Last Days of Tascaria (Review)

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

This has been a week for odd decisions with games. Like Noita, Last Days of Tascaria seems to be unloading and loading different windows, and… Doesn’t have a windowed mode. Which would just be a niggle, a wagging of the finger and “Come on, you can add that), if it weren’t for the game… Not being very fun to play.

On the one hand, wizardess’ hair is goals. On the other, these two… Eesh.

The general idea is one of a warrior and a wizardess, recruiting others, exploring a map in a turn-based fashion, skilling up, and engaging in pausable real time battles against groups of enemies, occasionally fighting a boss, on their path to… Destroy a heroine who’d turned evil, raised an army of the undead, because it was a relic, and now she’s resurrecting a lich king for some reason… Look, maybe she thinks being almost invincible due to her relics, while having an army that grows stronger with every victory isn’t enough or something. Any which way, that’s what you do.

And the combat is, in a word, tedious. There’s a rock-paper-scissors style thing going on with the combat (axes are best against armoured enemies, while dodge has to be countered with swords, so… Hit dodgy and armoured enemies once with sword, switch to axe, start over when they regain dodge) The wizardess, meanwhile, also has a rock-paper scissors thing with elements, but is pretty good ranged support. Them’s your basics.

Yes, never turn your back on an enemy. But guess what, wizardess lady has to get relatively close to cast her beefiest spell, shield doesn’t last forever, and… Suffice to say, this didn’t go well.

But the heroes don’t so much fling themselves into combat as stroll, swinging weapons with little impact behind their blows, flinching often from ranged enemies… And oh boy do they like their ranged enemies. The warrior (look, I don’t even care about learning their names) has a shield, but it’s directional, doesn’t last long, and enemy groups are, best case, double your size early in the game. You have to kill half of them to win the battle, and healing opportunities are… Not common.

What results is a slog. When I wasn’t looking on with a sigh, I was hitting that quit button with an irritated grumble. So… What about events? Well, those aren’t terribly interesting either. The problem with a game with turn-based walking around, and turn-based events, is that you somewhat have to care about the rest of it, and even then, dull writing can still be a turn-off. And this is… This is almost as generic as high fantasy can get. Aesthetically, it’s okay, but the animations don’t have much impact, or character, the music is about as generic as the world…

Honestly, I prefer orcs when they’re hot. And these ones… So generic.

I’m not ashamed to say I checked out pretty early. If the combat later was anything like the combat earlier, then no, it doesn’t really get better later. It feels generic, tedious, and its tactical options are, on the face of things, pretty limited, a time your cooldowns and use items well style affair that I wasn’t the biggest fan of in the first place.

The Mad Welshman repeats: More hot orcs.

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Aery (Review)

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

Aery interested me the moment I noticed this, and I will freely admit that a big part of it was being an Old. “Hey, wow, this looks like a Psygnosis game, if Psygnosis was still around!” It certainly had a visual flair that reminded me of their earlier, odder titles, and the synthwave music wasn’t a detraction either.

I, too, would like to relearn the art of unpowered flight.

However… I then found my detractions. And they’re biggies. One of them is plausibly a bug (Level 4’s “Got the feather” bell is loud no matter what volume you’ve set), but the two others… Annoy the hell out of me.

Still, before we do that, the game: There is a bird that wants to see the world. They fly. They can roll. And they collect feathers. Their journey is told in short prose before each level, and it’s a relatively short experience, which is nonetheless pleasant. The low-poly worlds are mostly quite interesting, the music is good slow journey music (not too driving, but with a good beat to it.) Said bird controls well, feels like a bird, glides and flaps like a bird, looks like a bird with a golden underside.

Spot the feather. Or, indeed, the bird.

While I am most of the way through it, the two big issues: Firstly, the second level is a nightmare, even for those folks who are not colourblind. The feathers are white. The sea… Is white. And the tops of the blocks wot have feathers on are, for the most part… White. I hope the developers see the problem inherent to this trio of sentences. I did very rapidly. Still, I got through that, and the third, and, on the fourth, I finally realised that a problem in the whole game was a problem. When you die, you are sent back to your starting point. The same starting point that’s a good minute of flight to anything of interest, let alone a feather. I am chill, and I like to chill. But that’s a bit much.

Thing is, it’s not, overall, a bad game. It does what it says on the tin, and, if that second level were fixed, I could pretty much recommend it as “Thing you play to relax, or in short bursts over your lunch break.” It definitely looks good.

Preeeeettteeee…

The Mad Welshman appreciates experiments. Also prog rock.

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Minoria (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

Minoria is cute. Minoria is melancholy. Minoria has an interesting world, that gets better the further you play into it. And Minoria… Has some brutally unforgiving boss fights, where single mistakes will cost you about three rooms worth of running and a cutscene to rejoin them. And, in the early game at least, there’s a big difference in challenge between the enemies… And the bosses.

Sister Devoir. She’s nasty, but… Maybe she has a point… About the church, silly, not the point of her sword.

Which, let’s face it, seems a very odd thing to say, doesn’t it? But the difference between the earliest enemies and the second boss, or even the second tier of enemies compared to the first, is clear. And everything that can hit you… Hits like a bloody truck. You start to get used to it, but… I have to admit, I bounced off hard, and bounced off early. Second boss, in fact.

And, honestly, there’s no shame in that. Single mistakes, especially in boss fights, cost dear, and, since the combat is akin to… Sigh… Dark Souls, in that fights with bosses are long, tense affairs in which, as noted, mistakes can quite easily cost your life, it’s merely beyond my own ability, rather than a condemnation of the game. More… A caution to those who, in turn, bounced off games of the Soulslike persuasion.

Wait, this woman looks… Familiar, for some reason…

The thing is, Minoria is also very lovely, aesthetically. Contemplative pianos give way to dramatic violins, beautiful princesses (Who… Remind me of someone. Hrm) and cute, but deadly small witches fit well in the well drawn corridors and steps of the cathedral, and everything is clear. It’s somewhat minimalistic in approach, but this works, and I do love it.

But, alas, I don’t really get on with its style of play, and, if we’re being honest, its keybinds. It’s most likely recommended that you play with controller, or rebind the keys, because it’s all too easy, with the default, to fatfinger the “Use Incense” key when what you meant to do was attack, or, less commonly, to switch your insenses when you meant to parry or dodge.

LET. US. PRAY!

Obviously, take this review with a grain of salt, because, as mentioned, I was not able to get too far due to the high damage you take for pretty much any mistake, but it’s a beautiful game that is recommended for soulslike fans, while not, generally speaking, recommended for beginners to its metroidvania styled exploration/combat. Specifically the combat.

The Mad Welshman is legitimately sad he couldn’t get as far as he wanted here.

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Children of Morta (Review)

Source: Review Copy
Price: £18.49
Where To Get It: Steam

Children of Morta isn’t a game you progress in easily (unless you are good at ARPGs), but, even with not progressing as far as I’d like, there is… A lot to like about this one.

I’ve been there. Sometimes, y’just gotta bite the bullet.

The general story is one you’ve heard before: Yada yada corruption, yada yada pilgrimage to holy sites to clean said corruption, yada yada monsters and bosses along the way. What makes this interesting, however, is that it’s also the ongoing story of The Bergsons, guardians of the land, who, despite having trained for generations, find themselves struggling, not only with their path to find and defeat the source of the corruption (hopefully for real this time), but also in bringing the family together in a time of crisis… A family that had, like many families, had its fair share of drama. Uncle Ben finds himself struggling with his own bitterness between him and Sheila. Kevin struggles with finding acceptance among his own family, because he wants to help, being a good Bergson.

They’re lives that make sense, even in this topsy turvy, high fantasy world of ancient evil, goblins, trolls… And while the gameplay is interesting indeed, I find myself just as impressed at how the narrative of the family tugs at the heartstrings. It helps that the narrator has a solid voice for fantasy narration, and that the soundtrack is… Melancholic, in its way. Peaceful when at home, tense when in the dungeon, but, at home, there is this sense of sadness hiding in the music.

That statue looks relatively innocent in this screenshot, but it pulses with gravity waves, and yes, those are spike traps.

Visually, the game is also solid. Although you only realise what certain dungeon features are once you’ve unlocked them, or encountered them for the first time, they’re easily identifiable, especially the ones that show up on the mini-map. Enemies, similarly, are interesting, and the pixel stylings are good.

And finally, we have the mechanics. As you might have guessed, this is the incremental sort of RPG, where upgrades and treasure gained are carried over, but in-dungeon items, for the most part, are not. Upgrades are unlocked as the game progresses, as are characters to play, and while everyone has some sort of dodge move, and quickly unlocks a damaging effect or upgrade to their abilities, each character has their own feel.

And when the family is united… Oh, that would be a terrible day for evil…

Kevin, for example, is an assassin, striking faster and faster the more his blows hit, but losing steam if there’s no-one nearby to kill, encouraging a rushdown style in which you’re looking for someone to fight. Kevin, after all, is not only trained, he has something to prove, as much to himself as his family. Meanwhile, Linda, the bard, is an archer, who can fire while moving, but does more damage, faster shots, if she’s still, raining death on her foes while needing to move away with the nastier enemies. In general terms, it feels somewhat like a twin-stick Diablo, complete with that “Ohshit, Runrunrun!” when an Elite or an ambush appears. But nobody dies, being saved on the brink of death to try, try again.

Children of Morta is definitely one I feel like coming back to, as individual runs are short, the story is charming and soulful, the aesthetic is good… It has a lot of character, and I would definitely recommend it to ARPG fans.

The Mad Welshman doesn’t root for nonspecific forces of evil. If you aren’t cackling wildly while giving away your secret plan, I’m not bothered.

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Undermine (Early Access Review)

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

Sometimes, even games within a genre get hybridised, to interesting results. And so we come to Undermine, which mixes the room-based dungeons, secret rooms, keys, bombs, top down forced perspective, and bosses every X levels (3, in this case) of games like The Binding of Isaac, and the throwing weapon, jumping, and iterative play (including “Don’t lose as much gold next time” purchases) through a panoply of characters you really shouldn’t get attached to, of Rogue Legacy.

Oh dear. Never tell anyone that when it’s about time, that’s asking for trouble! And by trouble, I mean death at the hands of a villain.

In Undermine, I am a peasant. I know my place. And my place is to go into a vast mine on the orders of my landowner, a wizard, and find what’s causing the earthquakes below his residence, or die trying. And then…

I am a peasant. I know my place. And my place is to go into a… You get the picture. But this peasant is slightly better equipped. Thankfully, my loyalty card with the local merchant carries over between runs, because it unlocks a character. Phew, thank goodness for Family Loyalty Programs.

The basic gameplay is pretty simple: In each run, you walk into a room, murder whatever’s in there by either hucking your pickaxe like a boomerang, smacking things with your pickaxe, or, if you’re feeling ballsy, dropping a bomb and hoping they blow up. Then you can leave the room, after smashing everything you can smash in it, collecting gold as you go. Occasionally, you’ll find a locked room, a chest, a powerup, or something behind rocks of some description, and you decide whether you want to spend the resources to open said obstacle.

I somehow survived this fight. There was a lot of hucking my pickaxe and jumping in terror.

Oh, and there are Mimics (with small signs that they are Mimics), and Cursed Chests (Which are incredibly obvious, so your main decision is “Do I want to risk curses like ‘The torches start tossing fireballs my way’ to get whatever’s in here?”) Such are the basics, not counting bosses, which are big long fights with gimmicks and patterns you will probably die to a lot of times before you get the hang of them.

Cool, that’s the basics… Except, there’s little touches to a lot of these that I quite like. Combat, for example, on top of pits and traps and whatnots, makes your jump super useful, overall. It’s a dodge. It allows you to leap over pits, either to lure enemies toward them to save effort, or to reach something you sort of need now rather than later. Fast travel is unlocked as soon as you find the map of the next area, and it’s honestly a charming presentation (A mysterious being puts you to sleep, then deposits you, safe and sound, in the area you choose. Said being must be a badass to do this.) And smashing gold?

Anyone else getting Zelda flashbacks?

Well, that lures the adorable, but also frustrating Pilfers, who deserve their own paragraph. Their weakness, in the monster tome, is “Gold.” They love it, and, as soon as you break open an ore chunk of some description, the gold comes flying out in various directions, and the pilfers ooze out randomly, looking to steal your rightful spoils. It has the potential to be really frustrating, except for two facts: Firstly, they take only one hit to reclaim your gold, and secondly, no other pilfer will touch it, because they are assigned to one piece of gold only, and if you take that gold, or bop the Pilfer? That piece of gold is safe, and the Pilfer runs off in disappointment.

Seriously though, they’re cute as heck, even if you bop them.

So, overall, Undermine is pretty fun. Its pixel art is good, its music is pleasant, and the game? Well, while not all areas of the game are done yet, and I’m certain fine tuning is being done as the devs go, it’s already quite playable, and enjoyable to boot. I would, as a sidenote, recommend mouse and keyboard with this game, as it gives you somewhat firmer control over where your pickaxe goes.

The Mad Welshman is against peasant labour practices. Peasants should have a basic minimum (livable) wage!

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