Starbound (Review)

Source: Early Access Purchase, Way Back When
Price: £11.99 (£35.99 for a four pack, £3.99 for the soundtrack)
Where To Get It: Steam

Well, hot damn. Not only has it been a previous interwubs incarnation that I last reviewed Starbound, it’s changed. And I mean “From the last stable update” changed. So well done, Chucklefish, for keepin’ such changes as “The plot is now there, and somewhat important” and “Oh my sodden underthings, I don’t have to tramp halfway across the system to see a bloody Stargate?”

TENTACLES DESTROY EARTH: In other news, look at this cute space puppy!

TENTACLES DESTROY EARTH: In other news, look at this cute space puppy!

I already kinda liked Starbound, and came back to it at various points during Early Access, from the early “UGH, CAVEMAN TIER” whiny days, to the days when you vaguely had things to do and all the biomes were in, to when quests happened and bosses made a vague sort of sense… To this. It’s been a three year journey, let’s check out how things have gone with a brand spanking new character, the lady Hylotl Hachiro (Yes, it’s a boy’s name, shut up and stop judging, asshole! Hachiro does what she wants, and she’ll science you if you disagree!)

Hachiro started her in-game life on a high note… Graduating from Protectorate University, to be part of the peacekeepers of a shiny age of intergalactic harmony. Which is then immediately screwed up by tentacles that destroy Earth. Go figure. Hachiro manages to escape, but finds herself on a lost world, with a pet to feed, herself to feed, and a StarGate Teleporter of some kind right where she lands. She then moved into a ruin nearby, set up her various crafting tables, a campfire, and (eventually) a bed, dug down to the core before she even had iron armour, and did two obstacle courses. Now she can dash and double jump.

Oooh, that's a big momma, alright! Thankfully, I have a gun, and patience. It has neither.

Oooh, that’s a big momma, alright! Thankfully, I have a gun, and patience. It has neither.

Compare this to the previous update’s “Bobbert”, the Glitch, who escaped without any prologue, dug down to the core after many travails, upgrading to Iron armour so he could fix his engines so he could schlep to the edge of the system to get a quest. Which he needed the iron armour for. As you can see, we’re off to an improved start. But, as the update giveth, it also taketh away. Unlike Bobbert, Hachiro has yet to give an assassin a cake, can’t cook proper food yet, needs more and different things for even iron armour and weapons, and Survival mode now means “You drop most of your inventory when you die.”

Which is definitely a reason to play cautious. For example, places I have dropped all my shit:

  • Halfway across the planet from where I beam down.
  • Halfway across the planet from where I beam down, next to a Big Monster.
  • Near the core of the planet, in a pool of lava.
  • Halfway across the planet, deep underground, next to twelve bats.
  • Halfway across the planet, deep underground, at the bottom of a deep, steep sided pit.

    This was actually the *least* problematic of my many equipment recovery missions...

    This was actually the *least* problematic of my many equipment recovery missions…

So, I like the changes. I like the story. I love the friendly tooltips. But I’m probably not playing Survival again unless it’s with friends. I just get too frustrated at losing most of my stuff, and dying several times as I trek halfway across a planet to find it. Also of note is that the mod scene, having developed over the three or so years of development, is alive and well, so the experience can be heftily customised via the Steam workshop. The soundtrack is great, the visuals are finely honed (I have little to no colourblindness problems here, always a good sign!), and…

Basically, there’s a heckuva lot of game here, a little grindy in places (As survival exploration games can be), but it’s got charm, it’s got story, it’s got a lot of cool things, and I would recommend it quite highly.

Of course, since it’s been in Early Access for most of its development cycle, I have the strong suspicion most of the people reading this already know that. But it’s nice to see a game come out of Early Access this strong.

The Mad Welshman set his matter manipulator to “Underground channel” and grinned. Oh, he’d show that lava what’s wha…

…And then the bat behind him knocked him into the lava.

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Inside (Review)

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

Spoilers. Spoilers spoilers spoilers. There you go, there’s the story of Inside, the latest offering from creators of Limbo, Playdead. Oh, wait, there’s non spoilery things I can say: There is a small boy. He’s running from some weird stuff. Stuff that can kill him stone dead. Also there are brain machines, around which quite a few puzzles revolve.

Pictured: Technically A Spoiler.

Pictured: Technically A Spoiler.

This, in essence, is one of the biggest problems with reviewing Inside… That it’s a game that wows you, that frustrates you, and has all of these experiences… And, for fear of the dreaded cry of “UGHHHH SPOILERS DUDE”, we can’t talk about most of it. We can tell you that the animations are subtle and interesting. We can tell you that the movement is fluid. We can tell you that, on keyboard, the action key is right control, and that because the game starts immediately, and is checkpoint based on its saves, you may have a few annoyed minutes of fumbling because there are no tooltips in the game.

But then you get into the game, running from dogs, strange masked people, and other weirdnesses, and you get involved in a story. A story for our time. An enthralling story. A well checkpointed story with well designed, self contained puzzles such as REDACTED, REDACTED, and, of course, REDACTED.

…Y’know what? Sod this, the internet’s saturated with spoilers and I’m going to damn well have my fun. There’s an early puzzle that amused me, and was high octane, even though it shouldn’t have been with how stupid and predictable the dogs chasing me were. I climb a fence… They go the long way round to try and get me. So I climb back, making sure they’re nipping at my heels (But not literally nipping at my heels, or they’d kill me in a particularly gruesome manner), then I climb back over, pull a board out of the boarded up doorway, and climb back over the fence just as the dogs reach me. I repeat this the magic three times, then just manage to get away from the dogs.

Pictured: Something quite atmospheric. Also technically a spoiler.

Pictured: Something quite atmospheric. Also technically a spoiler.

“I only just managed it” is this game’s thing, when it’s not “Wait, I was actually meant to… [FACEPALM] IT’S SO OBVIOUS!”

The adrenaline, the tricks the developers play that, nonetheless, make perfect sense in the world’s logic, and, furthermore, get applied later so you know that yes, they’re not just doing it as a one off. The secret thingumajiggers that lead to the secret ending… Yes, there’s a secret ending. The subtle horror of a small child in a world gone oh so wrong. That’s the magic of Inside. Not necessarily the puzzles we don’t talk about, which, believe me, won’t help you all that much. The next one’s a doozy. They’re all doozies… Until you solve them, and they’re not anymore.

No, if you’re going to buy Inside, buy it because you’re interested in world building, in how a story can be told without a single line of dialogue. Buy it because you want to see animation done well. Buy it because it’s a story you’ll want to remember, and read again by playing it, occasionally stumbling as you forget exactly how you did that one puzzle. Don’t buy it if you never liked Flashback, or the original Prince of Persia, or any of the puzzle-action-platformers that led up to the creation of Inside, and no doubt will lead to more interesting gems like this one.

It’s really that simple.

Pictured: Something subtly horrific. Guess.

Pictured: Something subtly horrific. Guess.

The Mad Welshman scratched his head, and The Mind Controlled Englishman scratched his head. Unseen to both, The Also Mind Controlled Uruguayan scratched his head. But somewhere in those dominated neurons, a personality was chuckling. “They’ll never find me.”

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Ghost 1.0 (Review)

Source: Cashmoneys
Price:
£9.99 (£3.99 for the Soundtrack, which definitely ain’t bad)
Where To Get It:
Steam 

When I got the email that the developers of UnEpic were making a new game, I was both excited and nervous. Excited, because UnEpic did interesting things. Nervous, because it was also referential as hell, dumb in places, and stupidly hard and grindy in others.

This, er... Makes slightly more sense as a joke once you've played UnEpic and seen the bits before this... :/

This, er… Makes slightly more sense as a joke once you’ve played UnEpic and seen the bits before this… :/

For good or for ill… Little has changed. The references are somewhat less forced, the story veers wildly between pulpy silliness, philosophical discussion, and blatant referential humour, and the grind?

Oh yes. The grind remains. And it remains my problem with Ghost 1.0, because, to me? It’s just not fun to repeat alarm lockdowns for Energon-Cubes-As-Currency, so I can get better weapons that, really, I should be earning more organically. And this is a damn shame, because, for all the bitching, there has been improvement over the UnEpic formula, with fluid movement, a better overall story (Involving the enslavement of androids by an evil corporation… Hey, I said better, not amazing), and some cool stuff hidden in there… But, even past the halfway point, I’m not sure it feels worth it to continue. Boss with nigh unavoidable paralyzing shockwave, making it a damage race? Check. Instant death laser segments that, while using the cool idea of controlling robots with cyber-psychic powers, uses it for tedious, “Do it right or do it again” segments involving scientist robots with no offensive abilities (Read: Forced puzzle-stealth segments.) Check.

Not cool, Fran, I totally made my Dexterity Check!

Not cool, Fran, I totally made my Dexterity Check!

There’s fun in there. Really, there is. The second boss, for example, is fun. The first boss, once you figure it out, is fun. The interplay between Ghost, Boogan, and Jacker (The latter two technically making a return from UnEpic) is fun. But it’s buried beneath a game that feels like it’s run by an adversarial GM who still thinks OD&D is the best thing since sliced bread. And this is such a core problem, and obviously deliberate, that I unfortunately can’t get past it.

So, when it comes to the question of “Is Ghost 1.0 worth playing?” , two questions have to be asked. The first is whether you like metroidvanias. A simple enough question, but the next is harder: Do you find grind and “death makes things harder on you” fun? Because, regardless of the good voice acting, the fair animation, the interesting toys (Once you’ve earned them), and the story that definitely has interesting elements, if the answer to that second question is “No, not really”, or some variation thereof, I really can’t recommend Ghost 1.0 to you.

The first boss, about to get a schooling from an awesome cyber-psychic merc lady. Who still died five times while getting the cash for the gun she's using... >:|

The first boss, about to get a schooling from an awesome cyber-psychic merc lady. Who still died five times while getting the cash for the gun she’s using… >:|

The Mad Welshman is hacking Ghost 1.0 to provide a “Less Grindy” mode, but he’s hit Alarm Level 9, and the respawns are getting a bit tiresome. 

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Mighty No. 9 (Review)

Source: Kickstarter backer.
Price: £15.99 (£3.99 for Ray expansion)
Where To Get It: Lots of places.

Hoo boy. Having had a troubled release (Which I sort of missed), I had some trepidation going into Mighty No. 9. And I was right to do so. This is one review where I’m not swimming against the tide, because, as you may have gathered from the almost unanimous opinion, Mighty No. 9 is aggressively mediocre, and a lack of effort shines blearily through every muddy moment.

It is the year 20ZZ. Facial expressions are forever frozen. Brains, brains, brains.

It is the year 20ZZ. Facial expressions are forever frozen. Brains, brains, brains.

So much so, that I can’t really think of anything nice to say. If I was extremely charitable, I’d say it looks kind of nice… Except that facial animations, even “Mouth opens and closes”, was apparently too much effort, and, much like some games I’ve seen over the years, the game’s look has become actively worse since the early days… Somehow. It mystified me with Breach and its UI. It mystified me with Colonial Marines. It mystifies me moreso with Mighty No. 9 because… For fuck’s sake, it is a Megaman variant. You run. You jump. You shoot. You dash. How can you screw that up?

By not pacing well. By making your power somewhat dependent on a combo system that… Seems only to be based on a “No hit” rule, because the enemies are too widely spaced for anything else. The voice acting may not be quite as awful as some folks have suggested, but it’s actively made worse by the aforementioned lack of facial animations… And dashing into bosses to hurt them? Is an idea that works erratically, depending on which boss you fight. Said combo system is unclear, to boot. Why did I get that piercing shot boost for five seconds again?

It’s depressing. Even taken on its own, it’s a slow game, with lacklustre animation, level design, and sound design, and I can almost feel a collective shrug-and-meh from IntiCreates… Through their game. And it would be less depressing if it weren’t for the fact that all the interesting ideas seem to have been dropped, in favour of…

I feel you, Round Digger.

I feel you, Round Digger.

…Well, “Better than nothing” has almost become a meme (Along with some cringeworthy marketing later in the process), and it would sum up Mighty No. 9 well, except for a tabletop truism that applies equally well to computer games.

Better no game than a bad one. Don’t bother, if you hadn’t already.

The Mad Welshman sighed. He didn’t even feel strongly enough to come up with something amusing to do after the review. Even kicking puppies felt pointless.

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Enter The Gungeon (Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam

Enter the Gungeon is, at its core, entertaining. But it is definitely not the kind of entertaining that suits everybody. I’ll try to unpack that as we go along, but essentially, it’s a procedurally generated twin stick shooter set in… The Gungeon, home of more ammunition and projectile weapon puns than you can shake a boomstick at, along with a gun that can kill… The past. CUE OMINOUS MUSIC!

See? It's got a parchment drawing and everything, it's obviously both important and super cursed!

See? It’s got a parchment drawing and everything, it’s obviously both important and super cursed!

The game itself is pretty responsive, and, much like other procedural twin-sticks like Binding of Isaac or Nuclear Throne, I almost never feel like dying is anything but a failure on my part, as there’s quite a few tools to deal with the swarm of bullets that will head your way, including that most important one, the dodge roll with generous invincibility frames, and the limited “Blanks”, which destroy all visible bullets, and slightly knock back enemies. There’s a variety of guns, a variety of enemies, and a number of secrets and unlocks that were enough to stump the collective player base for all of a week or two (Which doesn’t sound like much, until you look at the guides, and realise how much was there to be discovered. So, er, go you, fellow players of Enter the Gungeon!)

However, the game likes keeping its secrets perhaps a little too much. I thankfully know what most of the items do as I get them, although rarely before I’ve used them for the first time, but the guns? I have no idea if a Wind-Up Gun (Which gets weaker the further into the clip it goes, as its spring firing mechanism winds down, presumably) is better or worse than the Barrel of Fish (Shoots fish, and an associated small puddle. Oh, and it sometimes stuns enemies), or the trusty RPG (Which… Well, blows things up but good, and is slow to fire and load.)

The Gatling Gull: Buff and violent. It killed a pig once, although it was aiming for a Gungeoneer.

The Gatling Gull: Buff and violent. It killed a pig once, although it was aiming for a Gungeoneer.

I get it, really I do. It’s like potions and weapons in a “proper” Roguelike (Quote marks fully intended), where you don’t know what a thing will do until you try it or somehow identify it, but I’m specifically mentioning the guns because I know that’s going to be a turn off for some, and I’d rather they knew now than getting all ranty later. Similarly, the difficulty in levels can also be somewhat erratic, to the point where I dread the mention of certain bosses, such as the Beholster (Has quite a few potential attacks), or the Gatling Gull in a completely open arena (Where I know most of the fight is going to be dodge rolling rather than shooting), while simply shrugging at others, such as The Bullet King, whose patterns are pretty easy to pin down. Enemies, also, are somewhat inconsistent, as a room full of bullet bats is a case of “Er, is this threatening?”, while Lead Maidens and the setup of a certain possible level 1 encounter (Screenshotted below) makes me break out in a cold sweat.

Basically, I’m saying it likes its mystery a bit much, and I think the difficulty “curve” is a bit… Inconsistent.

By no means the most difficult encounter in the game. Not even close.

By no means the most difficult encounter in the game. Not even close.

Otherwise, the music isn’t bad, the sound effects are varied and, in some cases, suitably meaty, the visuals are consistent and well put together, so the main thing I’d really have to say about Enter the Gungeon is that your mileage will vary a little, but will vary a lot more if you don’t like mystery about those things wot you’re firing other things from. I’m not really going to comment on the story, firstly because I have yet to complete a loop of the Gungeon, and secondly because… Well, you’re not really encountering all too much of it except towards the end. Overall, Enter the Gungeon is definitely a case of “Your Mileage May Vary.”

The Mad Welshman rolled behind a table. Someone was trying to kill him, and they were bullet shaped… THINK, DAMMIT, THINK… Do I know this casing?

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