Iratus: Lord of the Dead (Review)

Source: Review Copy
Price: £18.99 (£26.58 for Supporter Edition, £7.59 for upgrade to Supporter Edition)
Where to Get It: Steam

Other Reviews: Early Access Review

And so, the Dark Lord is finally out of the dungeon. Well, metaphorically. For the goal remains, in Iratus, to get your necromantic Dark Lord… Out of the dungeon. Which he had been trapped in, until some foolish adventurers opened his crypt and gave him some starting materials…

Screeeeaaaam.

Speaking of materials, goodness me, there’ve been some changes since last I played, and they do make the experience more challenging!

In any case, this is a turn based strategy game in which you, a very sarcastic Dark Lord (the best kind), have found yourself awakened once again, and you have to beat or frighten your way back up through the depths, to claim your right to conquer once more. Encounter by encounter, battle by battle, you earn resources to build up your army of the dead, maybe unlock more types, and balance for the encounters you see coming.

Now that is a welcome change. Because while frightening enemies to death (as opposed to shooting, stabbing, magicking, and bludgeoning them to death) is the path to the best rewards, risky as it is, there are some enemies, most notably the golems early on, who are not only immune to Stress damage, but can also redirect the stress damage they can’t take from others… Onto themselves. You really want a high damage build for these bastards, as they have a lot of armour too.

Obligatory “Big Rock Guy is a scary bastard” picture.

But there are other changes too, that make things more challenging. To pick one example, a common means of buffing your troops was to turn crap materials into less-crap materials. A strategy that is less do-able now, because the chances of better items coming out is minimal without some talent upgrades, but this is counterbalanced by the fact that new parts for your undead don’t buff specific stats… But give you more stat points to do with as you please.

I said before that the game is pretty clear, aesthetically speaking, and this is mostly true, but what I failed to mention last time is that, alas, there is no text scaling option. Beyond this, however, you know what’s what, the tooltips are fine, and the visuals, music, and voicework are all high quality. It really gets across this atmosphere of a dark world, a world which… Honestly, the villain could probably conquer in other ways, considering how there are slavers, beserkers, mad mages, dwarves gone bad… Well, Iratus does Iratus, I guess!

Although, y’know, a guy who poses like this? Prooobably a bit narcissistic. Either that, or taking a rocking selfie…

And what Iratus does, it does well: A turn based strategy game with a fair amount of depth, a good amount of polish, a protagonist with a bleak sense of humour, and some tense, challenging gameplay. Your minions are not that replaceable. Try not to get them killed a second time, eh?

The Mad Welshman likes to see a fellow villain go up in the world. Well, unless they’re encroaching on his areas, in which case, he likes to see them go down.

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Spellsword Cards: Dungeontop (Early Access Review 2)

Source: Review Copy
Price: £12.39
Where To Get It: Steam

Other Reviews: Early Access 1 Release Review

Rogues. We love them. Or hate them. It really depends on which party got backstabbed. And this is the latest addition to Spellsword Cards: Dungeon Top (Stop snickering!), a card based strategy game where the cards summoned are units, your hero is a unit too, and if your hero dies, you lose, good job, start over… And if their hero in a fight dies… Congrats, you won a fight.

Redirect Yo Momma Joke is a powerful and deadly spell.

And our old friend incremental unlocks, where winning gets you resources to get more stuff, which may help you win… So on. Aesthetically, it’s pretty nice, some dramatic, tense music, some cool painted faces for the assorted minions and hero(in)es, and…

Sigh. A menu UI that’s still small, with no scaling option. It’s been what, [insert time here], folks? Come on, I know your dungeon door is pretty, but you can make the menu options bigger than that.

In any case, play still revolves around a deck themed around the Hero/Faction dichotomy, where some cards are unique, others are general, and the themes are obvious. The Karim remain the faction which eats itself for power, sacrificing minions to make the few glorious murderbastards. Helm, meanwhile, has the philosophy of “Build ’em up slow, take the enemy down.” And the Warrior, Mage, and Rogue? Well, they stab hard, throw spells, and sneakily take down the enemy, respectively.

Have a big wall of “The enemy is very boned.”

Okay, the rogue, being a new addition, needs a little more detail: His weapons come in melee and ranged flavours, but if you can get throwing knives (giving you multistrike at higher levels), go for them, and build around them. Because knockback is a thing, and knockback damage is a thing, the rogue can do well as a ranged murderer supreme, mainly needing his minions as meatshields. Or they can go all out on certain spells, and get through a fair few fights making the minions or the boss hit each other (and get free attacks from your own units.) They fight quick, and they fight decisively, one way or the other.

You will fail at first. It’s one of those games. But from each battle, you learn an enemy’s (pretty fixed) patterns. You learn how to beat them. In a way, it’s more of a puzzle game than a strategy one, although the random element does make it more “Hrm, of these five cards, which three of these do I apply to most effectively murder this giant golem that runs pretty quickly, attacks all units around it once every two turns, and will murder even my strongest warriors without too much hassle (and me with only slightly less)?”

Because yes, you have limited amounts of cards you can play in a turn, although some level up choices can make that more reasonable, as can some treasures.

Each character now has their own dialogue for the invidual chapters. It’s a little touch. But a nice touch.

How does it feel? Well, it feels much the same as when I last reviewed it: It’s an interesting game, it’s got a good aesthetic, it still needs to make those menu options bigger, and with a new area of the game added to boot, it’s got its rough difficulty curve laid out. It also has a draft option, allowing you to build a specific deck, seeds, and adding threat, so… Overall, it’s looking pretty promising!

Hi devs. Decent size on them main menu buttons, ta. Right now, it’s my only crit.

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Meteorfall: Krumit’s Tale (Early Access Review 2)

Source: Review Copy
Price: £10.29 (£11.14 for game and soundtrack, £2.09 for Soundtrack)
Where To Get It: Steam

Other Reviews: Early Access 1 , Release Review

Note: This review was written using the optional beta, allowing early early access to features not yet complete. Like the fourth character.

They’re available now, but look, I’m impatient.

Last time I looked at Meteorfall, I appreciated a lot about it. The subtle depth of the deckbuilding, the encouragement to do more with less, and its fun, cartoony aesthetic and character. Oh, and adventurers being represented as characterful assholes too. Oh, Bruno, you growling brute of a man, I still love how your approach to life is to SMASH it…

That is the face of someone extremely smug they did this.

But now… Well, there’s two more characters, two more playstyles… And I’m enjoying them both. Mischief (the one that, at the time of writing, is available on the main branch of the game) is a rogue. Dextrous, stealthy until she attacks… And so, so smug. Thing is, she’s even more of a glass cannon than Greybeard, and, out of stealth… Well, she’s a bit crap without buffing. She relies upon it. Think of her as a hard mode, where you’re milking your resources to their limit.

Muldorf, meanwhile, is a jolly necromancer, and, while his skeletons take health to summon (mostly), and are not, in and of themselves, all that strong (mostly), they can still kill a couple of low level enemies without dying, and can be buffed by various means. This also means that, if you play your cards right, you’re rarely without four cards in your inventory, and his base weapons lifestealing or summoning enemies on killing others means that, if you get a chain going, you’re going to be a tough old coot. Even if you can’t heal normally.

Spooky Scary Skeletons, They Block Me From My Death…

What else has changed? Well, not a whole lot, if we’re talking about core elements. More items, abilities and perks have been added, and not just because there are two new characters with their own level rewards, but the core loop of “Beat all enemies and win, the more tiles still in play, the more bonus points you get to buy cool shit so you can discard some of your own shit, manage your resources well, and get abilities” is unchanged, the emphasis and encouragement of managing your limited resources effectively hasn’t changed, and the sarcastic, sometimes grim humour hasn’t changed either.

So, it’s still recommended as a card-based roguelike, it’s still promising… It’s just there’s more of it. Without drastic changes, I expect I’ll see you all at the release review, which will most likely read “Yup, it’s still good!”

I wouldn’t really call myself a Vaudedude, but hey, Muldorf the Necrodude does Muldorf, and I respect that.

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Ancient Enemy (Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

I have not, perhaps, had the best of histories with solitaire RPG type experiences. I’ve always found them at least okay, within the limitations of the kind of solitaire they invariably use (go up and down the numbers, as far as you can, using abilities to help with this.) But they’ve never really grabbed me.

That’s a big faerie. That’s a big faerie…

With Ancient Enemy, I was at area 7 before I really thought about whether I was enjoying myself. And, on reflection? In a calculating, analytical way, I was. The solitaire part was okay, as solitaire often is (although we’ll get back to that), and the story was… In a way, interesting in how it uses minimalism, but the combat… Ah, the combat is where I felt at home, and looking at the layout with an eagle eye.

You see, it’s not just the combos you have to think about. The combos are important, yes, and getting nice, long ones definitely has its benefits, like a lot of extra damage if you play your cards right (heh), but the suit of the card is quite important, and there are other things to think about. Because the suit of the card charges your abilities, in Basic Attack (A dagger), Magic (Your major damage output, since you are, after all, a mage), and Defense (Which, with only a few exceptions, is physical or magical. There is at least one magic and physics block, but it relies on long combos, because its basic form is weak.)

Gah, look at the shoddy craftsmanship here, my mother could stitch better than that!

And also, when the layout’s low, you may have to waste an action refreshing. Which, if you time it wrong, lets the enemy get off a free hit on your sorry ass. Since items take a turn, and, similarly, you don’t want to waste a combo when it appears, it creates this interesting back and forth. It’s one I’ve mostly won, up to this point, and handily so on Normal (not a bad thing, I enjoy games that want me to see the content, then optionally let me challenge myself), but it’s also one where, if you don’t pay attention and equip accordingly for your enemy, you’re going to get damaged, and health only heals, with a few exceptions, after the chapter’s done.

…Oh gods, sometimes you don’t want to equip, because damn that layout refreshes after you equip, and this one is such a sweet start! Special cards that damage, sometimes big ones. Others that raise your defense without needing to block. Wyrm cards, the wild cards of the game that let you, in the right circumstances, stretch out some really nice combos… When I see a good layout, I’m really tempted to let it play out, sod the resistances and the fact I can’t block any of their attacks…

It helps that there are also passive and active abilities that you can switch in and out between fights and item collecting layouts that help with that, like card destroyers, upping the likelihood of Wyrm Cards or giving you extra undos, changing a card to fit the combo better, or shuffling the entire deck to the same goal… I liked using those abilities, even if they’re usable once per layout, with the exception of finding recharge totem cards.

Ohhh boy… That chained card needs to be dealt with twice. But hey, 30 cards in my deck, I got this!

So, mechanically, I quite enjoyed it. What about the rest? Well, aesthetically, it’s clear. It sort of has to be, and the tooltips are alright. You know what’s what, the characters and enemies look good (Although I wish there was a little more variation outside all monster types you’ve encountered getting beefier, and occasionally more powerful), the environments are lovely, and the music’s alright. The writing… Well, it’s effectively monologues. Why? Because The Mage pulled himself out of… Well, it’s unknown at the start, but he returned to life and the land… To find that the Evil Overlord had won. The land was sick, everyone was dead or corrupted, including spirits and animals. Killing the source probably won’t make things much better… But he’s determined not to fail this time.

I’ve… Enjoyed myself with this one. The difficulty curve is pretty reasonable, everywhere outside the item collecting, you start to feel powerful once you get going, and even in item collecting, you have recourse. Score chaser that I am (especially since that’s also currency), I still retried, but less times than I have with others, and… Yeah, if the idea of solitaire RPGs interests you, I would definitely say give this one a go.

The Mad Welshman is more a Minesweeper kinda guy these days. Shush, he’s not bad at either of them, shush, SHUSH.

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Exploring Dwarf Fortress’ Legends Mode

Dwarf Fortress is a phenomenon in the world of procedural generation, creating worlds, simulating rivers, aquifers, travel, tree growth… It’s as well known for the awesome complexity of its generation and simulation as… The awesome complexity of its simulation, its bugs, some of which (like “Now that animals no longer wield weapons”, a bug we sadly never got to witness before it was fixed) are as hilarious as they can be game breaking… And its steep buy-in for new players.

But one thing isn’t really talked about all that much: Its Legends mode. Containing the history of the world you create (well, most of it. The rest is to be discovered in its other less talked about mode of Adventure Mode), it’s dry, but it contains many stories of interest, if you look hard enough.

And so, I created a world: The Eternal Realm of Omens. And I decided to explore some of its Legend Mode. Here are some notable stories.

The Folly of the First Dragon

Idräth Pearlgold was the first Dragon. Indeed, he was the only Dragon. A Red Dragon, he was associated with, obviously, Wealth, and Fire. And he died in the first Winter of the world. Settling in a cave that would come to be known as Slappedsewer, the Heart of Manges, his first target, his first settlement to raze, was the Dark Tower, the fiendish demesne… Maliceblushed. Assaulting the tower, he was quickly confronted by the Gecko Fiend, Ongul Cancerburies… Who he slew, with no difficulty. Seventeen goblins and the leader of the Dark Tower were killed, before he was slain by… A goblin who had never earned a name. And never would.

Indeed, the one he slew was more notable. Pearlgold died without even a description of him surviving. While Ongul was known, a bloated, one eyed fiend, with close scales and deadly webs, the creator of Healergriffon and The Skull of Witches, an artefact that should have made him immortal, bound him to this plane. Alas, it failed, but even them, he won a wrestling competition in nearby Armordrinker, a merchant fort celebrating its first ever festival, aptly called “The Festival of Gold.” He beat three dwarves, one a necromancer: Stukos Keyheaven, the necromancer Sarvesh Regaloar, and Kûbuk Quakedoaks.

From this one folly, and Ongul’s successor, the goblin Stozu Dreadallied, we already have six leads to further stories.

Taking Up The Leads

The Skull of witches is the simplest: A garnierite tablet, it read “I am Xungôon, Pukedgutters, once of the Underworld. By Lural, I bind myself to this place.” Healergriffon was an ancient vault, and it is stored there to this day, the year 250. Lural, his creator, is a death goddess of the human civilisation calling itself “The Realms of Winding.” She created one other fiend, who began worshipping another, and is worshipped by precisely one person, a necromancer known as Tequil Faithbuttered. But she has otherwise been silent. Perhaps her summoning of Ongul was merely due to her black humour, an object lesson in her other domain: Fate. Her only artefact, a scroll of necromancy called Windmirrors, the Momentous Terrors, was bequeathed to Tequil. Another lead, and one that often bears interesting fruit.

After all, necromancers live a very long time, if they succeed.

But what of the wrestlers? Well, the very first already has quite the history. Living 96 years on from his wrestling match, and dying of old age, his history is defined by two things: Serial adultery in his younger years, and wrestling. He lost precisely 2 of his many matches, although the majority, occurring in the yearly Cobalt Celebration, were with three people: Sarvesh, the necromancer, Kûbuk Quakedoaks, and Vabôk Kindledpaint. Both of the matches he lost had more participants, who weren’t these three. He was strong right up until the end, participating in many assaults on the dark places of the world, fathered four children with his first lover (the only son, Kumil Relictender, being killed by a cyclops, Nikuz Conteststrains, the Robustness of Rays), another daughter with his second lover, and one daughter and son with his eventual wife. He survived both of his sons, one of his daughters, one of his lovers, and his spouse, who he had divorced in the year 79… Returning to his first lover, Udil Channeledunites, three years later. He worshipped many deities, but only one that he truly cared about: Kåtâk Eagleleaf, the Yearling of Bears, the goddess of hunting.

He was a bookkeeper. And looking at just one of his wrestling partners, Kûbuk Quakedoaks, it seems they competed in more than just the ring… A milita commander, it seems the two competed for the affections of all three women in Stukos’ life.

So far, we have followed a chain just three links away from the first dragon, and already, we have a goddess with only one worshipper, the rivalry of a bookkeeper and a milita commander, and a tragic death. And we haven’t even gotten to the necromancers. Hell, we haven’t even seen the symbol of the dwarven civilisation to which these last two both belonged, the dwarven civilisation of… The Organised Dagger. That, we’ll get to last, for reasons that will become clear.

The Necromancers

Necromancers, as you might have guessed, live a very long time, if they ever actually die. And they lead very active lives indeed. Sarvesh Regaloar is a prime example of this, having lived throughout the recorded history of The Eternal Realm of Omens.

The three dwarves of Ongul’s wrestling match were all high ranking members of their Fortress, with Sarvesh… At the top. A manager, he was already crooked, embezzling funds for 40 years of his 67 year tenure as a manager… He only got caught after 40 years. Not bad for a dwarf. Imprisoned for eight years, he very quickly realised how short his life could be, and plotted to outlast everyone, as a necromancer. Worshipping the dark goddess of death and suicide, Vesh (he was, in fact, her first worshipper), he was, a year later, gifted with a slab, that shaped itself from his stone bowl… Burieddies, carried with Sarvesh for 70 years until he eventually sealed it in his vault.

On a spousal visit, Sarvesh corrupted his wife, bribing her with promises of money and power, and she, in turn, bribed the Captain of the Guard to let Sarvesh free. He stole an artefact of legend, a scepter known as Systemscribed (and lost it three years later), attempted to intimidate Kûbuk (Good job, Sarvesh. Unsurprisingly, he screwed up), and became a prophet in Armordrinker, preaching Vesh’s words of hopelessness. Eventually, he became a monk, part of The Faith of Goals. Several times, he and his wife completely failed to bribe or intimidate members of Armordrinker, including one of his own fellow monks. Settling in Tenderlenses in 139, it took him another year to become the abbot, and has spent his entire time writing books.

The blackly funny part is that he is now the abbot of a god of courage… A necromancer in an abbey, writing self indulgent works about his explorations, himself, his previous books, and at least one on his wrestling (which he always lost.)

Tequil Faithfulbuttered, the only worshipper of Lural, on the otherhand, has been a master spy, funded by several people, lieutennants of several groups, and owning many judges since her 63rd year of age. At first the corrupt leader of The Chocolate Beginnings, the criminal organisation of her first home of Roundtarget, she ruled it for another 62 years after she became a necromancer. Driven from several townships due to her not aging, she has nonetheless failed in only two things: Keeping hold of Grovebelches, a holy artefact (a hood. Go figure), and attempting to assassinate, for some reason, a dwarf called Etur Channeledattacked, head executioner of Roundtarget. Always contracted by the goblin bandit leader Ûsbu Chunkdevils. Etur herself was corrupted by the goblin Damsto Wraithred in 169, the corrupt beastmaster of Roundtarget.

Let us now return to The Organised Dagger, and look at one of the more annoying aspects of exploring a world’s culture and history in Dwarf Fortress: Seeing what dwarves in the culture look like, and what their symbol looks like.

Oh, and working out who their gods are. That’s a minor pain in the ass too.

The Organised Daggers

The Organised Daggers themselves arose in the southeastern part of The Eternal Realm of Omens, and, very quickly, clashed with two groups: The kobolds of Gabatlaylmus (who were also being assaulted by The Walled Pick, another dwarven civilisation, and obliterated in 33 by a hydra), and The Dungeon of Clashing, goblins. Rapidly encompassing both, they expanded quickly, making inroads into The Walled Pick’s territory by the year 70, and just then meeting The Silken Confederation (a human civilisation) in their own, more moderate expansion. But other organisations were making inroads. By the year 250, they have expanded over most of the southeast of the continent, but share their territory with many other civilisations, including The Hideous Evil, another goblin civilisation. Considering the enmity between dwarves and goblins, they may well have stretched themselves thin.

But this is easily told through the maps. What about their gods, their symbol, how the average dwarf of the Organised Daggers looks? Well… That’s harder. Because for the first, there is no link from civilisation to their deities or sub-organisations. And for the second and third, the only way is to look in adventure mode. So, obviously, I began with the deities. And this may still be an incomplete list. Six definitely female deities, five definitely male… And two insect deities. The domains of the male deities are Truth (The Angelic Honesties), Courage (Ator, the Goal of Rapidity), Rebirth, birth, and youth (Lir), Fishing (Råluk, The Nuts of Soaking), and finally, day and light (The White Twinkle. Cute.) On the female deity end, there’s… Oh boy… Thralldom (Belar), wealth, jewels, and minerals (Doren the Diamond), metals (Kadôl), salt (Migrur Bluewater), and mist, deformity, and disease (Zekrim Mazemirror.) Finally, Avum, the worker honey bee, controls the wind, the sky, the stars, the night, and the moon… And Bål, The Cloudy Dell, is the soldier ant deity of revenge, the rain, and plants.

Interesting lot! Migrur actually makes a lot of sense, so long as you remember that the most horrific areas of Dwarf Fortress’ worlds have fogs that corrupt and convert all to the undead (or worse), and that rotting bodies create the dread Miasma, clouds of disease and noxious stench. Otherwise… It would actually seem as though the culture values women as the breadwinners, the smiths, the creators, while men… Well, men can go fish, be cheery, be brave, and, generally, stay out of the way.

Alas, finding another aspect of the culture, their symbology, is, to put it bluntly, a fucking nightmare. The symbol of the civilisation and the symbol of the fort you make are two different things, and Legends Mode doesn’t, unfortunately, go into detail about the symbols of a civilisation (which, generally speaking, symbolise the culture of that civilisation), and finding out which is which means using explorer mode. In a busy dwarven citadel. Which lags the game to shit.

Nonetheless, this is a good example of the stories that happen in Dwarf Fortress’s legends mode, a mode that, on its own, can be worth exploring for the ideas about the world the game creates for you. And, apart from trying to find the civilisation’s symbol, before giving up… I enjoyed going through my own Legends to write this.

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