Lethal League Blaze (Review)

Source: Cashmoneys
Price: £17.99
Where To Get It: Steam

Lethal League Blaze is a game that, in many senses, takes a little bit to get going, but once it does, it lives up well to its name. And, even for a critic who doesn’t do well at fighting games, this one… This one tickles my fancy. And it’s all to do with how it revolves around a ball.

Lethal League Blaze is, essentially, combat ping-pong in a rectangular arena, in which the characters use directional movement, a double jump, and two keys (one for grabbing, one for thwacking), in order to punt, bunt, or smash a ball into their opponents with as much velocity as they can muster, fully aware at all times that a return at any point from the mid-stage could mean a loss…

Screenshots, alas, can barely cover what happens when it gets *really* fast. But this is a close example.

…After all, the more the ball gets bounced around, the faster it’s going. And the faster it’s going, well… The more it’s going to hurt when you fail to bat it or catch it, and it hits you in the [insert sensitive part of your anatomy here]. Now add in the possibility of special items, like a remote controlled ball, an invisible ball, and the like, and you have quite the explosive mix.

And yet, it continues to add flavour to this already heady mix. How about some tunes by Frank Klepacki, or Hideki Naganuma, of Jet Set Radio fame? How about a colourful character roster in a world of robots “not programmed to lose”, skaters, over the top Falcon Cops, and, as a final boss character, a murderous boom-box that quotes Sinistar, called, obviously, Doombox?

Multiple game modes, unlockable as you go? An arcade mode? A campaign? All in addition to the main core, which is multiplayer ball smacking action? Yeah, this all works. This brings those funky beats, whether that’s musical beats… Or the beatdown of watching a quick return make your opponent lose their last life.

As things heat up, so, too, does the background. Amusingly, the cops will just rush back once the fun’s over.

It’s also moderately accessible, for a fighting game. In its previous installment, one hit, regardless of speed, led to a loss of life, and you only had one. Here, folks in the early game can try things, work out what’s going on, get used to a character’s special, before it speeds up, because low speed hits don’t even deplete a single life-bar. All told, it’s fun stuff… But are there problems?

Sure, there are problems. But forgivable ones. For example, it must be said that the early parts of Campaign and Arcade modes are not great, because the AI isn’t bringing their A game. It’s understandable, but at the same time, watching an AI flail around, and getting a win where they don’t even hit the ball unless they need to isn’t great, and it leads to a false sense of security. A sense of security that, in arcade mode for me, lasted right up until about three fights before the end, and wasn’t shattered until I fought… DOOMBOX. Even if multiplayer is the focus (and it is), it wouldn’t hurt to tune the mid-game challenge up a little bit.

Otherwise, I like Lethal League Blaze. Its simple concept nonetheless allows for some tactics. Bunting the ball, then hitting it will drastically speed it up, and, at high speeds, the game gets chaotic, for example. Or the fact that the grab is a quick counter that, timed well when someone’s just finished charging up the ball, will knock the presumptuous player off their perch unless they, also, have a perfectly timed grab waiting. Its aesthetic is colourful, its unlockables are reasonable…

I LIVE… AGAIN. RUN, COWARD, RUN, RUN!

Yeah, I’m down for a Lethal League Blaze.

Perhaps the most painful part, for the Mad Welshman, was avoiding all the ball jokes. Aaaaaalll the ball jokes…

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NSFWare (Review)

Price: £2.09
Source: Cashmoneys
Where To Get It: Steam

Sexual content contained in this game includes toys, cuckoldry, bdsm, voyeurism, and multiple partners. (more…)

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Return of the Obra-Dinn (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

It says a lot, either about my own media consumption or the Obra-Dinn, that nary an eyebrow was raised at its sharp turn into the more supernatural. I was too busy worrying about how to identify the crewmen, and whether what was sticking out of them was swords… Or spikes shot from demon crustaceans.

Sometimes… There just isn’t that much of a corpse to see… Eep. o.O

Just another day in 1800s insurance, using my Memento Mortem watch to wince at the gruesome deaths of almost an entire ship of people, then ticking off boxes like “Was Murdered By A Grue” or “Mutiny Related Causes (Not Covered By Policy, Fine Their Estate For Criminal Charges).”

The Return of the Obra-Dinn is, in essence, a mystery game, in which you, the unnamed insurance agent with a watch that can relive the last moments of the dead, attempt to discern precisely what went on during the ill-fated voyage of the Obra-Dinn. And you do it by reliving the story of the Obra-Dinn (Tragic and foolish as it is), one death at a time. From these final moments, and a couple of clues (Such as uniforms, the objects people hold, the language they speak in, and who works where, to take some examples), you have to piece together not only who is who, but who did what to who, and how many, if any, survived.

Okay, you get a big clue in that respect from the beginning, which can trip you up later if you forget it, but still… There’s approximately 50 crew, and at first, it seems a daunting task. Then, as you build up more information, context, and clues, it becomes easier, until late in the game, where it becomes hard again because the clues are more subtle. Fortunately, once you know the fates of three people, they’re locked in, although it’s important to note that it doesn’t change any misidentifications you made elsewhere (That one tripped me up very late in the game.) It’s a subtle kind of interactivity, while it can be a little annoying in the late game until you realise you can use the bodies revealed in a scene, in the scene, to teleport between parts of the chapter. But, overall, it’s a clever one. How did this man die? Well, it’s a little unclear, isn’t it? But… Goodness me, that’s bright. It could be, you know, that giant tentacle, but why is this bit so bright?

I mean, bad enough he’s so far up, but the actual *cause* of death could be… A couplea things, yeah…

Oh.

Ohhhhh. [scribblescribblescribble]

Aesthetically, the game has an amazing 1-bit shader, which is to say, everything is either a colour (defaulting to Apple Macintosh green), or white. It’s a lovely effect, and it works well with the game’s mostly ambient noise. Once you’re in the thick of things, however, nautical or dramatic music can happen, which is nice, but more often, it’s a soundscape, crafted to both give clues, and obscure those clues under as much information as they can get. It’s well done.

As noted, if you’re looking for the “best” ending, where you get the full story, it can get a little irritating, as the clues become more subtle to folks’ identities as time goes on, and, honestly, I’m not really sure why the chapter that’s locked off is the one locked off, as it’s fairly easy to deduce the root cause behind a lot of the misery, even by the mid-game, and anyone familiar with nautical horror and myth would have already predicted it. Still, there’s more than enough interesting mystery to go around, and the Return of the Obra-Dinn is recommended for both aesthetic reasons, and for a well put together mystery.

Not pictured: A whole bundle of screaming, shouting, shattering wood, things thumped about, and, hidden, the guy who *actually* died here.

The Mad Welshman appreciates games that use a clever idea for their mystery solving. So that definitely helped.

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MegaMan 11 (Review)

Source: Supporter Gift
Price: £24.99
Where To Get It: Steam

Yup, it’s a MegaMan game. I knew that from the moment I died for the fifth time on a single screen, and thought fondly about violence against bats… Which, in the real world, I quite like, but in videogames, they are a symbol of the purest rage and hatred.

Bats, bats, they’ll ruin your day, they’ll ruin your day and they’ll get in your way…

Which is a good segue into how I feel about MegaMan 11, an artfully designed, clever game that makes me want to throw things on even its actual “Normal” difficulty of “Casual.”

MegaMan is, in many ways, an archetypal run’n’gun platformer. You, MegaMan, the greatest creation of benevolent robotics professor Dr. Light, have to take on eight normally good robots who have been corrupted by Doctor Wily, a man who has been attempting to destroy the world since his tech proposals got turned down in college (A facet we now see in the intro to MegaMan 11.) And how do we do this? We visit eight themed stages, plus Wily’s Castle, and go through platforming and shootman challenges, fighting one or two minibosses in each stage, before taking on the bosses, whether that’s armed with their thematic weakness, or just with whatever weapons we have, which can be charged.

It’s a tight formula, with some similarly tight challenges, that, despite its artistry, contains a lot of things I just plain hate. And it seems the developers are aware of this, because there are things you can obtain that ameliorate some of the worst. Such as items that protect you, for a short time, against the horror that is the instant spikes of spikey death. There is also a pair of boots that allow you to not slip everywhere in Tundra Man’s stage. You might be able to hazard a… Sharp guess as to why I mention those two items in rapid succession. Oh, and let’s not forget our oldest “friends” , shielded turret (or Sniper Joe, which is functionally the same) where you want to jump, and FUCKING BATS.

About three seconds before Mega got exploded, and I was tempted to throw things.

The thing is, for what it is, MegaMan is, in fact, very well designed. Its stages teach you their quirks as you go along pretty easily, and they repeat their challenges just enough to keep things interesting, never outstaying their welcome. The bosses and minibosses, with one “Old Friend” exception, are well designed, their patterns pretty clear. That one exception, by the way, is the return of Yellow Devil, a boss that has never sat well with me due to its “Get up and wait” pattern. Graphically, it’s solid, musically, it’s stirring, its narrative works well, and its Dual-Gear system, allowing you to charge up either power or speed, is a clever addition.

And when it isn’t specifically set up to kill you on your first failure, I feel a sort of enjoyment. I actively enjoyed working out what I was doing with the second Bounce Man miniboss fight, or how to dodge Fuse Man’s hyper-speed attacks (It’s possible without the Speed Gear, but it really helps.) But then there are parts like the wall of fiery death in Torchman’s stage, coupled with enemies that are both largely invisible and definitely invincible, that make me want to throw things.

So, in short, MegaMan 11 is a well designed mixed bag. It tightens up its formula, makes a few new additions, but it will probably never remove that feeling of hate when something slaps you into a bottomless pit. It definitely isn’t a bad game, but… Not for me, sadly.

I would also like to note that I feel horrible about defeating BounceMan. It’s like kicking a puppy…

The Mad Welshman is very much a “Save The MegaMan” type person. Is that a GDQ donation category?

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60 Parsecs! (Review)

Source: Review Copy
Price: £10.99 (£14.38 for both this and 60 Seconds)
Where To Get It: Steam

Sometimes, even the smallest things can have long term consequences. That was the core idea behind 60 Seconds, the first game in this series, and now, in 60 Parsecs (A joke title based on a common nitpick with Star Wars Episode IV), that same question is asked… But in SPAAAACE!

DIVE DIVE DIVE! Each character has their own animation for getting the heck out of about-to-be-nuked Dodge.

It also saves a little time, because it means I can say that if you liked 60 Seconds, odds are high you’d like 60 Parsecs, because the core is the same: You have 60 seconds to pick up as much survival gear as you humanly can, from tins of soup, to crewmembers, before your alternate 50s space station gets blown up, and from there… Hopefully find and survive in space, long enough to get rescued… Or for something else to happen. It depends on both luck of the draw and your choices.

I never thought, for example, of the many potential uses of the humble sock puppet. Morale booster, sanity keeper… And apparently, very useful for dealing with aliens who want to steal my soup? Huh, better write that one down then.

One thing that immediately leaps out about the writing (for lo, writing is a lot of what you’re going to see in the game, along with the slowly changing faces of your ever more haggard crew) is that its humour rarely, if ever, punches down. It could have been a mean game, considering its subject matter, but at no point did I feel belittled or groan at a line… Mostly, in fact, I was chuckling if not outright laughing. For a game about an apocalypse, and surviving in extremely hostile (and cramped) conditions, it’s light hearted, and pulled me in. When Baby Bronco, the buff, but not very smart crew member fell in love with me, it was over positive reassurance, a reminder that he was valued. That was kiiiinda undermined by my dying of rats the next day, but it was sweet, and I appreciated its presentation. Even if I didn’t quite appreciate the whole “eaten by rats” thing.

I mean… We went together, that’s gotta count as a romantic no- No, it doesn’t, does it? Welp…

So… Writing’s good, sound’s good, art style is good (unlike 60 Seconds, which tried 3d models for the “OHCRAP GRAB THINGS” portion, 60 Parsecs has a nice, consistent style throughout, well animated and presented) … What’s not so good? Well, it’s a core thing, and, as such, this is more of a “Be warned” than a thumbs down. Not having the right item in some situations kills you. Failing certain events kills you. You will die, and sometimes it’s for the silliest of reasons (The rat thing, for example, was because I’d sent Baby Bronco out with the very item I needed to deal with the rats… The day before.)

I’d say, for the most part, the charm of the game gets around this, but it should be noted that getting to the end of either of the 60 [time units] games is hard. A lot of the enjoyment is not so much in the destinations (Of which there are multiple, some hidden), but in the journey.

Overall, I kind of like 60 Parsecs. It does the thing it does quite well, it’s got a lot of charm to it, it tutorialises fairly well, and, when I find myself even chuckling at some of the gruesome ends I and my crew have fallen prey to, I feel like, tonally, it’s hit a good mark.

“LET ME IN, EDDIE!”
“I’m sorry, I can’t quite do that, Cap’n! I have *no* idea why, and it *certainly* isn’t sinister, nosirree!”

The Mad Welshman would probably not make a good captain. I mean, both Captains and Vaudevillains often have rocking moustaches, but that’s nowhere near the amount of similarity needed…

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