TERRORHYTHM (Early Access Review)

Source: Review Copy
Price: £15.49
Where To Get It: Steam
Version: 0.2.0

What is it with fun-hating dictators? So often in a game, a dictator comes to power, and the first thing they do is ban something fun, like music, or skateboarding, or dabbing and twerking…

…Okay, I have yet to encounter those last two, but I’m sure it’ll come up someday. In any case, in TERRORHYTHM, the thing that’s been banned is music. So, in true video-game revolutionary fashion, not only are we going to defy the endless hordes of the Not-Actually-Great Leader, we’re going to do it with rhythmic beatdowns!

Oh dear. Yep, this doesn’t look good for our rhythmically pounding hero…

The basic idea is that, from left and right, enemies will stream, sometimes big, sometimes small, and you have to fight them to the rhythm. Left and right does basic attacks, down expands your area of influence (as do certain weapons taken from enemies for a limited period of time), and up charges a move where you smack multiple enemies in a direction at once (useful for when they’re grouped up, too close to attack one at a time.) Of course, where the depth comes in is that different enemies change that basic game plan, and you have to adapt. Some enemies (and small groups) can only be beaten up safely with the charged attack, some require multiple attacks, and others cannot be attacked with the charged move. And those are but a few examples.

Suffice to say, the main obstacle to enjoying TERRORHYTHM right now is its difficulty. Although adjustable to some extent, it’s taking me about three or four tries to clear early levels, and, of course, it’s a score attack game, so I’m reminded, every level, that I’m not doing so hot. Still, it’s got its charm, as the base tracks are threatening, pulsing EDM (lots of saw, lots of bass), the aesthetic is similarly hard edged, and enemy types are clear to see as they stream in.

The Tron style Chakram allows you to attack at any range… For a limited time.

In essence, it’s a promising start, and being able to use your own music in the game is a definite plus (I tried it to CoLD SToRAGE’s “Canada” , and died horribly every time), its base gameplay loop works just fine, but it’s quite tough, even after some early balancing. Still, it’s early days yet, and I look forward to seeing what comes next.

No, really… Somebody’s going to end up making a game where a dictator bans twerking. One day…

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Bytepath (Review)

Source: Cashmoneys
Price: £1.69
Where To Get It: Steam

Okay, I was not expecting this. An asteroids inspired shooter, with RPG elements, completable in less than 2 hours, but pretty replayable due to lots of variety, and some extremely chill synthwave, for less than £2.

From relatively humble beginnings…

Bytepath even has a minimalist story: You are a program, told you can escape whatever system this is with the tools you’re given, and four hash keys, gained by surviving for 40 waves of asteroids, enemies, and power ups. Up starts and boosts, left and right turns, down brakes, and firing is automatic. Easy as pie, right?

You don’t even have to do it in one go, and the more you play, the more powerful you become. So, your first time, you build yourself up, build yourself up, collecting skill points in play until you buy the classes, device, and passive skills that net you level 40, and…

…Well, I won’t spoil that for you, but I’ll tell you two things: It took me about an hour and a half (and I could, apparently, have very possibly cut a good 40 minutes off that), and, on beating the game, I noticed… Ahahaha, there’s more to do. Will it change the ending? Unlikely. Is it something I can just try for, for replayability’s sake, and because the game’s low pressure? Yes.

…To the Cheeswheel of Death.

It’s mildly strange, actually, to see a confusing mess of pixels that largely only makes sense while you’re playing, and that statement that it’s relaxing, because the sound and music really do help. Relaxing synthwave steadies the nerves, reminding you “Hey… You’ve got all the time in the world. It’s okay if all the vectors want you dead, really it is”, and the ballet of death is almost rhythmical.

So, colour me pleasantly surprised by Bytepath.

A small part of Bytepath’s rather large passive skillweb.

The Mad Welshman hasn’t much else to say. I mean, after unlocking Wisp, what CAN be said?

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Deep Sixed (Review)

Source: Review Copy
Price: £10.29
Where To Get It: Steam

I was only talking about cheery dystopias a few weeks back, and yet, here we are with Deep Sixed, a game that has all the fun hallmarks. Remember, if your reactor is critically leaking, you may wish to repair it. If you cannot repair it, you may wish to send an emergency beacon. If the emergency beacon is not working, you may wish to send an emergency beacon.

Okay, I got *part* of it right.

Okay, so that’s not exactly what’s said, but the general sentiment, among others, is there, carefully and cheerily enunciated by the voice actress for URSA, the AI companion on your indefinite corrective period of exploration and adventure.

Which, translated, means: You’re indentured to explore a nebula on behalf of a corporation, because you fucked up, and your ship is a hunk of junk that will probably kill you if the local life forms don’t. This works both for and against the game. Let’s start with that good ol’ “For” column.

Deep Sixed does one thing quite well, and that’s setting its mood. You’re isolated, so your only contact with… Well, anyone is either email, mission descriptions, or your handy dandy (until it breaks) AI companion, URSA. You’re clearly not valued as anything more than an expendable resource, because your ship’s a hunk of junk, and only by doing jobs for the company can you make it anything but, or repair massive damage… And it will still break down with distressing regularity. Oh, and you’re not a trained worker, why would you be? So you get a manual of iffy usefulness, to help you with the repairs you’re inevitably going to be doing… Alone.

Ugh. Of *course* nobody told me the job would involve getting slimed. Of *course* they didn’t…

And, on a quiet mission, with only a few problems, this is fine. It adds atmosphere, and the fact that some of the missions are themselves an exercise in tedium is, itself, part of the allure. But when things go drastically wrong, as they inevitably will?

ARGH. One early example was after I’d discovered the existence (through a plot mission) of Zephyrlings. Zephyrlings run in packs. Zephyrlings can quickly short the power of your modules, forcing you to waste valuable time flipping to the power room to repower the viewing stations, and combat with multiple opponents is best described as “An exercise in slow, painful, and frustrating death.” There are thing to make it somewhat easier, like shields, a deceleration field that can slow some enemies, and a hotkey for switching laser types… But combat is definitely one of the weaker parts of the game, and, interestingly enough, creates the more difficult to solve problems (recalibrating lasers, repairing hull damage mid fight, combatting fires mid fight.) There is an “Easy” mode, but, beyond actually telling you what problems exist, allowing pre-mission saves, and disabling achievements, it’s not… All that much easier.

As such, despite its charm, the woman of colour protagonist, some pretty good voice acting and writing, and some interesting ideas, overall, Deep Sixed turns me off. It’s not that these difficulties are insurmountable. It’s not that you can’t learn how to be a good captain of a shitty ship. It’s not that the game isn’t working well… Quite the opposite, in fact. It’s simply that this kind of experience, while interesting in small bursts, isn’t great for me overall. If you like a game that is tough, but with the toughness coming more from stimulus overload than lack of clarity, then perhaps Deep Sixed is for you.

As it turns out, reading the manual for fixing oxygen leaks while oxygen leaks are happening is… A bad idea.

The Mad Welshman would like to note the devs appear receptive to constructive criticism, as noted by the addition of continuing from saves to Easy Mode just prior to this review being written.

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Iconoclasts (Review)

Source: Cashmoneys
Price: £17.49
Where To Get It: Steam

An Iconoclast is one who attacks cherished beliefs or institutions. Sometimes, because this is the right thing to do, holding back progress. Sometimes, because said beliefs or institutions conflict with the individual philosophy. Sometimes, simply because it’s cherished.

Of course, sometimes it can be a little hard to tell *why* an institution is cherished as an outsider. Who do you love and who loves you? YES!

It’s kind of interesting that this is the title of the game, not because of the story (involving a mechanic rebelling against a techno-religious regime that’s repressive because ??? . No, they’re demonstrably evil. It’s just their reasons are unclear for the majority of the game) , but because Iconoclasts, in its way, is trying to shift things up mechanically. Nominally called a Metroidvania, it nonetheless does… And doesn’t fit that mould. More accurately, it’s a puzzle platformer where even the combat against the many bosses… Is a puzzle.

And, at times, the game contains the frustrations of both. “Oh, sod!” I mutter, as I backtrack three times round an area to solve one small puzzle. “Wait, what am I meant to do here?” , as I get lost, or encounter a new enemy who’s immune to what’s worked so far. “Wait, my reward for solving this bit is… more, with a different element? ARGH!” as, yes, puzzles mix things up, and bosses often have multiple phases. That isn’t to say there isn’t joy, or the appreciation of a well-crafted fight… But poor explanation or signposting often leaves me irritable as I play through.

Oh, hello there, Screen Splitting Laser. How’s the folks? Good? Fine, fine…

Aesthetically, the game works quite well. The music is wonderful, the world is interesting, if a little confusing at times, and enemy designs are varied and numerous. The writing, on the other hand, is a little heavy handed, and I’ve found it, at times, a little difficult to precisely work out what’s going on. Okay, pirates. Who are ancestor worshippers and use seeds, which is apparently heretical. Nearly everyone seems to be going through some form of survivor stress, with abandonment and safety being prime concerns (Presumably because this safety is provably rather hard to keep, even if you follow the techno-theocracy’s rules, and because people keep dying or being kidnapped), and it can sometimes be hard to keep up. The techno-theocrats have pseudo-magic powers, presumably through this Ivory stuff, which may or may not be nanomachines, son?

It’s a bit confusing. Does this necessarily make it bad? Well… Not really. It doesn’t make it great, or possibly even that good, but the movement is fluid, the combat moves mostly responsive, and being able to move (or charge your wrench, when the time is right) while charging up gun attacks is a nice move that makes things a little easier. The physics are pretty dependable, and that’s a good thing, because some of the puzzles really do depend on object physics to get by.

Explained: That ‘sploding the red parts push the box in the opposite direction. Demo’d: That the seeming background blocks stop its movement. Not quite explained: To use your charged shot here, you have to be at least a certain distance *away* from that rightmost pad. Otherwise it clinks off harmlessly.

As to how it feels to play? Well, sometimes, it’s good. Oh hey, a new area. A cool new ability (sparsely handed out in the first two thirds of the game.) A new character. This area’s pretty straightforward. Other times… Well, the frustration kicks in. I’m sure, eventually, I’ll finish Iconoclasts. I’m sure, eventually, I’ll get the point. But it’s not a game I’m playing in more than little bursts, and I’m probably not alone there.

The Mad Welshman wants to clarify that this is an okay game. The frustration balances out the joy of working out how the heck ass gets kicked.

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LOCALHOST (Review)

Source: Cashmoney
Price: $4.99+ (Approx. £3 , with the option to donate more)
Where To Get It: Itch.IO

“It’s just a self defense mechanism.”

Androids and Gynoids are, in a very real sense, a way to treat dehumanisation. The feelings are invalid because you’re constructed. You are a made thing, not a born thing. And LOCALHOST plays on that pretty well. After all, you’re not being paid to care. You’re being paid to erase drives. Data. Nothing… More…

Oh, don’t worry, that’s just *simulated* pain/shock/fright they experience on waking, part of the boot-up process!

A little context here: LOCALHOST is a visual novel by Aether Interactive, set in a grim, dystopic robotics shack where your boss has informed you, a new hire, that you have to wipe four drives. Of course, very quickly, you realise a problem: They don’t particularly want to be deleted. And, having personalities (An uploaded human personality; the original host, LOCAL, a troublesome model line that keeps achieving self-awareness; A network admin AI, and something else), they argue their case. They have personalities. They have histories. Although the final determination is up to you, what seems to matter is that all the drives are both wiped… And not broken.

As such, the game is more about the journey than the destination. Do you try to explain love to an AI that thinks it knows what love is? Do you try to understand how a human upload is meant to have mistakenly arrived in this workshop, or what connection it has to LOCAL? Or do you simply take the seemingly most efficient route to convince them to unlock their own drives for deletion?

“And yet, you know this LOC-192 model. Please, tell me more, and remember that this conversation is being recorded for monitoring and training purposes.”

It’s interesting to note how much attention has been paid to making things seem just a little bit off. The music by Christa Lee varies depending on the situation and the personality you’re talking to, but they all have some subtle dissonance, something that doesn’t seem to quite fit, even if I can’t put a name to what it is. The visuals, by Penelope Evans and Arielle Grimes, are dirty, but subtly evoke different personalities in the single, broken gynoid body you see throughout. Sophia Park and Penelope Evans, meanwhile, give the idea, through the writing of the dialogue and characters, that it’s not just these drives that are dysfunctional. Assisants are Gynoids, and Workers are Androids. Such a simple phrase, but the matter of fact way in which this can be stated implies a society where yes, gender roles are firm, even if they don’t fit, and even if they only apply to the droids in question, it’s pretty grim.

Overall, I’d recommend LOCALHOST, and, since a single playthrough can be completed quickly, to play it through more than once. Maybe you’ll break everything. Maybe you’ll just do your job… Maybe… Just maybe… You might end up doing something at least nominally good in a dystopian world.

Er… Yes. There’s no false standard here, friendo, it’s just the rules. We put “Droid pain doesn’t actually matter” next to that bylaw about chickens.

The Mad Welshman broke a drive. It was an accident. He is simulating sadness nonetheless.

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