Cloudpunk (Review)

Source: Cashmoneys
Price: £16.99 (£24.98 for game and soundtrack, soundtrack £7.99)
Where To Get It: Steam

The City. We all know The City. It’s a dark place, always raining, always cloudy… Or is that smoggy? Yeah, it’s smoggy… Ramen’s your go to vending food, the lights are neon, and the streets are grimy and filled with refuse, both human and otherwise. Welcome to this version of The City. Welcome to Cloudpunk.

And this is one of the nicer portions…

But what is Cloudpunk? Essentially, it’s a narrative delivery service game, set in a dystopian future city with high tech… And low life. You’re a worker for the Cloudpunk service, a service that doesn’t want its drivers to be known as Cloudpunk. You keep hearing the word CORA, and can’t pin down what that means. And within your first hour, you’ve either delivered a highly suspicious package (or haven’t), talked to a variety of people, and met your neighbour, the android Evelin, whose close friend locked away memories in her mind, and is decrypting them (like you, not wanting Corporate Security’s attention) by… Punchcards.

No, the memories aren’t on the punchcards, that’d be silly. But the encryption key to her memories is.

Evelin has many problems in her life. This is but one.

And so, you fly through the world, in your hovercar, walking round places, picking things up, delivering things that you’re meant to deliver after picking things up, and, after a point, just… Exploring. Looking around. This is your first night, and most drivers apparently don’t survive their first night. So why not enjoy yourself, talk to people, get a feel for the city first, eh?

And there’s a fair bit to it. Not only is there the main story, with its sometimes wonky voice acting (mostly pretty good, though), its almost surreal cyberpunk setting (and yes, this counts as cyberpunk, you are Little People, and even living is a rebellion), and its people. An Engineer for the city, the city that’s falling apart, but only he knows what’s up. Red street signs blinking three times is bad. Also blue signs in general. Aaaand orange, yellow, green… Purple’s the worst though. If you see purple, you’re fucked already… Well, according to him, anyway. And he’s just one example.

The Marrow, as you can guess, has been sucked dry by the ghouls.

Aesthetically, this game is pretty good. It uses voxel art (that’s cubes instead of dots) pretty well, the music ambient, synthy, and very fitting, and the soundscape… Police fly by, hovercars and trucks (called HOVAS, collectively) whibbleywhoo over the place, and the rain… Nearly always… The rain.

I don’t really have bad things to say, to be honest, but if a game mostly about exploring in your car and on foot, about keeping the gas going, keeping your HOVA repaired, and exploring the story isn’t for you, then it isn’t for you. If it is, Cloudpunk’s a pretty solid example of an exploration game with narrative, not just story.

…And I do love me narrative…

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Wicked Willow (Review)

Source: Review Copy
Price: £15.49 (£17.70 for game, OST, and art book, OST and art book £2.09 each)
Where To Get It: Steam

Magic has a Price. This is a common theme in fantasy fiction, especially in magical realism or urban fantasy, in which yes, magic takes a toll, isn’t always predictable, and sometimes… That price is too much. And when you are only just starting out? Well… A beginning is a delicate time.

…A delicate time that involves an axe murderer. Uhhh…

Good thing you’re able to go through it over and over again until you know what’s going on, know the consequences, and are maybe… Maybe able to deal with them.

And I’ll admit, the first few endings I got, I was… A little disappointed. I fucked things up royally several times, got myself in a coma… But eventually, I found other endings, the good ones… And I appreciated it for the good, queer funtime that it can be, when you get that happy ending.

One straight ending, and a whole lot of gay ones, including a transgender character. Yep, fair! Still… The writing, and the voice acting…

Valid.

They are… Alright. The premise is a good one, a groundhog day of a witch whose magic always has an unintended price, with a shady organisation (or, more accurately, way of life, the One Right Way) behind the scenes… Mostly… Still, the One Right Way speech, by the nominal villainess, is an interesting one, and unsubtle. People do often go through the world thinking there is One Right Way of living your life. One Right Type of Relationship. One Right Way to look at it all. I can’t really say more without spoiling things, but alas, the character who represents ORW, and their philosophy is… An unsurprising choice. Still, seeing some trans-euphoria happen in a story is definitely nice, so… Another good reason to like this.

Cheerful British Cat Called Shadow is my new band name.

Aesthetically, it’s a clear visual novel, it’s voiced, its progress checkpoints are both a system I rarely see outside of, say, the wild rides of Kotaro Uchikoshi (look them up, I’ve reviewed Zero Time Dilemma and 428: Shibuya Scramble here, as fine examples), and well represented and checkpointed, letting you know where you can find more endings…

Overall, I must say I’ve enjoyed my time with Wicked Willow. It’s writing may be a little stiff or overdone in a few places, but overall, it is, as the technical term goes, “Dat Good Queer Shit.”

Yes, “Dat Good Queer Shit” is a technical term. Don’t @ me.

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Wintermoor Tactics Club (Review)

Source: Cashmoneys
Price: £11.39 (£6.39 OST)
Where To Get It: Steam

Our hobbies don’t define us… But they sure as hell can bring us together, and tell others things about ourselves. I love art, and roleplaying, and generally, creative stuff. I love writing these reviews, and being critical and informative as best I can. And clubs… That’s where many people had their formative experiences, for good or for ill. Finding belonging, or exclusion, finding friends, ideas… Sharing.

Yes, the clubs are cartoonishly represented. But each one deeply connects with their hobby. And each other.

But what if, for some completely arbitrary reason, that club was shut down? How would that make you feel? Even if there was a reason, even if you didn’t lose the friends you made from those clubs, you would have less of a chance, less time to share that love of your hobby with your friends. And all because of something arbitrary.

And this, in a sense, is the core conflict of the Wintermoor Tactics Club, where the principal, for some unknown reason, begins holding a snowball contest between all the clubs of the school. The stakes? The club that loses each battle gets shut down. For good. All to find… The Ultimate Club. The Club of Clubs.

Look, I wanted to add this one in instead of a second tactics picture because it’s a Devo reference.

There is a reason for it, but, for the majority of the game, it’s going to feel arbitrary as hell, and corny when you do get there. Well played corny, with good writing… But even as a tabletop player who’s played some corny scenarios… Corny.

Anyways, yes, power of friendship, power of shared interests, a theme of tabletop tactics, because our protagonists are the members of the Wintermoor Tactics Club (plus folks who join the club after defeats, for various reasons), and the game is a cool hybrid of point and click adventure, visual novel, and turn based strategy. When you’re outside of battles, you do quests, talk to people, look at items for often humorous dialogue (love the library!), and progress the story in some fashion or another. And then… The battles. They’re all turn based and tactical, usually with three or four characters (sometimes more or less), but sometimes, they’re snowball fights, sometimes, they’re adventures to help the characters think, or to bring someone new to the group, sometimes, they’re progressing a character’s adventure to give them swanky new abilities. It’s solid stuff!

This is the kind of player character naming I can get behind…

Some of them are challenge maps with fixed stuff, which I know is a turn off for some folks, but, overall, it’s got give in how you play and which characters you use.

Aesthetically, I love it. Solid, cartoonish and expressive artwork, fitting and, in places, quite stirring music, a good, clear UX with solid text sizes and easy tooltips… And, as mentioned, some pretty solid writing, with very little tonal whiplash. When things get heavy, they get heavy. When things are meant to be light… You get the picture.

This is a solid game. It’s not a hugely long game, but it doesn’t need to be. I’d rather have something like this, tight, well written, and with elegance, over some bloated, over or underdesigned monstrosity. Turn based strategy newbies may well have a good time with this one, as it’s a nice, gentle introduction to the genre, with a good difficulty curve, and giving you useful information, such as who is going to attack who and why. Which is something you can exploit.

The Mad Welshman does 2 Psychic Damage for a nerdy tabletop reference. It may inflict confusion, or do extra damage if you are weak to Nerd.

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Kingdom: New Lands (Going Back)

Source: Cashmoneys
Price: £10.99 (OST £13.59)
Where To Get It: Steam

I’d actually been eyeing Kingdom for a while, but… Something put me off. I think, honestly, it was the tower defense aspect of it, for, as long time readers of my work may know, I’m not the biggest fan of tower defense style gameplay.

The Greed is attacking… And they’ll only become stronger the more I linger…

But, while there are aspects of that to Kingdom, and indeed, defending the kingdom is a core element of what’s going on, the other aspects are what keep me going to it. The decisions, for example. Huh, I’m short on coins… Do I create some farms? Do I chop some trees? Pay the merchant? Two of those can have consequences, if you aren’t careful. Chopping trees pulls back the forest, which is great if you want more land, more walls between you and the Dark Portals of Greed.

Not so good if you want to carry on recruiting people to become bowmen, knights (later), or farmers, maybe keep the merchant, or get a steady supply of deer. Creating farms is fine if you can defend them, or your temporary farms aren’t too far away from your settlement… But risky business nonetheless, because a slow citizen is a lost citizen, their tools stolen, trudging sadly back to the forest because you’ve failed them…

I am a queen who leads the way for my people… Such… Such as they are… Am I the bad queen, for leaving them behind?

…And, of course… Do I spend money on the main goals yet? Because there are two, or, more accurately, there’s one, but the second may be necessary to get the other. Building a ship to carry the King (or Queen) to a new land, and destroying the portals, the source of the dark Greed. The capital letter because it’s become an anthropomorphic force, rather than just, y’know… A lust for money or things you don’t have.

It’s an interesting idea. Story light, but it brought me back, quite a few times, to explore it. To take risks as the King (or Queen), because, for the majority of the game, there’s a lot you need to take a direct hand in, like distributing that coin to various projects, dropping coins beyond the battlements to maybe keep the Greed away for just one night, recruiting people by giving them coin… Riding out from the settlement, and god help you if you’re out at night, because if you don’t have coin to drop, to distract the Greed, they’ll take your crown. And if they take your crown, it’s all over.

This wasn’t the smartest idea. Somehow it panned out. Somehow.

Aesthetically, it’s good pixelwork, some cool music, fitting the theme of a kingdom lost, a kingdom renewed… A kingdom threatened… And gameplay wise, it’s got depth from simple elements, resource management and tower defense… I like it. The tower defense aspects, the slowish pace, the almost roguelike nature of “You will fail to learn the systems”, and the ramping difficulty may turn folks off, but the original game, the proof of concept, is available much cheaper than this for you to try (£4), and, if that grabs your attention, it may be worth taking a look at this one, which adds various features.

The Mad Welshman would make a terrible monarch, or any sort of ruler, really. He’s more the “Laser his name on the moon” type.

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Deathtrap Dungeon: The Interactive Video Adventure (Review)

Source: Cashmoneys
Price: £9.99
Where To Get It: Steam

Oh god, here we are again. Ian Livingstone’s Deathtrap Dungeon is one of Ye Olde Choose Your Own Adventure Roleplaying experiences, and, if you read my review of Fighting Fantasy Legends Portal (which contains the trilogy), you will know that they can best be described as “Bastard hard with some Dead Man Walking scenarios.”

So, why am I back? Well, apart from video game masochism (Almost a job requirement), this is fully narrated by Eddie Marsan, seated in a comfortable leather armchair… As your Dungeon Master stand in.

…Luck. Yes, well, Eddie, I hope I have good luck too. I bloody need it with this one…

Alas, as soon as we begin, I have a critique: Subtitles are off by default, and the game doesn’t have a windowed mode. Come on, folks, we can do better than that! That, and… No windowed mode. Welp. Adding to this, folks might be uncomfortable with the narration videos themselves, for a couple of reasons. Firstly, direct eye contact is the name of the game here (which I know makes some uncomfortable), and secondly, some sections (some of which are necessary for a successful completion of the adventure) have video effects that are also uncomfortable, such as an eye straining “heat haze” effect.

Still, once you’ve properly started the adventure, rolling or choosing your stats, picking your potion, and getting past the first choice of the game, the game has a save system that fits the gamebook well… Checkpoint saves. You can start over from an early checkpoint, to take another route entirely (the major routes are quite long, and there’s some side encounters on each… Some of which are necessary), or reload a set of encounters, to maybe come out of it with more health. Also welcome is the cut-down fight system, where three rounds decide the fight, rather than slogs which… Well, they can definitely kill you pretty easily.

Orcs orcs orcs orcs…

Eddie Marsan’s narration is, nonetheless, solid, the aesthetic is mostly alright, the soundscape is good, I enjoyed the cut-ins of the original illustrations… But whether you like this game really depends on a few things: Whether any of the above turned you off… Whether you have some nostalgia for the era of Choose Your Own Adventure gamebooks… And whether you’re going to be okay with this one, one of the more infamous of the Fighting Fantasy books, with its single actual path to victory, paths which are, effectively, dead man walking, and a fair few “Your adventure ends here” moments. If the answer for the two positive ones is yes, turn to 104. If it’s no, turn to 136. If you’re still undecided, you may choose to use one of your items, before taking one of the two paths in front of you.

Choose wisely, traveller…

104 – As you travel down the corridor, you find time regressing, images of your past life, tinged with a rosy light, flashing down the mirrored sides of the golden path you find yourself on. You wish to stay here, forever.

Nostalgia has taken you, and your adventure ends here.

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