offering from Namco Bandai, and doing complex equations to work out what the absolute maximum possible score is. And most likely, there’s also a competitive player who would beat that score.

If I could give one recommendation to Pacman: Championship Edition 2, it’s that it made me appreciate exactly how much calculation can go into a game. Let’s talk about why.

A simple starting layout: The path is clear.

A simple starting layout: The path is clear.

So, let’s start with the simplest layout. Nearly always, it’s something like this. A simple pattern. Following it through to the end, without backtracking, is nice and simple. It takes ten seconds. Each pellet gives you a small amount of points. Collect them all, get a fruit, which is more points, and the next pattern appears. Do that three times, and the fourth is a power pellet. Which lets you eat the ghosts, which bags you loads of points. Another four, and it’s a power pellet every round. So far, so simple.

Now add in a complication: You don’t have to get all the pellets to get the fruit, and thus the next pattern. You can move quicker, get to that endless power pellet stage a little earlier. But you still need more pellets each round, and, toward the end, you need more than you need for a power pellet to get a fruit.

Now add in another one: There are sleeping mini-ghosts. The more you pass close by, the more get added to the train of our old friends, Inky, Blinky, Pinky, and Clyde. They add even more points when you get to the power pellet stage, and long trains appear to give the most points… So pathing to achieve the maximum amount of mini-ghostage is a consideration. But of course, you still have a minimum pellet quota to consider, and you don’t want to be wasting time backtracking without picking up pellets.

Now add in a final base complication: If you know Pac-Man, you’d know that the ghosts run away from you, or try to, when you pick up a power pellet. They, quite sensibly, don’t want to get wakka’d , although it never permanently kills them. But they can only run along certain paths, which are, thankfully, made clear when you get a power pellet. So you have to path to catch the ghosts as quickly as possible.

You will probably never see me play in this style... But I do like to watch replays in it.

You will probably never see me play in this style… But I do like to watch replays in it.

Nine stages, three and a half versions (Single Train, Regular, and Extreme… Practice I guess too. ;P ), and the layout of each doesn’t change. Five minutes, with one time extension at a high score. And some have their own complications, such as jump-pads. But it starts with a simple path to follow, and slowly makes it more complex, makes the game a little bit quicker, until it’s just as much an exercise in reflex as in logic. The aim, of course, being to achieve the highest score in the time allotted.

Pacman, folks, is Newtonian Physics: The Game. And that Championship Edition 2 demonstrates this, this exercise in getting the most efficiency out of a system with predictable rules (The ghosts have set patterns, the pellets have set patterns, even the things that run away from you, such as later power pellets and fruit, follow set patterns… Including stopping when they’re not “threatened” to trick you) in play? Is to its credit.

Of course, I haven’t talked about the other aspects, because, let us not forget, Pacman is also a game with history. Visually, it makes reference to a lot of versions of the game, from the isometric view, lego bricks, and 3d ghosts of Pac-Mania (1987), to the emphasised pixels of cleaner versions, to the simple vector walls and flat ghosts of the originals, several camera angles (Including both isometric projections… Which I’ve always secretly hated), and the feature to either play with any of these visual styles, or, even better to my mind, play with a simple style, then watch an action replay in any of the others. Musically, it’s pumping beats, some remixes of older pacman tunes, but all delightful tunes, and fitting to the game.

Adventure Mode: Eat Ghosts, Then Eat A Big Ghost Made of Little Ghosts. Just another day...

Adventure Mode: Eat Ghosts, Then Eat A Big Ghost Made of Little Ghosts. Just another day…

Then… There’s Adventure Mode. Unlocked, as most features are in this game, by doing well in Score Attack, adventure mode is basically themed challenges. Generally, that would be “Get X fruit.” Collect it quickly, the timer resets. Take too long, and you just lose. Beat enough of them, and you unlock a boss level. And those aren’t too different from normal play. Soooo… Adventure Mode is sort of the weakest part of the game.

What’s strong, however, is the tutorials section. Pacman is a relatively simple game. However, it does have some nuances, and this game? Kindly walks you through pretty much all of them. Which is a pleasure.

So… Apart from Adventure Mode, the game is tightly designed, visually appealing, and a good example of how yes, you can refine a concept that’s been played. Namco Bandai have been proving that with Pacman for some time, and, with Championship Edition 2, have shown that you can make a game with scientific precision.

While not normally a competitive person, it does feel good to see my name in a top 50. :D

While not normally a competitive person, it does feel good to see my name in a top 50. 😀

The Mad Welshman opened his mouth and popped in a tic-tac. Then another. Then another. Measured. One day, he too would eat a ghost. One day.

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RedOut (Review)

Source: Cashmoneys
Price: £26.99
Where To Get It: Steam

There’s a fine line between challenging, and dickish design in Future Racing. And it depends upon a lot of factors, including handling, how responsive the controls are in the first place, track design, enemy AI… It’s a long list.

Sometimes, I scare myself. To be perfectly fair, the track helped scare me.

Sometimes, I scare myself. To be perfectly fair, the track helped scare me.

RedOut, I’m happy to say, definitely seems to be hitting the sweet spot for me where I’m earning my Gold medals, but not struggling for them. And good gosh, it feels good. It especially starts to feel good once you’ve got a feel for each vehicle. In fact, as the screenshot above shows, once you truly get a feel for a craft, it can get scary.

So, let’s get the bad out the way first… This is only just Future Racing newbie friendly. And I say that because, once it hits about the middle of the Class 2 events, the gloves really start to come off, and there are some bits of unclear track design. Looking at you, Abruzzo and your Tube of 50% Racer Survival Rate. Overall, though, despite speed filters, EMPs fuzzing up your view, all sorts of effects that serve to both pump up the adrenalin and make racing anything from the middle of Class 2 one long, extended cry of “OHHHHHSHIIIIIIIII-”, it’s fun, the difficulty curve isn’t too bad, and the AI rubberbands just enough that you can beat them with some moderate screwups, but you’re probably never going to lap them, and a major crash is going to set you back at least a couple of places… More usually 5 or 6.

Still, that aside, there is a lot to be said that’s positive about RedOut. The visual design is sumptuous, with high variation in the tracks (From Cairo’s deserts, to Alaska’s ice-floes, to Abruzzo’s forests), the craft (From the Sulha’s almost Pod-Racer like design, to the alien curves of the Asera, to the scrappy Jet-Junkers of Conqueror Technologies), and a UI that doesn’t distract from what you really should be paying attention to, the track. The tracks are, for the most part, highly readable (With the exception of a few tunnels like in Abruzzo), and the sound is equally variable and classy. Sometimes, there’s pumping beats, others, guitar riffs galore, and it’s very clear when someone’s nudged you, you’re scraping a wall, your turbo has fully charged, you’re using your turbo… It’s well planned, and I applaud it. I equally applaud the fact that 34 Big Things have gone for relatively low poly models for the craft, as… Well, it fits!

A good example of the gorgeous landscapes... You will mostly only see when you aren't paying *attention*

A good example of the gorgeous landscapes… You will mostly only see when you aren’t paying *attention*

Now, while the game does have multiplayer, alas, it doesn’t seem to be terribly busy, so it’s very much a case of “Host your own when friends are around”, but the Campaign… Does interesting things. You can see it trying to engage you, and get you to experiment. Fly with this ship for two races, it will occasionally say, and we’ll give you money. Win a race with this one, with this loadout, and we’ll give you that powerup. Don’t change craft just yet, because you’ll lose out on the sweet thing. It’s seductive, and, as a method of engagement with a campaign that’s basically “Earn money, unlock ships and things”, it works… I keep accepting the contracts, because hey, a little extra never hurt, free powerups when unlocking them normally costs 4 grand never hurt, and all I have to do is… Try a different style of racing.

Because yes, each racer has a different style. The Asera is twitchy, turning rapidly, accelerating quickly, but relying more on its mobility than its top speed… Or even shields. The Sulha craft, by comparison, are also not very well shielded, but are decidedly drifty, and extremely fast. That first screenshot was a Class III Sulha with its speed boosted as far as I humanly could. I exploded an average of once a lap… And still beat Gold time. Because when I used full boost on a long straight… It wasn’t a long straight anymore, it was a brief prelude to another corner. Not even recharging shields would have saved me for long, because the shields recharge when you’re not hitting things.

It's surprisingly hard to get a good screenshot, because it isn't screwing around, motion wise...

It’s surprisingly hard to get a good screenshot, because it isn’t screwing around, motion wise…

As such, I have yet to truly win an Arena match (A race, but you don’t get respawns, so when you explode or miss the track? Game over, baby!) with a Sulha racer. Speaking of, events also have a fair bit of variety, with Races of various types (No Powerups, normal Race, Last Man Standing, and Arena), Time Trials and Speed Trials, Score Survivals, and… “Boss” Races. No, not as in “There is a boss racer, like in Quantum Rush Champions or Wipeout Fusion”, as in “Hey, did you know these tracks in an area are actually linked? Now race the whole thing.”

It is very rare that I’m enthusiastically for a game, much less in the Future Racing genre, which is very much my bailiwick… But RedOut is well crafted, well balanced, with a good difficulty curve, only one or two tracks I actively dislike (34 Big Things, please make Tubes more clear… Thank you), and design that shows some real love and attention.

G'wan, give us a goooo.... Try us outtt!

G’wan, give us a goooo…. Try us outtt!

The Mad Welshman smiled as he ran his hands over his new Koeniggswerth Yggdrasil. Then he grinned as his mechanics started hauling in the improved turbines. Ohhh yes. This was going to be good.

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