La-Mulana 2 (Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam

Being an Archaeologist is, in many senses, about being observant. Clues can be as subtle as a passage in a book, the curvature of glacially moulded hillscapes, or the precise composition of a flint arrowhead, and it’s important to be able to see, to understand what you’re seeing. Being a Ninja, if we go by popular depictions or otherwise, is about being observant. Being a covert agent is all about what you perceive, about how quickly you can sense danger, and, equally, about seeing opportunity where others merely see a surly major-domo (for example.) In both cases, livelihood (and sometimes, your life) depends on being able to clearly see the clues set in front of you by circumstance.

“Do not pursue Le-Meza!” doesn’t have quite the same ring, but yes, the protag’s dad always seems to be near the most devlish traps. I’m in the *POISON LAVA* on the left. Terrible parent, I swear…

And so, funnily enough, it is with La Mulana 2, a game that does explain its puzzles… It’s just not always in the places you’d expect. This is less surprising when you consider that the only family line to have successfully explored the La Mulana ruins (and, with your control, hopefully explore the Eg-Lana ruins that seemingly coincide with them) is a family of… Archaeologist Ninjas. Lemeza and Shawn, from the last game, and, the main protagonist of this game, Lemeza’s daughter Lumisa.

So, for those just catching up, La Mulana was, and is, a love letter to the MSX (One of Microsoft’s early attempts at “A computer on every desk” , an 8-bit system that found popularity in quite a few places, but most notably Japan and Brazil), and the action adventures that could occasionally be found on the system. It’s an action platformer, but with puzzles of all stripes, some of which will kill the unwary instantly, a variety of enemies, and, of course, bosses… Some of whom will kill the unwary instantly. Save early, save often, and investigate things. Oh, except that tablet. They told you not to read that tablet for a reason, don’t do that. That’s the Hard Mode Tablet.

Don’t say I didn’t warn you. Or that the game didn’t.

Bosses and NPCs alike take from a variety of mythological sources, from the Aztec, Mayan, Norse, and Celto-Gaelic cycles. Ixtab, for example, is the Mayan goddess of… Well, you can probably guess. 😐

Overall, La Mulana 2 is a more focussed, somewhat improved version of its predecessor. Awkward to no air control has become “A little air control” (and jumping puzzles designed around this), the early game is less punishing (You can, with just a little prep, take on all the minibosses and boss of the first area without serious weapon upgrades), the writing’s improved a little, and the art style is about the same as the remaster of La Mulana 1 (Solid pixel art, combined with some amusing hand-drawn characters for the conversations.) It controls relatively well (although the keybinds take some getting used to, and, even as an 8-bit kid, it took me a short time to figure out that F2 is for inventory, settings, and apps, and F1 is for conversation, the area map (if you’ve found it), and the area teleport interface. Swimming is still somewhat painful, alas, but we can’t have everything.

Thing is, La Mulana 2 does exactly what it sets out to do: Be a tough, but mostly fair adventure platformer, with a sometimes humorous, sometimes tragic setting where not only were all myths real, they all had a single source, a progenitor who, as it turned out, just wanted to go home… And the world ending threat she represented. So, on the one hand, this review is very much a “Does what it says on the tin”, and, considering the Kickstarter campaign was on the platform of “Back this, and I will make a game that kills your character repeatedly” (not the exact words, but close enough), and the first game worked on exactly this notion… Yes, it does what it says on the tin. But I thought I’d finish up this review by describing the core loop of gameplay, because most people who get turned off by the game get turned off by the second part of the loop, and maybe hearing it will help.

At first, everything is very simple: You’ve opened doors, you’ve got the map to the area, you’ve remembered to ensure you can teleport to the area (by scanning the holy grail you normally save with), and you’ve killed pretty much everything you can kill that stays dead, such as minibosses. Good on you… But of course, the game isn’t over, and the question then arises… Well now what?

Once you’ve figured out part of the puzzle, the rest tends to fall into place. Which, let’s face it, is a good feeling.

Well, now you need to go somewhere new, solve some new puzzle, obviously. And sometimes, it seems like there’s no way forward. One optional example here is the chain whip. It’s a useful weapon, like your whip, but does double the damage, which is just enough not to hear the dreaded “tink” of “Haha, nope, this enemy didn’t even feel that.” But getting it involves observation, and the fact that you have water (poisonous), ice water (poisonous and cold), lava (hot), and poison lava (hot poison, and no, I’m not joking. Poison lava. Just for added “Screw you.”) All I will say is that identifying which is which is very valuable in determining whether a path is suicidally impossible… Or do-able, providing you know how to deal with the swimming. This is one example of where the way forward is there… You’re just not seeing it. Drawings on tablets give you hints to what these cryptic texts are talking about. Tablets tell you about things… Walls can look different, maybe crumbly, maybe hollow.

And then you find a way forward, and it probably kills you, because of something you hadn’t seen before. Sometimes it’s a miniboss. Sometimes it’s a new enemy. Sometimes, it’s gotcha traps, which, I’ll grant you, are a turn off (although even these mostly give clues to their presence… Even if the clues, sometimes, are bait.) But you know a way forward. Due to the relatively nonlinear nature of the game, it doesn’t even have to be the same path your friend took (I got two sigils before my friend did, but had to look at his footage to see where the hell the chain-whip was, for example.)

That, in the end, is the core of La Mulana 2: Explore, probably die a lot, save often so the deaths set you back less, find clues, find cool items and mythological beings to talk to (or fight), solve those puzzles, beat those bosses, eventually save the world, hopefully have a good time doing so. Despite being horribly stuck, I’m having fun, and I hope folks who get the game (if they do after reading this) enjoy it too, because while it’s sometimes old school, it’s a lot more fair than the old-school I’m used to. Looking at you, old text adventures… BITE LIP… Who the hell thinks BITE LIP is the proper solution to a puzzle, I ask you…

Even returning characters get some impro-H GODS, ALRIGHT, I’LL BUY SOME WEIGHTS, JUST DON’T HURT ME!

The Mad Welshman will draw the curtain on this review, to save you from a rant about the bullshittery of old text adventures… For now.

Become a Patron!

Haimrik (Review)

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

Haimrik is a game with an interesting concept. What if you had the ability to take words, and use them to change the world? Not in a “Saying powerful things”, but literally picking the word Sword up, and bam… Sword. It’s a cool idea, and not having those words be entirely under your control (some words, after all, bite back, or are just hostile to you, personally) is also a neat touch.

It’s a shame then, that Haimrik feels so very constrained. Understandable… But also a shame.

I mean, to be fair, being attacked by an ice wizard on a day I was planning to write things for you wasn’t exactly expected for me either…

Protagonist Haimrik is a writer. Well, a scrivener. He writes books, in the hopes that they sell, and the only person who even reads them is his landlady (whom he has a thing for), while he’s behind on his rent, and a corrupt king supported by his Word Warriors rules tyrannically over the land. Enter The Book. Drop some blood onto it, and the narrative of the world can be changed. An artefact, and a power, that immediately gets him into trouble.

Nice concept, yeah? Unfortunately, less than an hour in, its prescriptive approach gets my goat. There are a couple of puzzles where there are multiple solutions, but a lot of the time, no, it’s just the one. And not always a terribly interesting one. Okay, yes, we plant the SEED (run to seed, hold down) in the FERTILE SOIL (Hold F, plant seed), and then we call for some RAIN (run to RAIN, hold down), and… Oh, crap, do we use FERTILISER or POISONOUS FUNGUS to grow the plant, considering the obstacle we can’t control, the SWARM OF LOCUSTS? Which, as a bonus to losing us the seed we need, will gruesomely kill us, just as we’ve gruesomely killed (and been killed by) several soldiers, some goblins, a rat, a snake, a crocodile, and an ice wizard by this point.

Ohcrapohcrapohcrap CODE VERMILLION TALON, I REPEAT, CODE VERMILLION TALON!

As you might have guessed by the description of this puzzle, and the accompanying screenshot, it’s pretty much an inventory puzzle of sorts, with nouns being the inventory in question. Occasionally, it becomes more interesting, such as the fight with Murdock the Ice Wizard, or the Dragon, which are… Well, they’re boss fights, with the twist being in the sentences they display. It’s a fairly good twist, to be honest, counterbalanced by Haimrik being… Kind of crap at fighting. Aiming is a somewhat slow affair, jumps in a couple of boss fights are tight, and, even with the fact that death leads to a scene restart, it can get frustrating quickly.

Narratively, it’s a story seen quite a bit before. Cruel king, young man raised in a rural town in obscurity, family and town gets brutalised very soon after he gains a magical ability… It’s not helped by the fact that, even toward the very end, Haimrik, as a character, is basically a punching bag, and so their Hero’s Journey seems… Flat.

But then, the game is trying to do several different things. It’s trying to be an old-school adventure game (Complete with “Ha-ha, what fool uses LEECHES without a BUCKET? Eat a death!”), a difficult platformer (Complete with deathpits), a gore comedy, and a traditional fantasy romp. But it doesn’t quite have the speed of many difficult platformers (Haimrik can best be described as “trundling”, even when his life depends on it), it doesn’t have a lot of charm behind its comedy, and part of that is because it’s also trying to go through the Serious Hero’s Journey In Fantasy checklist. Also, it doesn’t help that a lot of the comedy comes from “Ha ha, you died.”

See if you can spot which word would have saved me from YAHGD (Yet Another Horrific Gotcha Death)…

One of the few upsides is that it has a solid, consistent aesthetic, but that hasn’t stopped me from putting this game down again… And again… And again, out of frustration with the gotchas and sometimes nonsensical solutions.

Become a Patron!

The Miskatonic (Review)

Source: Supporter Gift
Price: £4.79
Where To Get It: Steam

The Miskatonic, to get the things that turn some folks off right now, is a no-choice visual novel (click the right things to proceed, click everything else for more world/dialogue) with some body horror NSFW, and a lewd adjacent tone for most of its Post-Lovecraftian shenanigans (That’s a nice term, thanks RPS.) It takes about 2 hours to play through.

I don’t know *where* I got the idea it might be lewd-adjacent for a lot of it. Not. A. Clue.

Okay, has everyone who’s turned off by that gone?

Good.

The Miskatonic is an interesting visual novel, built in TyranoBuilder, because of all the subtle messaging we’ve got going on here. “Oh hey, wouldn’t it be nice if everyone was nice, let’s be nice and try to make the world nicer.” is the core philosophy of the main character. People who have been mutated in this strange, Miskatonic world aren’t irreperably disabled by it, but are folks who… Well, just get on with their lives, and are still people. There’s even some not-very subtle lewd adjacency and QUILTBAG+ imagery. And, at a certain point, it points out that when people reach extremes of an ideology, they become gatekeepy assholes. It tries to create a world, in the relatively short time available to it, that has not only met the Great Old Ones, but just… Dealt with it, and moved on.

And then it makes a lot of the characters I previously empathised with douchebags, who had been working with the folks I already thought were douchebags, or just plain creepy. I could probably, given a while, a decent headspace, and a 2000+ wordcount, write quite a bit about… A 2 hour visual novel.

To have an eldritch horror have to tell you this is probably a galling experience, I would imagine.

But, in a way, this is precisely the problem I face with The Miskatonic. It packs a lot into a little, and it leaves the critical brain a little frazzled, because not everything works together (Although enough does that it makes for an interesting narrative.) It’s flirty until it takes a left turn into horrortown. It’s pretty inclusive in messaging, but the majority of the characters are caucasian (When they’re not a plant-being, or a tiny adorable avatar of Yog Sothoth, or a person whose head entirely consists of craters), and wheee that’s a lot of breastage implied there!

What I guess I’m trying to say here is that it works… Overall… But definitely isn’t perfect, and the tonal whiplash doesn’t so much shock, as feel… A little off. Text could use the accessibility option of being larger (Although, not having TyranoBuilder, I’m uncertain how that would be applied.), musically and visually it fits together with its themes and mood, and as such, while I would overall recommend it as an interesting piece of writing (and a good example of relatively well proportioned, thirsty artwork that also manages to, with one exception that’s jarringly deliberate, normalise the body horror elements), I would maybe suggest to the developers they look to add a few accessibility options if that’s at all possible.

The supersonic squeal at the cuteness (and probably Welshness) of this Avatar of Yog-Sothoth broke seventeen windows. Kindly support TMW to pay the bill for that, it wasn’t my fault!

The Mad Welshman sounds confused today because his brain got hit by Shoggoth matter. Moreso than the baseline amount, anyway.

Become a Patron!

Fighting Fantasy Legends Portal (Review)

Source: Gold Coins from Captain Skully Bartella.
Price: £7.19
Where To Get It: Steam

The Fighting Fantasy gamebooks, the majority of which were written by tabletop legends Steve Jackson (NOT THAT ONE) and Ian Livingstone, were an interesting part of the tabletop scene, although early books in the series were well known for gotcha traps, instant death paragraphs, and some highly frustrating collectathons. Looking at you, Warlock of Firetop Mountain, and your god-damn keys.

Ah, the heady days before “Mimic” became common parlance for anything pretending to be a chest…

They were also experiences that, like your linear, curated experience in a game, could be successfully completed on replaying… Through the notes you took last time, reducing the challenge of future runs.

Fighting Fantasy Legends Portal reduces the latter to a certain extent with its adaptations of the Deathtrap Dungeon trilogy (Gamebooks 6, 21, and 36, all written by Ian Livingstone), while… Faithfully preserving the gotchas, instadeaths, and collectathons.

As such, it can best be politely described as “An acquired taste.” Less diplomatic descriptions are usually long strings of vulgar language, interspersed with terms like “Garnet” , “Infinite Unwinnable Fights of Padding”, “Gotcha”, and “Black Imp.”

To be fair to the developers, they have taken steps to palliate this, with multiple difficulty levels and a lives system, allowing you to take multiple runs without losing your progress… To a point. Default difficulty has 9 lives, and, unless you are supremely lucky on those die rolls, and know exactly the path to take through the game… You will lose at least a couple of those lives. We’ll get back to that.

The Fighting Fantasy Experience, Part 1.

First, there’s something we’ve been missing this whole time: How have Nomad Games and Asmodee Digital adapted a set of Choose Your Own Adventure books? As a sort of top-down, tabletop like experience with dice and cards, with random encounters to both spice up the emptier bits of the dungeon, and replace one-off events that you’ve already dealt with. It looks pretty nice, with some good artwork, definitely nice looking maps, and music that doesn’t, generally speaking, outweigh its welcome. Menus are clear, and, while I would have liked some of the map segments to look a bit less muddy, clear icon signposts for direction choices and doors helps with this a lot. Text is in neat boxes, choices are clearly highlighted… It isn’t bad, in this respect.

But, amusingly enough, part of the problem is that it is a mostly faithful adaptation of the Deathtrap Dungeon trilogy. A trilogy which has some rather painful moments, such as, early in the Trial of Champions gamebook, six fights in a row, with minimal healing every two fights. Oh boy, I hope your skill rolls are good, my friends, because otherwise, even the generous checkpointing for this particular part (So notable because it’s more generous than, say, the entirety of Deathtrap Dungeon, which has precisely one checkpoint), you may well lose a few of your precious lives here! Add in some difficult, if not unwinnable fights with meager rewards in some paths, gotcha traps in both set and random encounters (Take 2 Stamina Damage. No, just take it, this isn’t a Skill or Luck roll like the others, you Just Take Damage), and some places where only memorisation will save you from unpalatable options there’s precisely no signposting for. Looking at you, rat staircase and arena fight in Deathtrap Dungeon! Looking… Right… At you!

It is, however, nice in that you do get to keep your items, and setpieces you’ve completed remain completed, even if you die.

The Fighting Fantasy Experience, Part 2. Albeit without the part where you skim through the book to find the paragraph number where you succeed.

Overall, Fighting Fantasy Legends Portal is, as noted, an acquired taste. So long as you’re okay with the fact that this digital adaptation only slightly pulls the punches of CYOA gamebooks from the 80s, with arbitrary game design moments to match, then you may well find joy and interest in this title. If this isn’t your thing, then y’know what? I don’t entirely blame you, as going back through this trilogy, swearing at various elements, and then thinking “Oh… Yeah, this was roughly how I felt the first time” was quite the experience. The game is also, at the time of writing, somewhat crash prone, although I’m sure that will be dealt with in time.

Still… It’s not often I both congratulate and curse a developer for correctly emulating the feel of an old property… Not often at all…

The Mad Welshman still remembers how his first experience with another CYOA series was the Deathlords of Ixia. He feels this may have had lasting effects…

Become a Patron!

Omensight (Review)

Source: Cashmoneys
Price: £15.49 (Artbook £7.19 , Soundtrack £7.19 , Collector’s Edition £29.87)
Where To Get It: Steam

Omensight is, on the one hand, a game I quite like, set in a world I quite like, and spiritual successor (set in the same world, but some time/place else) to another game I quite like by the same company.

On the other, it’s a game where some of its options and choices are, to my mind, flawed and hamhanded. Still, let’s describe what’s basically going on. Because this will be the last time, both in game and review, it is basic.

Battle animations are fluid, and you can dash quite a bit round the battlefield… But then, so can some of your opponents.

Omensight is a spiritual successor to Stories: Path of Destinies (by the same company), and involves many of the same themes and mechanics remixed. There are time travelling shenanigans for our hero(ine. Being some form of spirit, gender is not assumed) , the Harbinger. There are fights to be fought against enemies using light, heavy, and special attacks in combos, with better performance leading to better rewards (And some enemy types being largely immune to some attacks.) There’s lore to collect, with the overall goal of solving a murder mystery: Who killed the Godless Priestess, whose demise has unbalanced the power structures of two warring kingdoms, and is about to end the world in a single night?

Problem the first: The solving bit is slightly inaccurate. What you’re doing is going through the last night of four individuals, trying to encourage them to lead you to both clues and, in the end, the solution via the cunning use of memories and following them. Sort of a Dirk Gently mystery. And the more efficient at solving the mystery you are… The less you get to know about the characters, the world, and the very mystery you’re involved in, beyond the core bullet points.

Twenty minutes after taking this screenshot, I accidentally ended up taking the path to the next chapter, through my desire to open locked doors. WHOOPS. This screen (Reminding of clues) is not available in “True Detective Mode.”

Equally, beyond a certain difficulty level in the detective mode, you lose out on a tool that can just as much remind you where you are after a break as supposedly give away the way forward. The same way forward that the Priestess will mention… The characters will mention… And… Look, as a murder mystery, it plays its hands too heavily, which means it’s very tough to miss out on the solution to each chapter’s conundrum. Which leads into the problem that you can, quite easily, miss the story collectibles because the game is too good at solving its own mystery.

Continuing on, there are four keys, and each chapter contains one of the titular Omensights, visions with which the plot’s direction… Changes. Funnily enough, the game does foreshadow its twists fairly well, even if, as noted, I don’t feel like much of a detective because its clues are heavy handed, and the four main characters are fairly well written. They play on you being a silent protagonist. Sometimes, as in the case of the cheeky (Yet brittle) leader of the Rat Clan rebellion, Ratika the Bard, they put words in your mouth. Sometimes, like when you’re collecting things, they speculate as to your motives. This can get annoying, but I also appreciate that yes, when the Harbinger, the being that both presages and is meant to prevent the apocalypse, takes a break to smash barrels for money, you too would wonder what was up with that. The voice acting is pleasant, although sometimes stereotypical (Hi Emperor as Grand Vizier! Hi Thug Bear With A Heart of Gold! ), and the music is good. Not always memorably so, but it fits well with its areas and its timing.

One of the titular Omensights, which the Harbinger will then show other people… To get to the truth in perhaps the messiest way.

Beyond the sound and story design, combat in Omensight is a little annoying, as, on any difficulty above the easy, quick reflexes are mandatory for the dodging, and being able to quickly visually identify your enemies is mandatory if you want to do well in a fight, as some enemies have shields (Meaning that light attacks will just bounce off), some have counters (Meaning you’d best be away as soon as the Angrier Exclamation Mark appears, or else), and some are flying, and so a pain in the rear end by definition (with the saving grace that all but one of these flying enemies falls down when hit, and can be coup-de-graced immediately after.) It doesn’t feel especially great, and, for all that there’s a lot of fighting in the game, it’s by no means the strongest aspect of it.

For all these flaws, Omensight still works fairly well, partly because it has a fairly strong storyline (Although it’s a downer… Apocalypses generally are), some solid, low poly aesthetics (Each area has a different feel, and I like that) , some good voice acting and music, and adjustable difficulty separated into the detectiving and combat end, so, if you really want, you can turn both to their lowest settings, and just… Enjoy the ride. That’s the nice thing about adjustable difficulty: You get to do you.

I’ll let you guess which clan is which.

The Mad Welshman doesn’t have a lot to say today. It’s incredibly hot at Chez TMW.

Become a Patron!