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.

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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!”

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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.

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Nightshade (Review/Going Back)

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

1992 was in a period of interesting experimentation in video-games. Not a whole lot was pinned down, and the hardware limited things in oft frustrating ways, so cool, yet clunky solutions were found… And not all of the lessons of these past games have been relearned. Nightshade is, I’m going to get this out of the way now, a difficult, and occasionally frustrating experience. It’s an adventure game that was on the NES, for a start, with action elements. And yet, now that it’s been re-released in emulated form by Piko Interactive, it’s somewhat easy to see why it was picked.

It is perhaps safe to say they aren’t tubular or radical. Just snotty.

One thing to keep in mind, however, is that this game definitely has some annoyances. Fights, for example, are pretty gimmicky, fairly common, and are going to be the biggest source of game overs. More than other adventure games, the advice “Save early, save often” works pretty well. Select lets you choose what you want to do in adventure mode (Also pausing while this happens, which can buy you some time when a hostile is nearby), although you have to be close to objects to interact with them, and while the main character and world are well sprited, the other portraits are… Well, they clash, quite a bit.

Anyway, those aside, let’s talk the interesting things. First up, this is an action-adventure game, on the NES, in 1992. The select-action thing gets around a lot of the potential problems this could have caused, and the writing, while a little odd in places, generally has a light, humorous tone. The story’s a little hammy, but then, it’s a pulp superhero story, where a librarian becomes a trenchcoated crusader after the previous hero (Vortex, a proper cape) was captured and murdered by Sutekh, egyptian themed crimelord. Equally unfortunately, the game starts with your capture. Whatever will Lampsha- er, Nightshade do?

Hrm, they’ve tied me up pretty good… How the heck am I… Ah, LEVERS. We’re off to a great start!

Funnily enough, this is a good tone-setter, as it’s a scenario many a pulpy hero has faced. Tied to a chair, bomb, candle, wall nearby… All the elements are there, and if you happen to “die”, well, the other clever thing about the game comes in: Lives are replaced by similar escape sequences to this, as Sutekh is the gloaty, easily-escapable deathtrap type. I mean, he learns from his mistakes, and the deathtraps escalate in difficulty until the fifth one is impossible to escape, but… I actually kinda like this. Suitably villainous, one might say.

Now, the important question here is “Is Nightshade any good?” , and the answer is “If you are somewhat used to how old adventure games pull things, yes, it’s definitely interesting. Or if you remember that this is emulated, and that save-states will allow you to explore without so much frustration, sure.” It’s an interesting look at how console obstacles for adventure gaming were gotten around (and, honestly, the villainous deathtrap/lives thing is a choice I’d like to see more in media involving supervillains), it isn’t, as far as 90s games go, unresponsive or bad, and £4 for trying a mostly forgotten, and interesting piece of gamedev history is not a bad price at all.

Lose, and Sutekh… Well, I’m sure this is just metaphorical… Isn’t it?

Nightshade isn’t one of those forever-classics. But it’s definitely worth a look.

The Mad Welshman, you may have noted, appreciates experimentation. And the 90s is a treasure trove of it.

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Unheard (Review)

Source: Cashmoneys
Price: £5.19
Where To Get It: Steam

I love me a good mystery. Or three. Or five. I also love me some weirdness. So when Unheard popped up on my radar, I was intrigued. Ghost voices? Solving cold cases via audio recordings with movements of characters on a map? Deduction? Hell. Yes.

At the successful conclusion of each case, a short recap showing where the main clues were plays out.

And, overall, I’m not disappointed. I might as well get the niggles out of the way first, because they really are, honestly, niggles, little things. Firstly, it’s perfectly possible to just cows and bulls your way to the answer once you’ve identified everybody (You have X correct, no, X-1, ah, that one’s right, cool, next), and secondly, achievements are slightly borked in that it seems to give you the achievement for solving the case only with the play button… Even if you actually do use the recording progress bar (Rewind and Fast-Forward still fail the achievement.) And… That’s pretty much it, because the cases themselves get interesting pretty quickly. It starts nice and simple, with a twin identity case, moves on to an art theft where not all is as it seems, a terrorist bombing that also cleaned up the terrorist’s loose ends… Each one has something where the twist makes repeating the recording from different perspectives important, and each gives its clues well, for the most part (I say the most part, because case 3’s first question’s biggest clue is a surprisingly subtle one)

As you might be able to appreciate, I have to pick my images very carefully. I don’t want to spoil it for you…

The premise at first seems simple: You are someone being assessed using a new system of solving cases, all involving sound recordings of cold cases taken from places. Sounds unreal, and the game does a lot to make it seem more so, but, within its word, it feels real. On the one hand, it’s a short game, taking about three or four hours to complete, but it’s a well written experience, and the one mystery it does leave unsolved, it does so for a reason. Again, though, certain evidence deeply implies the solution, and I like that. Equally, I like the sound design, making the conversations with your assessor seem strange (you never see her face, for example), and the visual design very clearly lays out what’s needed.

Of course, the problem with saying much more, is that there are five cases, and to say much more risks spoilers… But it fits all the criteria of a good mystery game. It allows you to solve the case on your own, with the tools provided. Equally, it doesn’t hold your hand, instead allowing you to make notes. It doesn’t outstay its welcome, leaves just enough mystery to stay interesting all the way through, and, while it doesn’t appear like it ties up everything, it does, and that’s really cool. If you like mystery solving, give this one a look.

Case 3, pictured, is where things really start kicking off.

The Mad Welshman has to toodle off. Something about a new system where correcting contradictions in a manga short reveals who coded the cool tricks in games…

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