Formula Fusion Comes To Early Access

Disclosurey Type Stuff: I backed this project for £20 on Kickstarter. Because hey, I try to back games I want to see more of.
Other Reviews: Early Access 2, Release

I don’t normally write much about releases. I don’t normally write about them the day they come out. I especially don’t tend to write much about games where it’s way too early to tell whether it’s going to be good or not. But Formula Fusion is a special case for a couple of reasons. And one of them is the return of an old friend from the Wipeout series.

I'mmmm aaaaaa highwaaaaay staaaar!

I’mmmm aaaaaa highwaaaaay staaaar!

…Well, to be fair, the marketing of Formula Fusion (A combat racing game set in a dystopian future) has been pretty much “Spiritual Successor to Wipeout, on all platforms, by Wipeout devs” , but this returning friend hasn’t been seen since Wipeout Fusion, to my knowledge: The Barrier. The Barrier was first seen in Wipeout 3, and it was the bane of many a Wipeout player’s life. All it did was drop a little wall that you could pass through, but others couldn’t. But ohhhh, it was enough. If you were good with it, you could drop it into the track on the side you wanted, and laugh as you watched three or four fellow racers pile into it and carom off one another.

And now it’s back, seemingly in even easier form (It just drops behind you.) If that were all the early promise shown in an alpha version of the game, I most likely wouldn’t write this article. But the controls are tight, responsive (Whether on keyboard or gamepad), and simple (W to accelerate, A and D to turn, left and right arrows to airbrake, allowing for sharper turns, and space to fire a weapon). I’m not so hot on the current UI, but the first track is a good example of an early track in a campaign, with only a few airbrake turns. At first, when playing the track, you’re inevitably going to hit things (other racers, the walls, barriers), and maybe even see the dreaded Pinballing (Where your attempts to correct from the collision send you into another wall) before exploding, but it’s exhiliarating when you start to master the track, moving from side to side as you hit the keys to turn.

New York (The first, and currently only track available) is a nice mix. Be warned, you will need airbrake turning.

New York (The first, and currently only track available) is a nice mix. Be warned, you will need airbrake turning.

Is it worth the £20 fee to get into Early Access at this stage? Not unless you really want this game to succeed. Does it, however, show promise? Hell yes. It’s a good first vertical slice, the music is pretty pumping, and the fact that, even in this early alpha, the controls and physics seem tight, shows that the devs know what’s important. And that’s the other reason I’m writing this. I wanted to point at an example of a solidly produced alpha slice. It’s by no means perfect (The Low resolution, for example, definitely means Low, as the final screenshot will show), but at this particular time, I don’t expect it to be. All I expect it to do is give me a taste of what I’m looking forward to. And that, it does.

Formula Fusion was released on Early Access on the 3rd of August, 2015. It costs £19.54 until the 10th, where it shall be £22.99, and The Mad Welshman believes in the AG Revolution.

Low Res is not joking. But if your graphics card is hurting, I think you can forgive a little jagginess for that extra speed.

Low Res is not joking. But if your graphics card is hurting, I think you can forgive a little jagginess for that extra speed.

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Games Wales 2015 – Yes, Wales Has A Games Industry

Cardiff is a city where old and new meet in sometimes unexpected ways. A good place for Games Wales.

Cardiff is a city where old and new meet in sometimes unexpected ways. A good place for Games Wales.

To many of you, dear readers, Wales will be known for sheep jokes, being where lots of Doctor Who is filmed, and little else. This even applies to many of our readers from just across the way in England, or, as we like to call it, The Land of Our Oppressors. I joke, of course. Except about the sheep jokes thing. As such, it may surprise you to know that we have a games industry, and that it’s growing. I had the privilege of attending one of our gaming events today: Games Wales 2015 (And the BAFTA Cymru Video Game Awards. More on that in a bit.) This is the article you must have been sort of expecting, considering the name of the place.

Games Wales is, as you might expect for a smallish country made mostly of crinkles in space-time, seemingly quite small. There is, however, a very important “but” approaching. An extremely important “but”. And that is that it was perhaps the most balanced games show I have seen in some time. Many games shows are all about the games. There’ll be some hardware guys, the stalls selling games (second hand, imported, or new), with the universities (decently accredited or otherwise) and indie developers sort of hanging round… But edutainment or children’s games are not always represented, and in fact, there is a sort of sentiment that kid’s games, of any kind, are a death spiral for someone’s game dev career. Games Wales was somewhat different.

A relatively small space, but packed with more variety than the average expo or con.

A relatively small space, but packed with more variety than the average expo or con.

There were three universities, all of which are actually universities, with actual degrees that actually produce bits of paper you can wave without being laughed at. Representatives of the Unity engine, S4C (Wales’ very own television channel), the BAFTA folks… Even government and legal representation was present.

I’d just like that to sink in for a second, because it’s part of why I’m confident that the games industry in Wales at least has a chance to thrive. The Welsh government has, over the past few years, been made aware that yes, media is a thing we do well, and games are part of that, so there is at least some support out there. Games Wales didn’t discriminate on the games end either. In one corner, two brand new devs, with their first products. The games they present are simple, but quite decently show that yes, this is how game designers start: Small. Next to that, the stall of the creators of an upcoming monster fighting game called Creature Battle Lab… And across the way from them, the Unity Technologies representative stood happily between the developers of a piano teaching game for young children, and the stall of the aforementioned Welsh Government’s Department for Business, Enterprise, Technology and Science. It was, if you’ll forgive me stating the obvious, slightly awe inspiring how much planning had gone into what would be 32 stalls in Cardiff’s City Hall.

Welsh developer Alida Watters shows off her musical edutainment app, Chroma Crabs.

Welsh developer Alida Watters shows off her musical edutainment app, Chroma Crabs.

Attendance was, much like the event, small, but growing, and, by the time I’d left (About ten minutes after the BAFTA Cymru 2015 Games Winners were declared), my leaving was as much due to feeling a bit crowded and unable to feel comfortable hogging a demo or a studio lead as it was my poor aching feet. As to the BAFTA Cymru Awards themselves, this year had some strong competitors (Including Wales Interactive, who have already shown some strong game-dev-fu with Infinity Runner, which was nominated this year, and Soul Axiom, an interesting sci-fi adventure game, currently in Early Access.) The winners, however, definitely deserved their seats. A Mechanical Story (In which the players progress by building contraptions to solve puzzles) took the general award, while the other four awards went to Boj Digs (Thud Media, Gameplay Design Commendation), Madron (Glasscube/S4C, Artistic Achievement), the 360 VR project (Atticus Digital, Technical Achievement Commendation), and, also from Thud Media, winning the Sound and Music category, was Toot’s Harbour.

I’ll hopefully be interviewing developers, lawyers, and government reps alike about the Welsh games industry, and perceptions of the state of the industry at large. I look forward to sharing these interviews with you, as we sometimes forget, in this international and internetted community of developers, players, and businessfolks, to see things on a national, or even a local level.

You can keep up with welsh games events and welsh game developers through GamesWales.

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When Is It Okay To Harass Over Framerate? (HINT: NEVER)

Games today are tricky business, and it’s no lie to say customers are dissatisfied with corners cut in the process. Shoddy launch releases, DLC of dubious value (or worse, good DLC that might as well have been part of the game itself, because it was pre-sliced into “Game” and “DLC” for pre-order cash), and… Framerate locking, the practice of making a PC game have the same frame rate (which can affect physics, control responsiveness, and fluidity of animations) as the consoles because… Well, the reasons vary, but not very many of them are good. But one Steam curator has tried to point these games out as they come, TotalBiscuit’s The Framerate Police

There’s just two problems with this. Firstly, he hadn’t considered all the possibilities… And secondly, he hadn’t considered that there is a segment of gamers out there willing to harass and aggro over things at the drop of a hat.

Framerate Police came to my attention when the creators of Guild of Dungeoneering (A game I should be reviewing soon.) posted a tweet basically saying “Alright, you can stop sending death threats, I’ve mentioned that the game runs at 30 FPS!”

The ridiculousness of the situation almost immediately hit me, because Guild of Dungeoneering is a turn based game with some animations. Y’know, the kind of thing that doesn’t need 60 FPS and 1080i visuals. In fact, it looks quite charming on its own.

And yet, some idiots decided it was perfectly okay to send threats, harassment, all kinds of aggro their way, because… REASONS. It becomes even more idiotic when you look at some of the other games curated, and how the reviews actually work. Here’s some examples of both at the same time.

FPSLock

Okay, so what’s wrong with this picture? Well, let’s start with Heroes III HD. Yes, okay, it’s a modern “remaster”… But again, turn based, so no physics, no reaction times, no actual need for 60 fps. Pandemonium is even worse, because it’s from the fucking 90s. So, in fact, is Legacy of Kain: Soul Reaver. These games originally ran at 30 FPS, folks. ORIGINALLY. They were PS2 games, and ran at 30. F. P. S. So, in fact, did many of our original greats. Secondly, do you see any “PLEASE HARASS THESE PEOPLE”? No? No. All it is is a list of which games are 30 FPS, completely disregarding whether they were originally 30 FPS (or less!), and nothing more.

So let me make one thing very clear: Seeing as, at no point that I’m aware of, TB has asked any of you to do this, you’ve done it of your own volition. You have harassed because you genuinely think that a game in the Year of Our Lord 2015 cannot, under any circumstancesnot need 60 FPS on PC. Yes, when a modern game does it out of laziness, it’s shitty. Guess what? Still not a reason to harass. You harass over a game, and you are Being A Shithead. Lemme spell this out for you in a way you’ll understand:

THERE IS NO GOOD REASON FOR SENDING SOMEONE DEATH THREATS. THERE IS ESPECIALLY NO GOOD REASON IF THE GAME, LIKE THE MAJORITY OF GAMES ON THIS LIST (WHICH ARE FROM THE 90s, OR TURN BASED, OR PUZZLE GAMES) DOES NOT NEED 60 FUCKING FRAMES PER SECOND.

“But 60 FPS is objectively better in ever-” No. It is not. There will always be situations where you do not need 60 FPS. I agree that frame locking a game can be a pain in the ass. I agree it’s an alright idea to tell people which modern games are frame locked. I do, however, think this was done without thinking it through solidly. “Framerate Police”? Kinda implies the people frame-locking are always bad folks of some description, TB, old chap. And no context beyond genre? This, if anything, shows the importance of context. Of knowing, not just “Guh, 60 FPS gud…” , but when it’s good… And when it’s just a pointless frippery.

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Caves of Qud (Early Access Review)

Source: Review Copy
Price: £6.99
Where To Get It: Steam
Other Reviews: Early Access 2

The world of Caves of Qud (by Freehold Games, creators of Sproggiwood) is a harsh one. I’m too canny to starve, or go thirsty, but I’ve been killed by plants, by hyena-men, by mortars, and by bear-things that should not be. I’m having a whale of a time.

Genre wise, Caves of Qud is a roguelike set in a post-apocalyptic world. Three arcologies hold the last True Humans, who have all, in some fashion, been changed, and mutants are the “average” citizens. I’ve mainly been playing an Artifex, from the Ice Sheathed Arcology of Ibul, in the North, a caste not very good at fighting, but extremely good with the lost artefacts of the days where Things Weren’t Quite So Fucked. But that’s by no means the only option. There are four castes for each Arcology, and the variety of playing mutants, who start with much less money, but make up for it with powers like Light Manipulation (allowing them to not only light their surrounding area easily, but also create lasers by focussing light to a single, searing line). Of course, everyone has their flaws too, and no one build appears broken compared to the others. Perhaps because the world is so deadly.

The world is big, and even a trip to the nearest ruin or cave can lead to unexpected trouble.

The world is big, and even a trip to the nearest ruin or cave can lead to unexpected trouble.

If you’ve never played a Roguelike, you may be thinking “It’s turn based, and the graphics aren’t modern and shiny, where’s the tension, where’s the excitement?”

You would be surprised. A good example would be a monster found semi-regularly on later floors of the very first dungeon, the Slumberling. Basically a massive, speedy, nigh unkillable bear that, if woken up, can rip you to shreds without much effort at all. Imagine he’s in the middle of a cave, and you’re passing him, step, by step… And then a Snapjaw Hunter (A hyena-man with a bow) fires at you. He didn’t hit the Slumberling or you this turn… But there’s going to be a chance, even if he’s aiming for you, that he misses horribly, and wakes the organic death machine up. In the end, it’ll only be a small comfort that, after dealing with you, it’s probably going to kill the Snapjaw that killed you. What’s your move? Shoot him? Block the arrows as best you can with your body, and hope he doesn’t kill you before you close? Or worse, miss you and hit that Slumberling? Even with the game being turn based, tension is definitely there. It’s just you have all the time in the world to think how you’re going to react to the situation. Still doesn’t mean you’re definitely going to make the right choice.

Enemies can use items just like you can. Case in point: This acid cloud didn't come from me.

Enemies can use items just like you can. Case in point: This acid cloud didn’t come from me.

The interface for the game, as far as Roguelikes go, is actually quite good. Everything has a place, you can easily switch between inventory, or quests, or equipment, even if you went to one of the others without intending to, and everything is clear. The amount of artefacts isn’t huge, but it’s big enough that there’ll always be something you’ll find, providing you live that long, which makes you giggle and wiggle in your seat. And, if you want to stick with and master a single class, the option is there to replay your last character (Albeit with a different selection of equipment) There’s no single skill you have to have, and the skill tree gives you a fair bit of wiggle room. Do you go for Axes, tripping and headbutting enemies as you go? Long Swords, with a skill path that allows you to melee swathes of enemies at once? Or perhaps Persuasion, getting other people to do the dirty work for you, and taking the various traders to the cleaners instead of the other way around? There’s a lot of options, and I definitely enjoy that. Hell, some of the best fun I’ve had in this game is in getting lost, and encountering Gorilla cultists, hunting for water (Both the game’s currency and a necessity. Tip from one who found out the hard way: Don’t take traders for all their “money”, as they’ll die, and upset their friends. Some of whom are mutants with very big guns), and seeking strange new device plans, in equally strange locales (I really have to visit the ocean. I think I will, this run. Just for the hell of it.)

What I’ll admit I don’t enjoy so much is that some of the enemies are not entirely fair. I mentioned Slumberlings are nigh impossible to kill in the early game, but that won’t stop them spawning in the first caves you visit. Ruins are, in the early game, almost certainly deathtraps, with a much higher chance of encountering a still-active heavy weapon turret that ends your life than a much needed artefact. It’s not recommended for the easily frustrated, and it’s definitely not a beginner’s roguelike. But for the price they’re asking (£6.99), it’s definitely a good roguelike, with some interesting ideas. And there’s more on the way.

You may not understand if you've never played Roguelikes, but seeing this was both awesome and terrifying. I don't *like* it when the RNG likes me. And, sure enough, I died shortly thereafter.

You may not understand if you’ve never played Roguelikes, but seeing this was both awesome and terrifying. I don’t *like* it when the RNG likes me. And, sure enough, I died shortly thereafter.

The Mad Welshman wanders the jungles of Qud, forever dying, forever going back in time. Sometimes he’s a mutant, sometimes he’s a True Human. One day, he shall find the mythical “dying of old age.”

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Yatagarasu: Attack on Cataclysm (Review)

Source: Kickstarter Backer
Price: £10.99
Where To Get ItSteam

Attack on Cataclysm looks like an old school fighter. It has the story mode of an old school fighter: Two characters, standing in nothingness and talking to each other before character relevant fights (Everyone gets the “Go home and be a family man” type victory/defeat screens), and with the difficulty increasing as you get further in. 11 characters to compare to the frankly silly rosters of some modern fighters, including Jet, who the game as much as stated was “White Dudley” in the beta, Crow the creepy Shota (He plays a bit like Ryu or Guile from SF, but sounds like the creepy villains who’re “Only doing what’s best for you, darling”), and… Look, suffice to say, nearly every style of fighting, from chargers to grapplers is represented here, so thought was put into the roster. So far, so normal fightin’ game, right?

Attacks are pretty meaty, and use the SNK style direction + Low/High button.

Attacks are pretty meaty, and use the SNK style direction + Low/High button.

Well… Not quite. The devs, you see, are ex-SNK, and they wanted to fiddle around with the formula, so there is no single block or parry. Sounds like a small thing, but in fighting games, little details like this matter. Specifically, it has a High-Low parry system. Two buttons for punching (Low and High), two buttons for kicking (Low and High), two button combos for throwing (Low and High), and two parries (Low and High). That last one is important, because if you get it right, you get to immediately counterattack, and will do more damage. Get it wrong, and not only will they get more attacks in, you’ll be completely open. Similarly, superjumps (down, then jump) are different, being lower when you jump forward, and they, also, have the risk of getting damaged more if somebody gets priority on you (IE – they hit first.) Don’t make the mistake of thinking that, because the controls are simple, and the special moves relatively limited, there’s no depth to this game.

So what does this mean? It means it’s a more thoughtful fighter, in a sense. Button mashing will mostly work against a normal CPU (Although bad matchups can obviously work against you), but against another player, you’re going to get wrecked harder than normal for attacking without consideration. It’s e-sports focused, and part of that can be seen in its social media plugin (Allowing you to tweet your victories/fights/losses), its tournament registry, and the commentators system. Yes, multiple commentators. Normally, in a fighting game, you just have one voice yelling things like WHAT A HIT or SPECTACULAR FAIL, but in Attack on Cataclysm, e-sports players and commentators like Kokujin (SFIII) or Kamichang (Soul Calibur 5) have recorded some lines of commentary, each with their own personalities, along with character commentary (so Chadha can tell you how bad your combos are), and you can pick between them (or, of course, have no commentator, for blessed silence while you beat the living snot out of your opponents without a sudden AIIEEEEEEE! Breaking your concentration.)

The game is alright, but the designs have a bad habit of boob-windows and spray-on clothes.

The game is alright, but the designs have a bad habit of boob-windows and spray-on clothes.

This isn’t to say I don’t have niggles. I have yet to find how to set my keyboard keys (It seems stuck in gamepad mode for key reassignment, and while I know a keyboard is “worse”, it still annoys), the game is always 4:3, so running in fullscreen is generally recommended (Leaving my windowed choices as Somewhat Small, or bigger vertically than my screen can handle at 2x, none of which are really optimal for me streaming my ass getting kicked), and the story mode seems a bit rough… Not in the sense of difficulty, I can generally beat Normal CPU in story mode, despite being relatively bad at fighting games, but in visual terms. Design wise, well… Hanzo in particular has a bad case of boob-window clothing design, and everybody has, to some extent or another, spray-on-clothing. Doesn’t make the game any worse in terms of gameplay, but I’m not a big fan of the ladies in this game, in terms of visual design.

For what the Yatagarasu team are asking for the main game, though (£10.99), it’s definitely worth a go if you like fighting games, although I personally think the pricing of the Custom Voice packs (£22.99) a bit much for something I’m not really going to use. Personal taste, I guess.

...Also, that. Le Sigh...

…Also, that. Le Sigh…

The Mad Welshman has a style known as Leap, Hit, and Pray He’s Not Parried. He proudly wears the bruises from sticking to this style.

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