Jack B. Nimble (Review)

Source: Review Copy
Price: £1.99
Where to Get It: Steam

Sometimes, you get a pitch that you just can’t ignore. “Canabalt meets Castlevania” is, let’s face it, one hell of an elevator pitch, and that’s precisely how Jack B. Nimble was presented to me. An endless runner, but with a Castlevania-esque, whippy twist.

Why yes. I would like to hear more.

Ahh, good old Londinium, capital of Roman vampires, werewolves, and assorted succubi. Good party town.

And so I did. And… While it mostly works, that “mostly” is slightly annoying. So, let’s mention the good, because there’s a fair amount of it. The game can be played with one button (space) , one button (left click on the mouse), or, if you’re a smart aleck like me, played with two buttons (space and the left click.) Pressing it once while on the ground either hops or leaps, depending on the length you press, while pressing it in the air whips. This is important, because both the number of candles whipped, and the accuracy of your whip cracks figures into your score. The game’s help screen quite helpfully shows the formula as Distance x Number of Candles x Accuracy Percentage. So, for example, surviving 1040m, and whipping 22 out of 24 candles would get me 20973 points (1040 x 22 x 91% and some change.) Speed goes up over time, some things slow you down, some things speed you up, missing a jump kills you dead, hitting an obstacle kills you dead. Nice and easy.

Visually, the game is on point: A four colour palette, similar to the Game-Boy it’s so obviously inspired by, clear pixel visuals, and the stages look, apart from the fact there’s no stairs, and only one… cough… BAT (Restraining myself there) that flies by when you lose, like Castlevania stages. Add in unlockable characters, most punning on either Jack or Jill (Jack Frost, Jack O Lantern, Jill Nimble, as early examples) , and visually, the mood is spot on.

It may not look it, but… Nailed it.

So, it’s accessible while also being challenging, as Endless Runners generally are. So far so good. Now come the bits that aren’t gamebreakers, but are annoyances and niggles.

Musically, the game sticks to its chosen theme of “Castlevaniaesque” for two of the six stages for sure, and then goes for more generic, arcade platformer tunes for the third and fourth. As noted, it’s not a gamebreaker, but it’s a tonal shift that messes with the mood, and I’m not the biggest fan, even though the tunes for the third and fourth stages are not, in and of themselves, bad chiptunes. Alas, I can’t tell you about the fifth stage at the time of review, because, at the time of writing, I have yet to beat my current scores on any of the four stages (sub 500k with the exception of the first stage, in which I have 600k and some change), and, to unlock the fifth, I need to earn 500k minimum per level. For the sixth, that rises somewhat, to 800,000 per stage (for a total of 2 million and 4 million respectively.) So, unfortunately, I can’t really tell you if it gets that mood back.

Similarly, there are some niggles mechanically and visually, in that it the controls are precise enough that my run most commonly runs into two problems: Whipping because I hadn’t precisely landed on the floor, and thus faceplanting into whatever the pit of death is for the stage, landing on a crate and not being able to jump because I landed wrong… Cue faceplant, and, most heartbreaking of all, whipping as I try to leap off a crate, still successfully leaping, but knowing that I have to work harder to get that higher score. Again, not a dealbreaker, but it does happen, and it is annoying.

WHAT A HORRIBLE NIGHT TO EMULATE THE WONDERSWAN…

Finally, there’s the part I would just like to be a different colour scheme. You see, every now and again, IT IS A HORRIBLE NIGHT TO HAVE A CURSE (Remember that old chestnut?) and the colour scheme is replaced by… Crimson and Black. Aka the colour of the Wonderswan, aka “The Curse of Colourblind Unfriendliness From Satan’s Unwashed Posterior.” I don’t mind curses, but colourblind unfriendliness is, as longtime readers may know, a thing I bang on about.

Otherwise, though, Jack B. Nimble is a lighthearted, pretty accessible game that wears its retro sensibilities on its sleeve, without that retro bullshittery, and with an interesting addition to the otherwise basic formula of the Endless Runner. Which is nice, I like to see more of that!

Jack be nimble, Jack be quick, or Jack will never beat his personal best and unlock new colours for his universe. WHIP AND JUMP, PEON, WHIP AND JUMP.

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Touhou: Scarlet Curiosity (Review/Going Back)

Source: Cashmoneys
Price: £12.99
Where To Get It: Steam

The Touhou series has, even without counting fangames, gone a whole lot of places. Starting as a series of bullet-hell shooters on the PC-98, Team Shanghai Alice and collaborators have created Touhou fighting games and versus shooters, changing gameplay with many installments. With fangames, there’s visual novels, metroidvanias, megaman style platformers, RPGS, and, with Scarlet Curiosity, a collaboration between Ananke Spa and Team Shanghai Alice, there’s ARPGs. All set in a world where it sometimes seems that morning greetings consist of an all-out battle with apocalyptic magic between cute anime girls, some of whom are also Youkai or other folkloric nonhumans.

I mean… This might as well be called Touhou.JPG , for how emblematic this line of dialogue is.

Scarlet Curiosity is an odd beast, in many respects, trying to mix action RPG ideas with the bullet-hell gameplay of the Touhou series with… Honestly, mixed results. This is also technically a Going Back, because while this is the 2018 Steam release, the game was originally created in 2014, and officially localised by XSEED in 2016.

In any case, the general idea is that Remilia Scarlet, ancient and powerful vampire in the body of a young girl, is bored. Considering that she is, canonically, one of the more dangerous residents of Gensoukyo, this is already a recipe for disaster, but add in a Tengu tabloid monster hunt, and the fact that something largely destroys the Scarlet Devil Manor, and… Well, you have all the elements ready for shenanigans to occur.

Takes a while to get going, though, to the point that, at first, I wondered whether this really was a Touhou game, bullet helling and all. Fairies were unaggressive, giant centipedes a case of slashing while circling… This, combined with the game having some large and sprawling maps, and a lack of visual feedback beyond numbers and hit sounds, disguised the fact that, in fact, I was struggling to get through levels. Come the second stage boss, and this lack of feedback revealed itself, as I died again, and again, and again, before finally respecting their patterns. It took until the fourth boss for me to stop thinking that the jump button in the game felt like an unfair advantage (Allowing the skilled… IE – Not me… To dodge most early game bullet patterns entirely.

So… Large, sprawling maps (Each taking about twenty minutes to get through), combined with main level enemies that, like a Touhou shooter, don’t get terribly challenging until a little later on, combined with a lack of visual feedback for hits (and the fact that, like many bullet hell games, many bullet types can be nullified with an attack) doesn’t exactly paint the prettiest picture. In fact, it paints a somewhat clunky one.

I will never take away, however, how spell card effects like this one look… Awesome.

But there is good here. The models are well put together for the most part, the game does get flashy the further in you get, and the stages, while large and sprawling, are definitely not without their interesting features. Loading and saving is separate for the two main characters, Remilia Scarlet and Sakuya Izayoi, which is a nice touch. Five slots each is generous, and I appreciate this. Similarly, in addition to each character getting different types of Weapons, Accessories, and Armour, following the usual ARPG rule of “Bigger numbers, always bigger numbers” , they also get to switch out their specials and skill cards for different types as they level up, leading to a fair amount of variety that I appreciate. Heck, there’s even some difference to their basic styles, with Sakuya being a tight, melee focused character, whose jump attack is just that: An attack in the air, and Remilia being a more loose, more aggressive character, who has a hard to master, but very satisfying ground dive as her aerial attack. Despite some light value issues making the lighter enemies hard to see well at times, the game visually works, and musically… Well, the Touhou games have always been known for good music, and Scarlet Curiosity is no exception.

In the end, Scarlet Curiosity is an interesting addition to the series, but an acquired taste that is not without its flaws. Longtime Touhou players may find it slow to start, while folks new to the series may well find it frustrating, but I can definitely respect the experimentation with genre mixing going on here.

Alas, pink on translucent grey is, as a colourblindness accessibility sidenote, not a good pick.

The Mad Welshman feels, apart from the whole “Being a dude” thing, that he would fit in well in Gensoukyo. I mean, Death Rays, Death Ray Spell Cards… What’s the real difference?

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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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Omensight (Review)

Source: Cashmoneys
Price: £15.49 (Artbook £7.19 , Soundtrack £7.19 , Collector’s Edition £29.87)
Where To Get It: Steam

Omensight is, on the one hand, a game I quite like, set in a world I quite like, and spiritual successor (set in the same world, but some time/place else) to another game I quite like by the same company.

On the other, it’s a game where some of its options and choices are, to my mind, flawed and hamhanded. Still, let’s describe what’s basically going on. Because this will be the last time, both in game and review, it is basic.

Battle animations are fluid, and you can dash quite a bit round the battlefield… But then, so can some of your opponents.

Omensight is a spiritual successor to Stories: Path of Destinies (by the same company), and involves many of the same themes and mechanics remixed. There are time travelling shenanigans for our hero(ine. Being some form of spirit, gender is not assumed) , the Harbinger. There are fights to be fought against enemies using light, heavy, and special attacks in combos, with better performance leading to better rewards (And some enemy types being largely immune to some attacks.) There’s lore to collect, with the overall goal of solving a murder mystery: Who killed the Godless Priestess, whose demise has unbalanced the power structures of two warring kingdoms, and is about to end the world in a single night?

Problem the first: The solving bit is slightly inaccurate. What you’re doing is going through the last night of four individuals, trying to encourage them to lead you to both clues and, in the end, the solution via the cunning use of memories and following them. Sort of a Dirk Gently mystery. And the more efficient at solving the mystery you are… The less you get to know about the characters, the world, and the very mystery you’re involved in, beyond the core bullet points.

Twenty minutes after taking this screenshot, I accidentally ended up taking the path to the next chapter, through my desire to open locked doors. WHOOPS. This screen (Reminding of clues) is not available in “True Detective Mode.”

Equally, beyond a certain difficulty level in the detective mode, you lose out on a tool that can just as much remind you where you are after a break as supposedly give away the way forward. The same way forward that the Priestess will mention… The characters will mention… And… Look, as a murder mystery, it plays its hands too heavily, which means it’s very tough to miss out on the solution to each chapter’s conundrum. Which leads into the problem that you can, quite easily, miss the story collectibles because the game is too good at solving its own mystery.

Continuing on, there are four keys, and each chapter contains one of the titular Omensights, visions with which the plot’s direction… Changes. Funnily enough, the game does foreshadow its twists fairly well, even if, as noted, I don’t feel like much of a detective because its clues are heavy handed, and the four main characters are fairly well written. They play on you being a silent protagonist. Sometimes, as in the case of the cheeky (Yet brittle) leader of the Rat Clan rebellion, Ratika the Bard, they put words in your mouth. Sometimes, like when you’re collecting things, they speculate as to your motives. This can get annoying, but I also appreciate that yes, when the Harbinger, the being that both presages and is meant to prevent the apocalypse, takes a break to smash barrels for money, you too would wonder what was up with that. The voice acting is pleasant, although sometimes stereotypical (Hi Emperor as Grand Vizier! Hi Thug Bear With A Heart of Gold! ), and the music is good. Not always memorably so, but it fits well with its areas and its timing.

One of the titular Omensights, which the Harbinger will then show other people… To get to the truth in perhaps the messiest way.

Beyond the sound and story design, combat in Omensight is a little annoying, as, on any difficulty above the easy, quick reflexes are mandatory for the dodging, and being able to quickly visually identify your enemies is mandatory if you want to do well in a fight, as some enemies have shields (Meaning that light attacks will just bounce off), some have counters (Meaning you’d best be away as soon as the Angrier Exclamation Mark appears, or else), and some are flying, and so a pain in the rear end by definition (with the saving grace that all but one of these flying enemies falls down when hit, and can be coup-de-graced immediately after.) It doesn’t feel especially great, and, for all that there’s a lot of fighting in the game, it’s by no means the strongest aspect of it.

For all these flaws, Omensight still works fairly well, partly because it has a fairly strong storyline (Although it’s a downer… Apocalypses generally are), some solid, low poly aesthetics (Each area has a different feel, and I like that) , some good voice acting and music, and adjustable difficulty separated into the detectiving and combat end, so, if you really want, you can turn both to their lowest settings, and just… Enjoy the ride. That’s the nice thing about adjustable difficulty: You get to do you.

I’ll let you guess which clan is which.

The Mad Welshman doesn’t have a lot to say today. It’s incredibly hot at Chez TMW.

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Lovecraft’s Untold Stories (Early Access Review)

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

Lovecraft’s Untold Stories is a narrative, procedurally generated twin-stick shooter, set in, unsurprisingly, the Cthulhu Mythos of the titular author. I want to be somewhat clear that this is something that could work, because, unfortunately… It doesn’t, in this case. And it doesn’t for a variety of reasons. I want to be clear here because, in a very real sense, the game isn’t.

Somewhere, in this room, is probably a clown. They love the dark, y’see. Can’t see ’em in the dark…

It certainly tries, with helpful prompts in its inventory screen, context sensitive ones for the various locks in the game. It even very briefly sets out the understandable control scheme. And then, for want of a lesser term, it goes tits up from the word go, in several senses. And, funnily enough, a lot of those problems manifest in that very first level, colouring the rest of the experience.

And the main problem? That the first chapter has more. More visual effects (Oooh, it is so dark, except where it, uncommonly, isn’t) , more powerful enemies (I died more on the very first level than any other combined), and more lore jammed into it, to the point where it makes later stages feel comparatively bland.

Unfortunately, more, in this case, is actually less. This first, lore choked level is also pointlessly dark, so it’s harder to read, and you’ll need to read the room well, because health kits aren’t exactly common, and the two varieties of shop even less so (To the point where, many attempts in, I’ve encountered the Info shop precisely once, and the shop that, presumably, takes the dollars I’ve also been collecting, only when I went back to test some things just prior to the review. Neither shop’s contents impressed me.) Add in that health can vanish in a couple of seconds if you’re not careful, and that the majority of enemies outrange you (Including the extremely deadly and impractical Cultist Turret), and you already have a punishing first stage.

Now add spikes that can only be dodge rolled. Now make some of those spike rooms puzzle rooms. Make some of the flavour events not flavour at all, but sanity loss, damage, and other roguelike bullshittery, with a hefty dose of keys hidden in a large map, two of which you need to progress to the boss, who is…

Pictured: Mmm, chaser AI, melee… KITES OF DEATH, ACTIVATED.

…An extremely underwhelming melee chaser.

Now, the rest of the levels I’ve encountered so far? Erratic, both in terms of content and balance. Interestingly, it seems like ranged enemies are the biggest offenders here, as, until you get a weapon with a better range (Which, currently, doesn’t seem to happen with Professor Doctor Clawstone, the second character of the game), the more bullet spongey shooters will most likely be your biggest source of character death… Despite the fact that the AI of everything that isn’t a chaser or a turret (both of which unerringly track you until dead) is “Run around like a headless chicken, occasionally shoot in the direction of the character, whether in range or not.”

The cult of the first area gives way to the Mi-Go and zombies of the second, and the zombies with a small side order of necromancers to… Look, past the first area, this game seems to have a very high zombie to lovecraftian creation ratio. And that isn’t exactly promising, considering the zombies of both the second and third levels have a threat level of “Perhaps if you’re not paying attention, something bad will happen.”

Perhaps things will change. Perhaps it will become more enjoyable, and the game, later on, won’t frontload both its difficulty and its content (I got all four of the currently available Detective Weapons by the end of the second level, and, similar, Professor Doctor Clawstone, who currently gets… Nothing beyond his base items, either in terms of interaction or kit.) Perhaps it’ll tie its world together better than “Here are a bunch of Lovecraft references, and he’s the shopkeep too, oh golly gee!” But right now, I find myself distinctly unimpressed with Lovecraft’s Untold Stories.

So, as it turns out, the liquid of the powder, while also atomised and sprayed, has the opposite effect to the original powder. Makes perfect sense, gotcha.

The Mad Welshman, similarly, is unimpressed with old Howard being the shopkeeper. His stock is disappointing too.

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