Cultist Simulator (Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam

Cultist Simulator is a little like occult research itself: It’s messy, and offputting and obfuscatory at first, but, as you get deeper, it all becomes simpler, and then… Well, you’re exploring for the sake of exploring, falling deep down the rabbit hole…

The Mansus, this game’s Dreamlands, in all its glory. *Poked from off camera* Oh, sorry, wrong capitalisation. All its Glory!

To unpack this, nominally, Cultist Simulator is a real-time strategy/RPG hybrid where you, a person of some description (be that a doctor, a policeman, a working joe, or other things) get a hint of a deeper world, a world where, if you really, really want, if you work hard, and make sacrifices, you too can become a big player in the world of ancient magics.

Of course… Some of those sacrifices are human, and some of that work is murder, or suppression of evidence that you’re doing all this stuff, and I say “nominally” regarding the game because it isn’t really much like anything that’s come before. The cards, for example, are all on timers. The events are on timers. And, while you can pause and interact with them all, unless you’re doing just that, the event cards can only be viewed individually, so you’re always going to miss things, partly because here, a lack of tutorialising is a deliberate choice. Fun fact: Cult, and occult are words whose Latin roots are two letters apart. Colere, to cultivate, and Celare, to hide.

As such, a review of Cultist Simulator, by its very definition, is a somewhat spoilery experience. Starting only from a card or two, the world expands, with more verbs (that’s the squares as opposed to the cards) unlocking in play, more threats, more opportunities. Teachers are discovered, lore is uncovered. Dreams, strange places, possible cult members, and, of course… Hunters. People who would rather (and with good reason) see these ancient secrets remain buried, even if their methods, their name (The Bureau of Suppression) seems a step too far.

There’s one heck of a narrative here, but interpreting it is as much a learned skill as getting to the point I have.

This is one of the high points of the game, that the world expands, and is explained as you go, in fragments, little pieces. With atmospheric writing, overlays to the board, changes of music, the world is created. This is a game with a lot of reading, and a lot that can only be discovered through experimentation. Wait, you can Study with your Patrons? Damn, didn’t know that. You can get a rough idea of what an event or card wants by clicking the empty slot? Damn, didn’t know that at first.

It’s simultaneously frustrating as hell, and some excellent marrying of narrative to mechanics. You are, after all, always a character unfamiliar with the occult elements of its world, by choice or no, but, as a player, I can’t deny I spent some time angry that progression seemed always a step away. What the hell do I do with this door? How do I deal with the deep, dark Dread in my life? (To be fair, that’s a question I struggle answering in life, as well as this game.) It doesn’t necessarily help that yes, even if you’re so close to earning that goal, that true glimpse that destroys and creates, something simple, something you’d overlooked, can prematurely end your dreams. Since a single run can sometimes last up to 10 hours, you can imagine why that’s so devastating. The cult members and patrons remain the same, even if the story changes, and this, also, is perhaps a flaw.

Cultist Simulator is interesting as all get out, and somewhat unique, both in terms of how it handles events, and how it uses a lack of tutorialising to its benefit narratively. I would recommend it to folks, because, interestingly, it’s using its flaws. Not perfectly, and there are still things that the game does that annoys the hell out of me (such as generating cards on top of other cards, or the magnet slots on events prioritising over events that are already being used, dammit dammit dammit, but it intrigues me with its well researched and written world, its subtle, mostly minimalist aesthetic, and… Not gonna lie, it feels good when you finally achieve your goals.

The writing is excellent, and I mainly chose this screenshot for the folks who already bought the game. Some amusing… Poetic… Justice.

The Mad Welshman loves new aspirants. It’s such a delight to discover how well each goes with Garlic Butter.

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Juicy Realm (Review)

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

The fruit and veg, it appears, has evolved rapidly to rule the world. A world that sure as hell ain’t Earth, if those dinosaur bones are anything to go by… But still, fruit and veg with guns. But the remnants of humanity are fighting back!

Yes, for you, the game is over, ghosts of enemies. GG, fruitthings. GG…

Ah, what an exciting synopsis. It’s a shame, then, that it’s a somewhat plodding game, in multiple senses. The game’s characters don’t so much run about as lightly jog, even plodding in some cases, the enemies fire… Occasionally? It’s about once every few seconds… And, while there is a dash, it’s a somewhat short one on a rather long cooldown. This isn’t, in the purely technical sense, bad design, as the enemies become more numerous, the weapon patterns and environmental traps more devious, and the game appears balanced around the speed it’s at.

In the more subjective sense, though? It feels like a marathon of attention, with the main killer being, essentially, too distracted to even notice the bullets among the chaos, be that from the effects of your own bullets, cloudy visual effects, or the fact that there’s several enemies on screen.

Spot the… Well, anything of importance.

Beyond this, unfortunately, it’s… Not got a lot of variety. Yes, there are many guns, but most are your average bullet shooters, with only a few (The cross-gun, which does hideous damage and multiple projectiles on impact too) of note, a couple of melee weapons you’ll mostly end up forgetting about, and a few that I assume are meant to be joke weapons (Such as GG, the keyboard that fires “GG” at people, hoho, or Steam, the gun that prints money when you hit things with it… My sides, they do split…)

Juicy Realm is not, strictly speaking, a bad game. However, its ideas are as staid and plodding as the game itself, and I don’t find myself particularly feeling much at all, whether I’m winning, losing, or even just plodding along.

Thankfully, the boss arenas are clear enough that you have a pretty good idea what you need to do.

The Mad Welshman is, it’s true, a fan of good aesthetic. However, good aesthetic often involves enough clarity you know what the hell you’re doing at any given moment.

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Beacon (Early Access Review)

Source: Cashmoneys
Price: $19.99 (Approximately £15 , 657 copies remaining of first access at time of writing)
Where To Get It: Itch.IO
Version Reviewed: o.14A

It’s a decidedly eerie feeling, finding yourself. No, not in the sense of discovering your personality. I mean, discovering you, or, more accurately, an earlier clone of you that didn’t make it, for whatever reason. But that’s part of the “joy” of Beacon, a third-person twin-stick game where you are a clone. And not necessarily a faithful one, either.

Hrm, there’s something different about me… Oh, I redid my hair in the vat! Niiiice!

Okay, that bit takes some explaining. While Beacon is indeed another twin-stick, procedurally generated shooter with persistent elements, those elements are mainly (in the present build, at least), genetic. Abstracted genetics, harvested from things that maaaaaybe wouldn’t have genes (like the PRISM robots) , but genetics nonetheless… And these attempts at improvement through genetic tampering have a reason. The original Freja Akiyama (the protag) died on landing after crashing on this hostile and ever changing world. But that doesn’t mean her base personality wasn’t saved, and that she doesn’t want to get off the planet. So, she has a clone tank. Sometimes, it works as intended, taking genes from local wildlife (robotic or otherwise) , and sometimes… It makes drastic changes, both to her body, and to her perception of things.

It’s one hell of a clever conceit, and it’s backed up by a good, low-poly aesthetic, some good secrets (Of which I’ve discovered a few, and not quite got the hang of quite a few more), a variety of weapons, and a relatively limited enemy set that nonetheless gets tough, and scary, pretty early on. Good soundtrack, good idea, good aesthetic… So… What’s not so hot?

AHsodoffsodoffsodoff! (Dodge-rolling is the only way to get some range here)

Well, every gun has a minimum range, and there are a couple of enemies, specifically the Quick PRISM Robot subtype, that are annoying as hell at the present time. It’s not just that they’re faster than you. It’s not just that weapons have a minimum range. No, it’s that they can also shield themselves, and that, honestly, is a bit much. They are, unlike, for example, the flamethrower robots, not so much scary, or tense, as annoying to deal with. There’s also a lack of permanence, right now, in the things you’ve found, which is a bit of a shame, if understandable.

Still, this is already a promising start, with a lot to explore and deal with, a lot of weaponry of different types, and, once you get further in the game, you start to uncover an interesting mystery. I mean, robots and buildings do sort of imply previous habitation… Do they not?

Note for next clone: Chaingun slows you down. Also, construction failing, almost died due to plates falling. Be careful, sister!

The Mad Welshman #37 loves his spindly little robot legs. The Mad Welshman #36 says they don’t quite suit him though. Please help solve our “discussion” without chainguns getting involved.

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Slipstream (Review)

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

Slipstream is a bit of an odd duck, because your enjoyment of it depends on your mastery of precisely one thing: Releasing acceleration very briefly, tapping the brake and a direction, and then quickly holding accelerate back down so as not to lose much speed.

Be it in cities, in tournaments, or just going for a ride, drifting is the majority of what you’ll do here.

Welcome, in short, to an arcade racer where drifting, drifting all the time, drifting then suddenly shifting direction to drift the other way, is king, queen, and probably most of the hierarchy. In fact, I can pretty much guarantee you that not drifting will lose you every single game mode in this game, a certainty that, alas, came from my very frustrating fifteen minutes before giving up and going to the tutorial.

But once you get the hang of it… Ohhh, just enjoy the ride, my friend. Set a particularly strong fan to blow your hair so you can feel free, as the ride is gorgeous, and the tunes are pure 80s synthwave. Gorgeous. There’s a couple of modes to play, but, really, the main draw is Arcade, an Outrun style outing in which you race through 5 of the fifteen tracks, trying to beat randomly drawn rivals in each stage, choosing between your next stage via forks in the road, and not letting the timer run out. Simple, fun stuff. It’s also amusing that pretty much all the racers are references to something or other, such as Bob Ross, Daft Punk, and, yes, Tak, the protagonist of Initial D, is referenced as well.

“Little brakes… Happy little brakes, that’s what we want here…”

So, it’s fun once you get the hang of its core mechanic. It’s got a great aesthetic, faithfully reimagining the techniques of yore and with a cool soundtrack. But does it have flaws? In short, yes. For all that its epilepsy warning is a good idea, one of its biggest potential seizure inducers is the difficulty select screen on Arcade mode, which flashes both rapidly and obnoxiously. As an Outrun style game, its tracks do lack a little variety, with only a few chicanes, and mostly, sharp curves that require drifting (or heavy braking) to pass. And then, there’s the mechanic for which the game is named, which, unfortunately, is a mixed bag… Essentially, tail a car for long enough that “SLIPSTREAM” is spelt in the lower right, and you get a speed boost. Useful? Not… Terribly. Most cars are slower than you, and a slipstream at the wrong time sends you… Boosting right into a car or a corner, for a crash that seriously impacts your speed. It isn’t great.

Nonetheless, overall, Slipstream is engaging, atmospheric, and, once you get the hang of the drifting, fun. It’s a score attack game I can see myself coming back to a fair bit. Solid, aesthetic conscious work.

Oh, wait, one minor niggle… The facial sprites aren’t scaled well in the score screen. That’s small potatoes though.

The Mad Welshman has the special ability to drift in the a-h wait, no, that’s the crash animation. NEVER MIND.

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Fhtagn! Tales of the Creeping Madness (Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

I do love me some Lovecraftian shenanigans. I also love party visual novels. So you can perhaps imagine my pleasure when I saw Fhtagn! (Pronounced Fuh-tagh-un, Fe-Tahh-gun, or Steve), which is both of these things, involving the summoning of Dread Lord Cthulhu (who sleeps and is dead in his island city until the Stars Are Right comes on the telly.)

Ahh, the sleepy town of Arkham, home of scenic Night Terrors and a solid, if mind-bending academic institution!

It is, in its basics, a very familiar formula: There are up to four players in local co-op, eight locations, seven stats, six turns, and eight possible endings in the base game. With two tasks per location, each giving some combo of three stats (Except gambling at Madame Fufu’s), and only one player allowed per location, it’s up to the players to get their stats up to the major and minor requirements of their chosen ritual by succeeding in stat based events and upping stats with their chosen activity, while…

…Ah, now this is where it gets interesting. As I found out when streaming the game, just one of the players succeeding in their ritual isn’t enough for a victory… So there is a co-op element… It’s just, by its layout, you expect it to be competitive. Good trick!

In any case, this is one of those games where the writing is important, and is it good? It is! The humour in this game lands a lot more than it misses, like how a spicy burrito coming back to haunt your cultist can, in some circumstances, actually bring you closer to your goal… Whether that’s by successfully blaming your gastric upset on someone else, or by holding it in and inspiring the cult to greater eldritch dancing by your own tortured contortions. It’s a game aware of, and affectionately parodying its inspiration, while also sidestepping a lot of the stuff that makes liking Lovecraft’s work rather awkward (You know, like the fact that a lot of it is based on racism as well as the limitations of rationalism.)

IA! IA! HOWARDU FHTAGN!

Aesthetically, it also hits the shoggoth on the (nominal) noggin, with some lively, jazzy music to get you into that roaring 20s mood, some good animations, and, in the Mayor’s office, Himself rules over Arkham, perhaps for a Newer, Better Deal… Well, until we wreck the place and summon the Older, Awful Deal, anyway…

As to flaws, I can’t really pick anything out as more than a minor niggle, for two reasons: While the base game itself is quite short (In less than 2 hours, which includes a lengthy stream, I have 5 of the 8 endings), the developers are adding content quite soon to the game, and it has a content creation tool, which some folks have already added things, and you can, too (LINK)

As such… It’s tightly designed, fun to play with friends, got a lot of humour and charm, and you can make new content for it? That’s two squamous appendages up, Fhtagn!

LovecraftianMood.JPG

The Mad Welshman has only two squamous appendages, so this is a hefty endorsement indeed!

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