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…

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Joana’s Life (Review)

Source: Cashmoneys
Price: £4.99
Where To (Not) Get It: Steam

Horror protagonists can sometimes be the worst. But they’re not really to be blamed, when we put them in silly situations. In the world of horror, perfectly ordinary things can be filled with unseen menace. Mirrors, thankfully, are a pretty common one. A gateway to other places, usually where things are just slightly off.

It’s unfortunate then, that the design of Joana’s Life is more than “just slightly off.” In fact, its offputting. Because it has an interesting idea, but it’s not allowed to run free because… Well, let’s talk about the first ten minutes, shall we?

Oh no, it's... A Bathtub. How Spoopy.

Oh no, it’s… A Bathtub. How Spoopy.

I’m a man of indeterminate age who’s moving (In? Out? We don’t seem to know), and I cannot pick my front door keys up. Not, at least, until I’ve gone downstairs, at which point someone rings a doorbell, leaves just before I can see the front door, and leaves the broken mirror that’s going to be the focus of things. A broken mirror we throw away. No, we’re not given a choice here, just as we aren’t with the front door keys (And I know the first thing I do when waking up is make sure I have my keys with me!) or the fact that, when we go upstairs to get our keys, we need to answer a phone and oh noes, the lights went out and the bathtub (Which our phone was near because…?) suddenly has water running over that mirror, and there’s writing on the wall, and…

…Look, long story short, there is one path through this beginning segment, you’re not told anything about it, and it can only be done in a specific order. Also, the creepypasta moments are mandatory. And without context. No, there’s no real guidance. No, it’s not telling you why you can’t pick up the keys yet. In fact, all it does is let you look at them until you’ve grabbed and thrown away the mirror. Which, as a core gameplay mechanic, comes back like the proverbial bad penny. At which point, I had to find a video walkthrough, because it’s that unclear what the hell you’re meant to do with this mirror, or indeed anything, to progress.

Pictured: An entire block, in the first of its three flavours, in which you will hunt for the thing you actually need to see.

Pictured: An entire block, in the first of its three flavours, in which you will hunt for the thing you actually need to see.

Needless to say, there is also a creepy possibly male figure that threatens you and you faint in the first ten minutes. Day and night change with seemingly no rhyme or reason. So does location.

So… Let’s talk about guidance, and flow, and direction… And how the lack of it makes Joana’s Life… Not so good. I had to look for a video walkthrough in the first ten minutes. Turns out, to progress the story, I had to look out of a window on the ground floor, to the top left, and wait until small girl ghost blinked away, and my front door inexplicably opened. Then, of course, I had to go to said house… From the front, in what appears to be an entire block. In what, after checking, is an entire block, strangely walled off from the rest of the world. And it’s the only door that’ll open at that point that isn’t your house (Largely pointless now) in the entire block.

Cue the only real document in the game (A newspaper article written in bad english), and the collectathon that forms the majority of the game. Narrative? Nope. There’s some smoke monster, a little girl who is creepy yet helpful, and the only thematic linkings are that mirror textures appear when you enter a world, and broken mirror people constantly try and kill you while creepy ghost girl occasionally helps you find one of the eight total items you need to… Er… Be slowly guided to a basement where a fire happens around spoopy untextured guy, and you choose to run or stay.

That’s right, I just spoiled the whole damn game. All 25 decidedly unscary and frustrating minutes of it (Plus the hour of occasional retries, wondering what the hell “Explore the house” actually means or where the heck you’re meant to go next.) It doesn’t work as a haunted house experience because there’s no guidance. It doesn’t work as a horror game because creepy noises and monsters thrown together with no explanation or coherency isn’t scary, just cheap. It doesn’t work as a horror story because there’s no thought to a single, cohesive narrative. Heck, even the title’s somewhat misleading, as we know nothing of Joana (Spoopy girl) or her life.

The entire point of the game. No, you do not get to know about Joana. No, she has no "Life." Nor does the nameless protagonist.

The entire point of the game. No, you do not get to know about Joana. No, she has no “Life.” Nor does the nameless protagonist.

Want to learn why guidance in horror is important, or why not having your horror game just be a series of only loosely connected incidents is a good idea? Yup, prime candidate. Want to spend £5 on being confused for however long it takes you to work out what the heck you’re meant to do, or is going on? Prime candidate. Want a good horror game? Go elsewhere.

The Mad Welshman has screenshotted precisely all of the spoopy monsters in this game that actually spooped him. This, in and of itself, is somewhat damning.

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On Games Journalism: Why Even Review A Bad Game?

So you might get the feeling, sometimes, that games reviewing is all about hyping up games. I certainly do, whenever I see some poor developer selected for the Hype Train (Making all stops to Consumerist Oblivion! Thanks to Katherine Cross for that one. ;D )

However, there are several reasons to review a game you either don’t know about, or have a distinct feeling, beforehand, is going to be bad. By the title, we are, obviously, concentrating on games that make you sigh gustily once you’ve realised what you’re in for.

Improving Your Craft

Yes, you can tell what’s good about a game. But all of a sudden, you’re having difficulty, because… You’re not enjoying whatever’s on your review docket, but you don’t know why. Sometimes, this is because you’re writing while depressed, or angry, or otherwise in less than tiptop critical shape (I’ve written about this before, when talking about the process of reviewing.) Other times, it’s because a game has something off about it, and you haven’t trained yourself to see it.

Sometimes, a game is bad because of something obvious, like conflicting art styles, bad UI, or a difficulty cliff that somehow manages to wing Icarus as it shoots on by. Sometimes, however, it’s more subtle. The pacing is off on the story (Something I now keep a hawk’s eye on.) A core mechanic is conflicting with another core mechanic (Example: If your game emphasises speed and agility, why’s all this armour here?) The sound design is dull (Not outright awful, just ho-hum or boring.) There’s a lot going on in a game, and even if you’re not necessarily going to write about it, it’s good practice to spot it. Repeated vehicles. Plodding game progression in an otherwise quickly paced game. Because, all too often, those little things can pile up to turn something okay… Into something thoroughly unenjoyable.

Also, it makes you appreciate the good more. I appreciate MoO2016 that little bit more because, hot damn, I’ve played some garbage 4X games in the past. And space games. It helps keep you critical, and honest. Similarly, you can never have enough learning. The more you understand of a particular genre, its history, its limitations, its follies and greatnesses, the better you can criticise it. This includes seeing what good there is in a bad game, because this is just as helpful as being able to understand why you’re wanting to play something, anything else.

Improving Their Craft

Two things can safely be assumed with developers, with a third being “Until proven otherwise.” That they are fellow human beings, and should be treated as such (A given.) That they want to make money from their craft (A given.) And finally, that they wish to improve their craft (Until proven otherwise.)

Written well, your critique is helpful. And your critique will get better if you understand why a game isn’t all it could be. Just as importantly, it’s important to know when something is definitely beyond a developer’s reach. Let’s take first person horror games, a genre that seems, at first glance, saturated with cash-in merchants, and treat it as if it were a genuine genre that deserves critique. Because, despite this perception, there are very few genres out there that don’t deserve critique.

Many first person horror games follow one of a few formulae. The two most common ones you see are your “You are alone in a creepy, seemingly endless place, collecting things”, and “You are alone, something strange begins happening, and SUDDENLY HORROR AND INVENTORY PUZZLES.”

Both of those formulae, done well, can be entertaining. No, really, they can! The main problem, though, is that making them entertaining, or even unsettling, requires an understanding of horror, as a genre, and how much it relies on two things: Pacing, and engaging the senses. While engaging the senses can be expensive in terms of sound design, visual design, modelling, and the like, it brings good returns to indie horror devs because nobody is laughing at whatever gribbley or Dark Force they’ve picked. This is a stumbling block surprisingly many folks don’t get… If you’re going to have a monster, take your time with it. It’s the real star of the show.

Pacing, in terms of equipment, is the least expensive of all. And, in terms of time? Research, and taking time to edit your own work. Does it add more assets? Not necessarily. Paranormal, by Matt Cohen, is at least okay despite its flaws and slow dev time, starting relatively normal (A lonely house that people claim is haunted), then building up over time, from things moving when you’re not looking, to being shoved back from some stairs, to fire and death. It’s by no means a great game, but it understands that you don’t need to show anything immediately. Similarly, Oxenfree, while not a first person horror, starts with utter normality, wrenches you suddenly into weirdness, and then sustains the pace. Of course, it’s very difficult to describe good pacing, because it’s very much an art, not a science. I didn’t think Oxenfree could keep creeping me out… But it does, and at least part of that is the moments of relative normality. That’s right, sometimes dialling it back, even for a short while, can benefit your horror game. Who’d have thought it, huh? If I wanted to use a first person example, look no further than The Vanishing of Ethan Carter. The pacing is pretty damn good most of the way through on that one, and it engages the senses wonderfully.

Meanwhile, I took a break from playing Joana’s Life about five or ten minutes in, firstly because the monster gets revealed, just a few minutes after oh noes creepy small child laugh from nowhere and oh noes the lights have gone out… So, pretty damn predictable, and I was pretty much waiting for something truly scary at that point (Needless to say, I wasn’t terribly impressed at that point) , but secondly, because the game had items that I knew I would need (Front door keys that inexplicably won’t work the first time round. A flashlight because yes, the power’s going to go out, of course it will. Little things) , and then kept too tight a rein on its story by not letting me deal with these things until I’d touched the broken mirror that kickstarts all the horror and please, can I play a protagonist that’s not a bloody fool who’s going to do the obviously bad thing? While lack of control over the situation is a common theme in horror, lack of control in a game is something to be handled carefully, lest you irritate the player unduly.

Understanding what makes something badly designed can help a developer who hasn’t learned these things that yes, this is where they might do better. Everything mentioned here is potentially helpful to someone who wants to make an indie horror game.

There Are, Obviously, Limits

This does need to be said. Sometimes, a developer really is a shovelware merchant, cynically trying to cash in on some internet meme, or monetisation method. And many of them use exactly the same methods, much like the fifty or so spam emails I have about Search Engine Optimisation and Brand Marketing in my inboxes today. Thankfully, much like those spam emails, many of these are obvious, and you don’t need a whole lot of critical training to spot one from its video footage. Do yourself a favour, and limit your exposure to these. Examine them a few times, by all means. But once you’ve spotted the tricks of the trade (Asset Flipping, largely empty worlds, obvious signs of bad world modelling, and the like), stop. You’re only going to make yourself angry and depressed.

Similarly, if you find yourself getting angry and depressed about a game with a good idea, but some godawful or tedious execution, stop. Take a break. This is the point at which you have understood that the game is bad, and it’s time to think about why. Don’t go back until you’re calm again, don’t go back once you’ve understood, don’t go back unless you want to examine things further. Yes, you’re learning, but pace yourself. Learn what you can, then move on. Yes, if you’re reading this, you’re interested in games writing, which involves a lot more reviewing bad things than you’d at first think. But you’re not going to be writing well from a place of ennui and frustration.

Improving your critique is no different from improving any other art form. Knowing where the mistakes lie is useful. So please don’t disregard them. But also, please don’t disregard your health. Hope this helps prospective writers some.

 

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A Matter of Murder (Review)

Source: Cashmoneys
Price: £1.99
Where To Get It: Steam, IndieGameStand, AppStore, Google Play

Good murder mysteries, at their core, are problems of logic. Whodunnit? Howdunnit? Whydunnit? Be able to come to an answer at the same time or before the detective does, and you know you have a good murder mystery. A good murder mystery game, on the other hand? Ooooh, that changes what questions you’re asking a bit. Howsolveit? Whyloseit?

Y'know... There's always *something* you're doing when a murder happens. I was *enjoying* writing to the London Times, dammit!

Y’know… There’s always *something* you’re doing when a murder happens. I was *enjoying* writing to the London Times, dammit!

…Don’t think those are as catchy though, so let’s talk about the game itself, a procedural murder mystery game based on that good old murder mystery staple, the mansion murder. There’s an hour before the Bobbies arrive (Well, one Bobby, but he is a Bobby, in the vernacular), and if you want to feel like a clever clogs, you’re going to have to work it all out from a somewhat limited set of tools. Specifically, asking the guests one of three questions (Alibi, Weapon, or Motive), clicking on evidence (Be it something out of place, or the possibilities for the murder weapon), and going over your notes looking for contradictions. If you want to really feel like a clever clogs, try solving one in half the time by hitting the “Master Detective” checkbox in the Settings.

In any case, the game is in two “parts”, both procedurally generated. There are the stories, of which there are 12 (Plus the tutorial), and generating a case whole cloth. The major difference? With the stories, you know what the gimmick is from the first or second time you play it, whereas the “Generate A Mystery” uses at least one of these gimmicks. So it’s pretty safe to say the generated stories are where the main play is at, while the stories are an extended tutorial as to what sort of things to be looking out for. Enjoyable… But more predictable.

I... I don't know how to take that, your Maje- Waaait, you mean the *other* Detective Durbin!

I… I don’t know how to take that, your Maje- Waaait, you mean the *other* Detective Durbin!

The art style is nice and simple. Hand drawn, it gives you clear differentiation between items, and everything has a place. People, evidence, weapons, secret door handles… Oh, did I not mention the game has secret doors? The achievements do. And if you’re buying this game to get some more achievements, you’ll have a fairly easy time, as the two hardest to get are for… Getting murdered, and letting the killer escape. Musically, it’s a lilting, Victorian style score that sets the scene and then, for the most part, stays in the background. I’m quite fond of both the art and music for their clarity and simplicity.

In any case, the real draw of this game is the fact that yes, more than one gimmick can exist at a time in the generated mysteries. One case, I had items lying about to prove people’s alibis, but it was a red herring, and one that lost me the case, as I discovered, too late, that what I needed most was to work out who had held the murder weapon last. Another, I felt exceedingly clever by not only catching out the murderer, but proving somebody else was covering for him by the hole in their own alibi. Generating a mystery, solving it. Each case takes about five to ten minutes, so it is, essentially, a game that you play in short sittings, when you have a hankering for feeling like a proper clever clogs.

Nothing makes you feel like a clever clogs more than the murderer swearing revenge, I say.

Nothing makes you feel like a clever clogs more than the murderer swearing revenge, I say.

Of course, sometimes, more than one gimmick leads to the same result, leading to a bit of confusion. I didn’t calmly explain how Rector Qualms was the last person to get his grubby little mittens on the poker, Narrator. I calmly explained how there was proof the other Detective Durbin (Named via the settings, a small, but nice touch) was in a room, making his story match with Master Percy’s, but Qualms had said he was with Detective Durbin in an entirely different room that she wasn’t in! Sheesh! Still, that’s a relatively minor quibble, and fixing it so the game knows which of the alibi gimmicks you used if it used two at once would most likely be a pain in the posterior. The only other minor quibble is that you can’t seem to set the monitor it displays on in-game.

However, I think, for £2, I’ve most definitely achieved satisfaction in this arena, and can happily come back every now and again when I need a boost to the confidence I have in my critical faculties. Also playing a murder mystery in which my friends (Or, more likely, those foolish enough to earn my ire) are the guests. A simple, accessible, and entertaining game, overall!

The Mad Welshman does not believe Insanity is a valid motive for murder. It’s somewhat ableist, and paints a dim view of folks with real problems. The other motives, on the other hand? Naaah, those are just fiiiine. Now, how much did you owe me for not talking about the Scarlet Crozius Incident, Vicar?

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Siralim 2 (Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam, Google Play (Android Ver), App Store (iOS Ver)
Other Reviews: Early Access

When I last reviewed Siralim 2, during Early Access, I said the words “Well crafted Skinner Box.” This is, essentially, still true. It’s slow paced, there’s a lot of walking around and doing the same things over and over, there’s a lot of collecting things and clearing out levels as completely as possible… And it’s fairly enjoyable.

Even the deities are pretty relaxed about things. "Hey, let's maybe fight when we're both in the mood, eh?"

Even the deities are pretty relaxed about things. “Hey, let’s maybe fight when we’re both in the mood, eh?”

More to the point, it’s a game where the challenge is what you want it to be. At the time of this review, I’m just sitting back and going over earlier levels, rather than progressing the plot, because right now? I just want to collect things and see what they do. I want to breed new monsters to see what they’re like, and the plot of an over-arching threat from an upstart deity looking to conquer everything? Yeaaaaah, that can wait.

Siralim 2 is by no means an exciting game as a result. There’s no sense of urgency, no drama… And, in any game that was pretending to be anything but “Hey, build up your castle and do X things and kill/extract from monsters to get more things”, this would be a bad thing. In Siralim 2, it’s obviously what the design was around… It’s not a game you’re going to play for the story. It’s a game where you set what you want to do, and do it while idling the day away.

Me, casting a spell that I turned into a "Kill lots of things" button. :P

Me, casting a spell that I turned into a “Kill lots of things” button. 😛

And, in a sense, that makes it quite awkward to review. There’s lots of features, such as breeding monsters, crafting new weapons, quests from your castle’s inhabitants, cooking, summoning, spells, boss battles… But it all boils down to two things: Do you want something to play that’s relaxing, but not pushing you? Are you turned off by RPG-Maker style sprite graphics and interfaces? If respectively yes, and no, then bam, Siralim 2 is just fine. If no, and yes, then it’s not.

Balance? Balance only matters if you’re pushing forward at a reckless pace. If you’re just pushing forward, pushing forward, pushing forward, then yes, the game gets tough quickly, and stays tough as you don’t quite level up along with the levels. You don’t get as friendly with the deities. You don’t get all the cool stuff. There’s lots of types of Realm, but they boil down to the same types of things (Get X things to give to Y folks, for example), and once you know what a Realm’s tricks and quests are, there’s just… A Skinner Box.

Yup, there's a lot of monsters, and this is just the beginning. Some are palette swaps, but that's RPGs all over.

Yup, there’s a lot of monsters, and this is just the beginning. Some are palette swaps, but that’s RPGs all over.

I’m okay with this, as, for the price, I get a decent combat system, with elemental weaknesses, spells, limitations I can get around at my own pace, and new things to meet pretty much whenever I want. I get a castle I can build up… And, unlike many other games of this chill, relaxed type, there’s no microtransactions limiting me. £11, and bam, I have something I can go back to whenever I want.

So, if you like chill RPGs with no real pressure behind them, that are simple to play, but have complexity in the background, maybe give Siralim 2 a go. It’s also available on phone, and has a cloud storage function so you can play it while you’re out too. Which is nice.

The Mad Welshman banged two monsters together, and was pleasantly surprised to find out he had a new monster. Another productive day!

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