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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Slay The Spire (Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam
Other Reviews: Early Access

Ah, Slay the Spire. It’s charmed us so throughout Early Access, with its simple, but deadly card based combat, three characters, and its surreal, grim world of top-hatted slimes and the Shapes Museum…

…Yes, I said surreal and grim. But not without a touch of humour.

Yes, there is even humour in situations like this. Along with a healthy dose of “Oh sod…”

Since I last reviewed Slay the Spire, waaaay back when, a new character had been added (the Defect, an automaton whose deck revolves around the orbs that he summons, be they damaging lightning, cool, buffing ice, or other, more out there types), Ascension mode (where you can finally Slay the Spire, a living construct with a beating heart), and a whole host of balancing. So much more, on the other, similar looking hand, hasn’t changed, and what hasn’t changed… Hasn’t really needed to change.

It’s still a game where you’re thinking both in the short term (How the hell do I get through this fight with a Snecko without too much damage, despite the fact they’re a git who randomises my once cheap cards to expensive hell?) and the long term (Once I beat the Snecko, do I go ballsy and try the random events, which could lead to worse things than the Snecko, but greater rewards, or do I slog through these… Another boss monster before the final campfire? RANDOM EVENTS IT IS!) is optimal, and the mix of patterns (enemies have very specific strategies they employ) and randomness (drops, money, what cards you get to add to your deck) mean that a lot of the game is, effectively, risk management.

Snecko Eye, also known as the “I LOVE DICING WITH DEATH” option.

And very tense risk management it is, where even seemingly hopeless situations can be won through, only for an unfortunate series of events to bring it all crashing down. An unfortunate series of events that may have started… in the last map. So, while it can sometimes be hard to judge, I’ve rarely felt like the bad end of a run is not my fault.

Of course, just saying this doesn’t really help much, so let’s look at an example run, playing as the Silent. After your first run, so long as you’ve at least beaten the first boss, you get a benefit. From the beginning, I chose… Poorly. Specifically, I chose losing 7 of my max HP (normally fine) for a Rare Relic (normally fine.)

What I got was a relic where, so long as I didn’t play more than 3 cards in a turn, I’d get 3 more next turn. This, along with a few poison cards, actually played surprisingly well, if nerve wrackingly. I was always losing HP, because I was playing much more conservatively with my cards than I normally would as the silent, but when your “Poison everyone a lot” cards keep coming up, creatures still die quickly. I beat the first boss (Hexaghost) with… 8 damn HP to spare, and got the powerup (along with the one I’d previously gotten where enemies would now drop 2 cards instead of 1) where I could get 2 relics for each Elite enemy I successfully fought.

It’s rounds like these that make for glorious war stories… And, very quickly thereafter, tragedies.

And so, in my quest for a kind of power you don’t normally see the Silent possess, I continued to choose… Poorly. It didn’t matter that I’d fully healed, because the very first fight I got into (Three birds, which is normally an easy fight), I chose to fight according to my relics, and lost half my HP. Then I lost some more HP getting my max HP up. Then I came out of an Elite fight with less than 10HP again, merely four encounters in, and the very next encounter was… The Knight and Priestess. A deadly combo even normally, they killed me. Not without me killing the priestess, but, as with those ancient PSAs about knowing, that was only half the battle. Dead. Restart. And a lot of this was my choices.

Still, what with mods, the good accessibility, an excellent score, good aesthetics with a lot of visual clarity, that aforementioned humour breaking up the grim world, Slay the Spire is a tense, yet oddly compelling outing, and has remained so pretty much throughout.

The Mad Welshman goes with Snecko Eye whenever he gets the chance. That’s just the way he rolls.

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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…

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Slay the Spire (Early Access Review)

Source: Cashmoneys
Price: £11.99
Where To Get It: Steam
Other Reviews: Release

Slaying a sentient tower with all sorts of gribbleys living in, parasitising, and, to an extent, defending its ancient heart is, as it turns out, a difficult endeavour. Although it must be said that, at least some of the time, that’s definitely my fault. For example, spending lots of energy on a multiple attack card to try and kill something that reflects more damage than I’m handing out? That wasn’t a wise move.

Reading an ancient and maddening book when I was low on HP, and I already knew I didn’t have the HP to read it? My fault.

Ughhh… I will forever doubt if this grinning snake really was just giving me money.

Taking this path absolutely filled with monsters, and not a lot of healing or mystery options, because reasons? Yep, that bit me in the ass.

Still, Slay the Spire is, for all these things that were definitely my fault, a tough, turn based, choose your own path RPG brawler with a mechanic we seem to be seeing more of: Cards for skills, attacks, and powers, with what you can do limited by both hand size and Energy. And, you know? It’s got a fair few options spread among the 2 characters currently available.

The Ironclad, for example, specialises in defence, but also has nasty little tricks like Armament, a card that not only adds defense, but upgrades either a single card, or your whole hand. Or perhaps trading HP for strength, healing through murder, or Rampage, a card that slowly accrues damage with each use. Healing a little after every fight, he’s the long hauler.

The Silent, by contrast, has poison, and can quickly build up a deck where she builds up silly amounts of Energy and cards in the hand, for murderous barrages and a host of status effects. Sure, she doesn’t have a lot of defense, but when she gets going, things die very, very quickly.

Pictured: A lot of options, from the relics I’ve obtained, to the cards in my hand. How will I deal with this goshdarn ghost?

Add in the Relics, items that change up how things go the entire run, and the “Colourless” cards, available to all characters if they can find them, and you have a game with a lot of tactical options… If you can get them. After all, this is a procgen game, and there is no guaranteed route to a single build. The only thing that doesn’t really change… Is enemy patterns. Thieves gonna thieve, Priestesses gonna buff, and thorny orbs are only gonna get thornier the longer you leave them.

Visually, I’m quite fond of it. It’s simple, but it’s also very clear. You know what’s what, from the enemy intent, the tooltips are solid, and only with extremely silly builds do the cards become a little hard to distinguish. A little. Musically, the game’s orchestral tunes really set the scene, the drama, and fit well.

So, lots of tactical options, with adaptability required due to procgen? Okay, good. Good music? Yup. Accessible visuals, simple controls (It’s all mouse, and turn-based)? Good. Pattern based enemies and bosses being difficult the first time, but once you know the pattern, you at least know what you’re in for, all with interesting visual design? Yup. All in all, a solid game so far, very promising. When the worst things you can say is “Not for folks who hate turn based RPG combat, because it’s at the core” and “Some of the animations are a little lacking (Compensated for by solid soundwork)”, then you know you’re off to a good start.

The Silent is clever. She knows poisons that even affect the dread Slimes.

The Mad Welshman idly wonders about the Hexaghost’s backstory. I mean, was it a bad hexagon in life, or did it just have unfinished business?

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Hand of Fate 2 (Review)

Source: Supporter Gift
Price: £23.79 (£6.47 for the soundtrack)
Where To Get It: Steam

Rumours of the Dealer’s death, it seems, have been greatly exaggerated, as, in the sequel to choppy (in the sense of slashing things), choose-your-own-adventure Card Wizard Assholery, he’s back. Scarred, bitter, and using you, his newest pawn, to attempt to regain his position on the Throne of Life and Death.

“I want you to know I’m feeling very bitter right now…”

While, on its most basic level, Hand of Fate 2 is the same game as the previous, there are changes. There’s a bit more pizazz to the fight and enemy introductions, a little more cohesion in the narrative structure, and the story makes a bit more sense from the get go. The “adventures”, for example, follow a thematic progression down the Major Arcana of the Tarot, rather than the suits, and each has its own little fillip or quirk to make it interesting, such as needing to gain 6 blessings to impress the High Priestess (Who values purity and strength.) They also fit into what is, recognisably, a world, rather than a hodepodge collection of events (Although replaying older events, also, is still a part of the game.) There’s a little more customisation, in that you can be a man or woman of about four different ethnicities each. So far, so nice.

Nonetheless, the basic structure remains the same: You make your way round a field of cards, some of which you’ve picked, some of which the Dealer has picked, in an attempt to reach the boss, achieve the objectives, get new shinies, and eventually take on Fate themselves. Occasionally, and definitely for the bosses, fighting happens, and here…

As with the previous installment, you can’t just whale on a boss and hope they go down. There’s *tactics* involved. The game’s good at telling you them, however, or at least hinting.

…I introduce an edit to the review, as Defiant are as quick on the ball as they’ve been in the past, and combat, previously unresponsive on the ol’ Keyboard and Mouse, has been fixed, so it’s challenging, but fair. As with the story, the fights have their own little quirks and traps. Some enemies take more damage from, say, dual blades. You have a companion character (at first, the seemingly well meaning rogue bard Malaclypse, although there are others), sometimes more than one. Sometimes, protecting them is important. In the case of your major companions, they can give you blessings mid-combat (so long as you’re next to them, and interact with them.) A good pair of examples of enemies getting more interesting are the pictured boss above (who requires bashing to knock off his… Er… Gooey encrustations before he can be damaged. Ew) and the Northern Trappers, who have bolos. Telegraphed well, if you’re distracted or fail to dodge, well, enjoy struggling against the bonds of tight ropes as the Trapper’s barbarian friends come to give you big, crushy hugs.

The voice acting is high quality (The Dealer, in particular, subtly nibbles on the scenery, rather than outright chewing on it in rage and bitterness), the music is good, and the visuals have improved a lot, seemingly without too much impact on performance.

As such… I still honestly like Hand of Fate 2. There’s a definite sense of improvement overall, and, as with the last time, I find myself pulled into the world implied, wondering… What’s up with those damn goblins? Why is Malaclypse so friendly with them? Did my hero from the last game screw things up badly, or is this the Dealer having a very bad case of sour grapes? I suspect the latter, as he really did seem like a sore loser last time around.

It’s adorable, the doe eyes she gives new tools of murder and pain.

So yeah, it’s mostly good, gamepad recommended, controls are patched to be more responsive on the ol’ keyboard and mouse, and, as noted, the game is interesting, fun, with a little more customisation and spice than its predecessor.

The Mad Welshman was the Jack of Cups once, you know. Now, he’s a tired King of Wands, sitting in his throne, not thinking analogies fully through.

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