West of Dead (Review)

Source: Cashmoneys
Price: £15.48 (£19.02 for DLC and OST, £4.79 Soundtrack, £2.09 DLC)
Where To Get It: Steam

West of Dead definitely nails its atmosphere down. Heavy black shading, deep shadows, washed out colours, tombs everywhere… It’s a Western styled afterlife, alright. And one cowboy is stuck in purgatory, hunting down the ghost of a preacher… Who might actually have made the land of the dead mighty ornery. Good thing the cowboy in question is tired and ornery too.

Sure ain’t…

Said ghostly cowboy is voiced by… Ron Perlmann. A man who knows his matter of face, practical characters who are Very Tired Of Your Shit. And William Mason is, indeed, a man who takes the situation in his stride. He knows he won’t like the answers to certain questions he could ask, so he doesn’t ask them. He knows something’s wrong, so he just gets down to it. And he can certainly wax poetic, at times. I like him. And the general idea is a twin-stick roguelike shooty type deal, with you shooting various undead folks and beasts in a claustrophobic land of the dead, levelling up and finding hopefully new, hopefully better gear as you go. I like that style of game, too.

I like… The combat a little bit less, however. Not the general idea, it’s quite cool, and encourages the Western shootout feel by having to reload, and that reloading being faster in cover, and slower still while on the move. And cover does break, and there are folks who don’t give a hoot about your cover, such as bombers or the big boys, so you’re shooting all the folks you can from one piece of cover, then rolling to the next, hopefully dodging shots along the way. It’s good stuff, on its most basic level.

Them boys ain’t right…

However… That difficulty ramps up quickly indeed, so this is one of those… Where it doesn’t feel like it wants me to see it. It wants me to die early, over and over again, ’til I’ve either got the muscle memory or the tools to deal with, say, the Butchers, who are only melee in the sense that most of their attacks are melee based. Don’t matter none, they can destroy cover, and if you get close, best be dodging, and dodging the right way, because they got an area attack, friend, and that hurts.

So… This is one where I love the atmosphere. I love the basic idea of the combat, I love the aesthetic, it’s all pretty clear… But I’m honestly finding the difficulty unforgiving, because while I can consistently get to the second level, I also consistently die there. Also in the negative category is that sometimes, the camera really isn’t your best friend. And finally, in niggles, the game goes full screen for a brief time on loading, even if you’ve set it to windowed mode. Which is annoying.

Every character has something going for them, design wise.

I don’t really think it’s a bad game… But it is a tough game, so if you’re frustrated by that sort of thing, I would say stay away, and if not… It’s definitely got a unique atmosphere, and a nice little twist on things, so if difficulty doesn’t turn you off, I’d say give this one a go.

Life ain’t what it used to be. But nor’s death either. Leastways, not in games, where it’s sure as hell painful… And just as surely temporary…

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Record of Lodoss War: Deedlit In Wonder Labyrinth (Early Access Review)

Source: Cashmoneys
Price: £10.29
Where To Get It: Steam

Mmmm, I love me some experimentation, and I’ve been getting a fair bit of it. I love me some Metroidvania funtimes, those action platformers where you unlock new areas by finding items, powerups, switches for somewhere way off, and defeating bosses. I’m not particularly familiar with Record of Lodoss War, but I’m informed it’s good.

And yet, I’m not quite meshing with Deedlit in Wonder Labyrinth, even knowing and loving its inspiration. And it’s mostly my fault.

Not pictured: A big ass water blast.

Let’s explain that: One of the things somewhat unique to this game is a spirit mechanic. The Wind spirit protects you from small wind element attacks, and gives you a sort of glide (we’ll come back to that.) The Fire spirit protects you, again, from small fire attacks, and adds fire to your attacks. Switching between them is important in this game, as, without it, you’re going to take a lot of unnecessary damage on the first boss, not get to certain areas you need to, and not, generally speaking, progress very far in the game.

I am not very good at this. Oh, and gamepad is recommended, or some heavy reconfiguring of keyboard controls, because the keyboard mapping is… Ohgod, for the first boss fight, three things you will definitely want are your bow (S), your jump (X), and switching your spirit (W.)

I genuinely love this mechanic. Good puzzling action.

Now, in my defense, health is not plentiful. You get some back by successfully attacking in fire form, but it doesn’t take all that much for you to keel over and go back to the last save point. And it doesn’t level up. Your magic levels up, and down, and your attacks level up (and down) based on how well you fight, but your health doesn’t appear to.

So it’s a tadge difficult, and I’m bad at it. It should also be mentioned, at this point, that it’s very much a work in progress, and only two areas (each with a midboss and a final boss) are in the game at the time of writing. So if that’s a turnoff, wait.

Still, it plays well, my badness and the keyboard controls notwithstanding, and aesthetically, it’s great. The feel it’s intending to give off is a homage to Symphony of the Night, and it pulls it off very well, with Deedlit even having, as fans call it, the Alucard Strut. The music is good, the spritework is damn fine, and the only real mar on the aesthetic is a smallish text size. Nonetheless, it’s a clear text separated well from the background, and the UX is otherwise pretty damn clear, so it’s solid in that respect.

God-damn door mimics!

I’m sure I’ll get better at this, and I appreciate most of the changes it makes to the formula of this genre, so I’d say that if you’re not turned off by the currrently short playtime (comparatively), and if you like a little challenge, then Deedlit in Wonder Labyrinth is a solid pick. And I get the feeling it’ll only get more interesting with time.

Elves. Nothing poignant, just… Elves, man, elves…

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Salad Fields (Review)

Source: Cashmoneys
Price: £11.39 (£3.99 soundtrack)
Where to Get It: Steam

“It’s a leather mouse recipe… It was handed down to me by my leather daddy.”

I see what you did there, Salad Fields, and I thoroughly approve.

Heh… Skulls are cool…

So yes, Salad Fields, a block pushing puzzle game with a surreal, wildly contrasting set of aesthetics, dialogue and characters who toe the line between “Barely subtextually queer” and “Holy shit”, is… A game. Bear with me, I’m still blinking and staring into space contemplatively. Surreal queer retropunk games, relatively rare as they are, can do that to you.

Apart from the block pushing puzzles’ mechanics, which are pretty understandable (if having quite the variable difficulty curve), it’s… Well, I’ve described it above, but there’s a lot to potentially unpack. Like the depressed snake whose birthday apparently sucks. Or the bird who’s into self bondage, teleporting elsewhere if they get unbound to do it again.

God, saaaaaaame…

Okay, maybe there’s not a lot to unpack there. They like tying themselves up. But there’s others, like the computer who’s terrified of Y2K… Look, it’s got characters, and they’re characterful, even if they’re surreal at times. The contrasting aesthetic elements fit with this strange, broken world, in need of a whole load of vegetables and a helping, comforting hand from your furry protagonist.

Well, except the magical boyfriends, they seem to be alright (Indeed, between the first chapter and the second, they talk about how well you’re doing, and chat about thrifting and the other’s cool t-shirt.) But there is, for example, the aforementioned computer, or an ampersand who never wanted to be fancy, but was pressured into it. There’s characters who are run down, depressed, or don’t have the spoons to deal with you right now, and… Well, you don’t see that too often, it must be said.

I could have put another puzzle here, for you to pre-emptively figure out or something. But nah, magical furry boyfriend time.

There’s some fine music, the sounds aren’t bad, and the aesthetics of each area are unique and interesting, although your mileage will vary depending on how you like Windows 95 era 3D and sprites. My only real crit is that movement is smooth enough that holding down a movement button for fiddlier stuff is a really bad idea, as you may have to restart from pushing something a space… Too far. Edging against boundaries you already know about sorta thing.

Anyway, I like it, queerphobic people will probably be, at best, confused, and queer folks into puzzles might find a character who they react to with “God, saaaaaame…” And… Well, I’m going to continue staring into space and blinking.

I like how this game is simultaneously “Big mood”, “ARGH”, and “wat.” Nothing pithy here, just an extra observation.

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Meteorfall: Krumit’s Tale (Review)

Source: Review Copy
Price: £11.39 (£13.48 for game and soundtrack, £2.09 for soundtrack)
Where To Get It: Steam

Other Reviews: Early Access 2, Early Access 1

Glowmancers… Terrible to be in a relationship with, because they’re self destructive, toxic, and quite happy to take you down with them.

Oh, and they’re the same as enemies too.

WELP.

Yes, Meteorfall: Krumit’s Tale has left Early Access, and do you know what? Still humorous, still a good cartoony aesthetic, still a solid level of simplicity leading to all sorts of strategic fun. For those not caught up, it’s a sort of deckbuilding roguelike, in that you attain tiles, which can be weapons, abilities, etcetera, they fall onto the board in a random manner, and… Well, there, the similarities mostly end, because you still have to pay to put said tiles in your hand (most of the time), and, if you want good money, you want to be thrifty about which ones you use to defeat all the enemies that have also been shuffled into the deck, for lo, that is the goal: Kill ’em all before they kill you.

Rose actually looks less scary as the Evil Queen.

But what really makes it, for me, isn’t the strategy arising from dealing with the hand you’re dealt, it’s the characters. Not just the main characters, who are a right old band of murderous misfits (from Bruno the Warrior, to Rose, who is simultaneously a pure priestess (ha) and an evil queen, with part of her abilities being able to switch between the two. I talked about an enemy example right at the top, the Glowmancer, a boss of the game, and oh boy, she’s nasty. Heavy damage, but damages herself in the process, so you want to go in with things that stop her from damaging you (Damaging herself is less of an issue, that helps.)

The aesthetic and snarky humour basically supports this weird and wonderful world, where barbarian bikers brawl in belligerent bars, golems made of nuclear waste slop their way about, and killing buckethead goblinoids makes you feel less intelligent, thinking everything costs more than it does… What toll does the war on goblinoids take, mmm, mmm?

Look, it’s a good map, alright?

So yes… It’s a solid game. It has amusing humour, it has a good aesthetic, and characterful depictions. It has an oddball world. And it has an interesting take on the ol’ deckbuilding roguelike type experience, even if, like many of them, earlier areas become sort of rote after a while. Worth a go!

The Mad Welshman idly wonders what’s next for the procgen tile/card/dice based genre. Perhaps roguelike Shogi?

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Fareo: Shadowlands (Early Access Review)

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

Rifts in time and space. They let you do lots of fun things! Well, until they inevitably go wrong, and heroes from across time and space have to stop whatever’s behind all of it, or shut down the machine, or whatever.

And so it is with Fareo: Shadowlands, a combination of roguelite and strategy RPG that does a fair amount different to my usual experiences. And I appreciate that.

This guy is an asshole. I mean, he’s meant to be, but… Asshole.

Even if I most definitely don’t appreciate Yan, the final boss. So let’s get him out of the way first. Like any boss, he has pieces which are associated with some of his attacks, and he has several of them. Like any boss, he can attack all around him, some of his attacks at range (so nowhere’s really safe), and he can do three a turn… Most of which are area attacks. And any two of them in combination destroys one of my heroes.

I don’t like Yan, final boss of the dungeon or no.

Otherwise, however, I’m quite enjoying Fareo: Shadowlands, partly because it’s aesthetically solid. I wouldn’t really use superlatives, or go “gosh!”, but it’s solid stuff, a consistent aesthetic, and, apart from parts being a little hard to hover over or parse (tooltips and icons in battle, mainly), it’s okay in terms of accessibility.

Friends would skewer me if I didn’t mention Fadrake. Which is good, because I actually want to mention that oh hey, there’s a beefy shark with an anchor called Fadrake, and he kicks ass…

But mostly because of its interesting systems. The basic idea is that you take one of three paths offered to you, which can be a number of things. For example, Rifts are a normal fight, Huge Rifts are a more difficult fight, Priest can (for a price in one of the currencies of the game, the coins) resurrect dead party members, so on. But some of these are necessary for levelling up heroes you find, items you find, enchanting items you find… And there are good reasons for doing so.

Before Level 5 (the maximum, which all four of your base party members start with), you only have one special ability. Levels 1 to 4 are for rune slots, modifiers you can make to your hero, costing 1, 1, 3, and 5 runes out of the 10 allotted to you in the prep phase for a fight. For example, Fandrake, a beefy shark boy with a massive boomeranchor, can, with 5 runes, make the party immune to damage reflection. But with his first two rune slots, he can make half his damage be unblockable Chaos type (rather than wearing away the enemy’s armour), and every time he kills someone with his special Sweep ability, all the party gets their potion effect.

The other important thing is the card/movement system. Each turn, you’re dealt a number of cards (2 x the number of currently alive heroes, an important fact to remember for later) in one of four types: Attack, Defence, Mana, and Potion. They serve a quadruple purpose: They’re spent on movement, 1 a tile. They buff the hero (In the case of Attack and Defense, better attack and a shield respectively. The last two give mana or use your equipped potion.) They trigger special abilities when used in the correct order (like Sword and Shield for Hasaki, which unleashes a devastating attack.)

Awww crap, it’s a robot… That looks a bit like a buff cat! I don’t know whether to fight or scratch it behind the ears, HELP!

The thing is, you have to use the cards while moving to get their effect. Just standing still does nothing. So it emphasises mobility and synergy for the best effect. But not moving, not spending those cards, unleashes the other, fourth use: Using the terrain. Sometimes this is necessary, to move a map obstacle out of the way. But each single tile terrain item has an effect, and putting it on top of someone, for good or ill, does things. Rocks stun. Snowy trees freeze. Scrolls power up. That sort of thing.

It still heavily incentivises moving around, which is a shift in thinking that’s important to playing, but it’s an interesting one. Flaws wise, well, apart from the bosses being fucking hard, and the aforementioned tiny icons, there’s some tiny amount of untranslated text, or poorly translated text, but that last one’s a minor niggle, and overall?

Overall, this is an interesting game, trying something different, and it seems to be working. I look forward to seeing what happens next with it, and recommend taking a look.

I feel like rifts between time and space throwing disparate groups together to clash in a fun way isn’t done enough. Just throwing that out there…

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