Goblin Shop (Review)

Source: Cashmoneys
Price: £7.59
Where To Get It: Steam

Running a shop is, barring the social aspects, mind numbingly dull. Customers come in, they look at things, maybe they try and steal things, and sometimes they buy things. Then they leave.

Times my “helpful” employee has fallen asleep today: 15.

Goblin’s Shop tries to add things to this basic formula, in much the same vein as games like Recettear, Nono’s Magic Item Shop, or Moonlighter, but… A lot of what it seems to be adding is annoyance. Okay, yes, Employees potentially make things easier… But just as often, they’re going to fall asleep on the job, requiring you to punch them awake. The music is sparse chiptunes, and as such, they pall quickly. And adventuring… Well, have good enough folks, you can easily win through. Don’t, and you’re just leaving to come back later. There’s no real stakes to it, and…

…Well, it all ties into a core problem. Much like actual retail, a lot of this feels more like busywork. I don’t need every single material on the adventure map. I need newer ones. But it’s there, why not pick it up? Money? Money hasn’t been a problem the entire time. After a certain point, it just… Stops becoming important. Selling kit to adventurers to equip them seems like a good idea, until you realise that you have to solicit them, multiple times, to get the silly beggars into the shop to buy something basic like a potion. And the “multiple times” is there, not just due to failure chance, but because they may not actually buy a potion, despite you knowing that they’re going to need one, and soon.

This is about as exciting as adventuring gets.

There are some minor nice touches to Goblin’s Shop… Finding monsters is the way you both diversify your party and get more customers, and sometimes, when you sell a nice item to a customer, they’ll give you extra enchantments to work into your items (randomly.) When you defeat bosses, you actually have the chance to be merciful, which nets you kit, and can improve the humans’ opinions of you. But finding new recipes is slow and annoying, getting to new adventuring areas is a matter of going through adventuring again and again until you beat it… This is without getting into odd control decisions and hiccups, like WASD having menu functions in the shop, but not in adventuring, or the character stopping moving (Considering that your character’s only option when he doesn’t have backup is to run away… Not so good.)

In short, there’s a whole lotta grind here, not a lot of stakes, the music helps it feel grindy, and while there’s a lot in the game, there’s not a lot of cohesion to it. And that’s a big old shame.

The Mad Welshman takes no pleasure in being a downer on goblincraft. But sometimes, it just makes him too green.

Become a Patron!

Death Mark (Review)

Source: Cashmoneys
Price: £32.99
Where To Get It: Steam

Ghosts, it seems, are sexist. Either that, or they’re creeps. This is the impression I get from Death Mark, a visual novel/RPG with an interesting premise, but fanservicey art choices that don’t gel well with their horror narrative. So, more accurately speaking… Death Mark’s got a gender-bias problem.

I wanted at least one male horror, for comparison’s sake.

Let’s back up a bit. Death Mark tells the tale of an amnesiac protagonist, where it’s quickly established that they are amnesiac because of a death curse from a vengeful ghost. And so, with a living doll, a mansion that belonged to one of the victims, and the help of other Marked individuals, you attempt to find the spirit that cursed you to die in terror, forgetting more and more.

Let’s appreciate what’s good. The soundtrack is atmospheric and tense, and the sound design is pretty good. The UI is clear, except for the character menu (Which, apart from the END that leaves the game, can be explored just fine.) The art is good, except for some of the ghosts. The story beats are interesting, and the game sells its odd, urban legend inspired world. Similarly, the characters are interesting, and each has something going for them, where even the unlikable ones have some sympathetic aspects to them.

The most horrifying woman’s death CG in the game. And still shibari. SIIIIGH.

But, as mentioned, the game has a definite “Targeted toward the horny white male” vibe to it, as men are invariably murdered horribly, while the portrayal of women is… Well, this is the least sexy “Dead/about to be made dead” CG in the game apart from the intro. Inventory can be a bit of a pain, especially in Chapter 2, where the bottles of Nite Nite are not grouped, and yes, there are items of technically no use. Finally, while I could say the deaths/game overs for fuckups are annoying, the main reason this is so is because saves are restricted to the mansion, as, for the most part, puzzles do have clear hints (Sometimes in notes, sometimes inventory, sometimes conversation.) And finally, the monsters being in a different art style, while I can understand why (To emphasise their otherness), it doesn’t really land for me.

While Lee Chaolan has fallen on hard times, he’s still cheery as ever…

Nonetheless, overall, I enjoyed Death Mark, having completed the good route over the course of the weekend. I enjoyed its twist at the end of the main story, I somewhat enjoyed the DLC chapter, but would warn folks that the game contains mentions of abuse, child abuse, suicide, prostitution, rape… Heavy subjects. If that doesn’t turn you away, then Death Mark is pretty solid horror, and I do, overall, recommend it despite the reservations above.

The Mad Welshman says “Kill men sexily in horror games 2019!”

Become a Patron!

The 7th Guest: 25th Anniversary Edition (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

25 years it’s been, since we first visited the house of Stauf, the serial-killer toymaker who lived in a devilish House that Jack Built. A game that sold many a CD-ROM back in the day, but nowadays receives either quaint chuckling or ear-shattering rage, depending on when somebody experienced the dread Microscope Puzzle.

Oh, and anniversary editions that are actually ports of mobile editions. That too.

Complete with translation errors. Well, at least this one’s amusing. What, who HASN’T eaten at least one fair?

For those who haven’t seen The 7th Guest, it’s a spooky puzzle adventure in which six guests (that you know of) have been invited to the mansion of Stauf, a mysterious and murderous toymaker. They all vanished, long ago, but you see their ghosts as you, a man with no memory, explore the house, solve puzzles, are taunted by Stauf, and eventually discover the mysteries, like… What happened to the other 6, why children died when they bought Stauf toys, and… Who the 7th guest was… It was interesting stuff, and most of it’s aged fairly well. Normally, anyway.

In case that first pair of paragraphs hadn’t clued you in, The 7th Guest 25th Anniversary Edition’s value mostly lies in its extras. The rejiggered graphics are, indeed, rejiggered in the technical sense, but in the technical sense of “Upscale, smoothing filter applied.” The audio’s alright, but the “totally new” control scheme is… Well, it’s actually clunkier than the original, which is a thing to behold. Rather than smooth shifts between contextual controls, there’s a giant mouse cursor (For lo, the game has no windowed mode, and resolution changes happen twixt menu and game… Even menu to menu, in some cases) that shifts between “Big pointy thing” to the beckoning skeletal fingers and eyeballs we know and love (Some of which stay on screen blinking for a bit after you’ve moved selections.)

“Winking in and winking out… Hey Guest, don’t try this out!”

Sooo… In general, the nicest thing I can say is “The map looks a bit clearer, and the sound’s a little cleaner.” Not a good start. But how about the dread Microscope Puzzle?

Well, apparently that’s a third somewhat nice thing. It has been retooled, somewhat, to the point where opinions actually differ on whether the thing’s an utter bastard to finish. But that, essentially, is about it. A clunkier interface and smoothed upscale doesn’t make for a great experience, and, while those can be removed (Along with the nicer map, by choosing “Original” graphics), it ends up with either money I’ve already spent on The 7th Guest itself, or a port of a port that feels less pleasant to play.

And he’s going to carry on waiting. The 1.04 version doesn’t even get past the menu for me, hence all these screenshots being early game…

Neither are a particularly pleasing choice to me, and so I leave by repeating what I said earlier: Unless the extras interest you, this is probably one to avoid.

The Mad Welshman normally doesn’t disapprove of ports. But, here’s the thing… They have to be decent ports.

Become a Patron!

Risk of Rain 2 (Early Access Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam

Risk of Rain, it seems, has made the transition to 3D. And you would think that this could be a very good thing. It could. Right now, though, it’s not really for me.

For some odd reason (CAN’T think why), the majority of my screenshots are me lying dead near a boss. Mysterious.

Okay, let’s back up a second. Risk of Rain, the original, had you, one of several unlockable protagonists, trying to make your way back to the prison ship you had been ejected from, through a land filled with teleporting enemies that got increasingly more hostile the longer the run went. It was clever, because it forced you to balance going fast with being prepared, and its bosses were quite interesting. And Risk of Rain 2, essentially, appears to be more of the same, but this time in 3D. So… Let’s discuss that aspect of things.

Some enemies, like the Wisps, have become somewhat easier (to kill, anyway), but, overall, there’s a lot of added obstacles that 3D has brought. For example, in the first Risk of Rain, you generally had attacks from three directions. In 3D, well, that number has quite drastically multiplied, so where, in the original, a horde was theoretically still Not Really A Big Thing (Except in terms of the time it takes to murder them), in Risk of Rain 2, certain hordes make things very awkward for the player. Wisps are a prime example, because, while individually easy to kill, they have sniper like accuracy, and you only have so much dodge to go around to avoid their shots… If you’re aware of them.

Sometimes, though, you just have to appreciate natural beauty while your drones murder things.

Add in that running is oddly bound (Ctrl, because Shift is dodge. You might want to rebind that), and has a nasty tendency to stop after… Well, anything that isn’t running, really (Especially jumps and dodges), and playing solo has multiple issues. Honestly, snipes and beams appear to be the biggest source of woes here, and it may be a good idea for those to get toned down. Finally, while the teleporter was somewhat visually distinctive in Risk of Rain 1, it becomes much less so in 2, and so time can often be wasted by not actually knowing where the teleporter is, when you’ve run past it several times.

So… Some work is needed. I will say, however, that the worlds of Risk of Rain are actually kind of elegant in 3D, allowing for more kinds of secrets and interesting things to find, that everything except the teleported has translated well visually, and that the sound and music remain as good as the first Risk of Rain. As with the original Risk of Rain, once a run gets going, it’s pretty damn glorious and chaotic, as powerups add things like slowing, burning, detonating on death, giving health orbs on death… A lot goes on, and I feel that sticking with much the same powerups and enemies does give a sense of familiarity that helps ease players of the original into it.

Whether single or multiplayer, one thing remains the same… Damn, fights can get chaotic, and this is glorious…

So that, essentially, is Risk of Rain 2 so far. 3D has added challenges, some enemies seem a little more accurate than is necessary, but the basics are down and clearly working. While I haven’t exactly enjoyed it so far, I did enjoy Risk of Rain 1, so I think it may well grow on me as it makes its way through early access.

Before anyone asks, no, The Mad Welshman refuses to “Git Gud.” Beyond hating the phrase, he’s already perfect…

Become a Patron!

Destiny or Fate (Early Access Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam
Other Reviews: Release

Sometimes, Destiny is kind. Other times, I seem fated to look at unenjoyable things. At the present time, at least, Destiny or Fate, unfortunately, is the latter. Not that there isn’t a chance, as the basic idea, that of a turn based card battler, has been proven to work several times.

Kyle, Strider Hiryu’s lesser known, angstier brother.

The thing is, DoF is swingy as heck. When it goes well, it goes well. And when it doesn’t, it’s a tiresome, unenjoyable slog. And there’s a few potential reasons for this.

The basic idea is fine: Move between areas clearly labelled as normal fights, elite fights, shops, events, and bosses. If it’s a fight of some description, you get 3 mana a turn to play cards, and playing cards of the same type as currently unlit orbs on your character’s status gives energy for a special ability, which triggers when it’s full. Win a fight, you get rewarded with a couple of different types of currency, a new card for your deck, and a monster to add to your party from the ones you fought. At the shop, you can buy and upgrade cards, unlock heroes after you’ve met them in events, and upgrade both your hero and your captive monsters. Beat the boss to go to the next area, and no, you don’t get to buy the boss.

Skellington McSpikeyArmour here pretty much emblemises the problems. That 70 defence is going to take a while to get through, and he’s going to be doing X% of Max HP attacks in the meantime…

All this would be fine, if each individual step didn’t have problems with it. 3 mana a turn means a max of 3 cards (This is assuming you’re not inflicted with a card cost status effect) a turn, which makes fights go on. This, in and of itself, wouldn’t be so bad if the rewards were better, but, often, they aren’t that great. Special abilities, theoretically, encourage you to mix and match defence and offence, but a fair few special abilities are, basically, extra attacks. The ones that aren’t vary wildly in effectiveness, from poison being pretty weak, to powerful frailty effects that double damage. Speaking of rewards, the shops are expensive, and multiple battles are needed to be able to afford a single card or upgrade. This, again, wouldn’t be a problem, except that bosses are mean, and going into a boss fight without a good deck, a full, preferably half health or above party, and some nasty special abilities is basically a losing proposition… But going round the map to collect things is not only grindy, the success of that plan depends on the fights going well. Of the boss abilities, the “X% of Max HP all attacks” definitely seem to be the most common run-killers, because without good defensive cards, that one’s pretty much “Someone or multiple someones just die. Thanks for playing!”

That’s a lot of words, but basically, they can be summed up as “There’s a whole bunch of balance issues fighting each other over which is the worst, while the game feel suffers.”

Events do regenerate, but, as you can see, I’m in no shape to fight the boss…

Visually, it isn’t bad. It’s consistent, it’s clear, there’s some good designs here (and some very silly fantasy stereotypes, but hey), and it doesn’t take a whole lot of non-tutorial poking to understand what’s what. Soundwise, though… Well, there it falls again, not just because of a strange bug which resets the main sound volume (without affecting the option slider), but because it’s ho-hum. There is a battle tune (An awkward mix of chiptune and strings), some generic sound effects, and… Well, while it’s clear, none of it grabs, and the battle tune very quickly wears on you, as you’re going to hear it a lot. It doesn’t help that the dramatic, JRPG style it’s going for contrasts with “Play some cards, hit end turn, watch effects and numbers pop up.”

At the end of a run, what you preserve is… The heroes unlocked. Some stuff is early access problems (Such as some quests claiming you don’t have money when you do), and relatively forgivable, but, overall, while the game visually does well, it wears on the sound front, and feels, in turns, arbitrary, tedious, and humdrum mechanically. I wouldn’t mind quite so much if I’d unlocked much in single runs, but, as noted, even basic unit upgrades take a while, and since the survivability of the lower-tier units is “A few fights at most”, it just doesn’t feel worth it.

Moments before the last screenshot… Yup, Elite battled, and… Can’t afford the sonuvagun…

So, that’s Destiny or Fate: A game which has a solid core idea, but whose execution is currently lacking on the balance front.

The Mad Welshman genuinely does hope things improve, but… Has been around long enough to know that’s no sure thing…

Become a Patron!