Moonlighter (Review)

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

It’s interesting how marketing can change your mind. If I, perhaps, hadn’t been told, by quite a few people, that Moonlighter was “Recettear with the bad trimmed off” , I would perhaps feel nicer about it. As it is, the comparison leaves me distinctly unimpressed, and I can no longer quite be certain that my assessment of it on its own as “Alright, but never really excelling at any one thing, including making me care” isn’t based on this comparison.

Will, bridger of the gap between Merchant and Warrior. Twice the work, half the happiness.

There is a world, a world with a dungeon. As with many worlds with dungeons, people exploit this one, and an economy surrounds it. Or rather, an economy is restarted by it, as Will, a Merchant who owns the dungeon shop Moonlighter, re-enters the dungeons for things for his shop. Cue action RPG with shopkeeping elements.

As with many ARPGs of the modern day, the key to playing Moonlighter well is to know when to attack and dodge, using a variety of weapons, judging enemy patterns. It feels meaty, I’ll definitely give it that… But it also feels frustrating, for several reasons. Inventory limits are a starter. Every trip to the dungeon, only 20 things (plus equipment) can be carried. Items stack to their own limits (usually 5 or 10), and both cursed and uncursing items don’t stack. Why is this system here? Mainly to add something to inventory management. Unfortunately, what it adds is… Inventory management.

Shopkeeping is similar. What gets added when you level up the shop once? Shoplifters. Extra work, on top of the work you’ve got from extra features. You can, eventually, get shop security, but in the meantime… Enjoy chasing thieves to hit spacebar over them, or lose your stuff!

Is enjoy the right word? I’m thinking, and I’m thinking that the answer is no.

“Now remember, this one can only go to the sides, this one breaks if you get hit a bit, this one stops that rule applying for the first thing with rules it…” Please stop. Please.

Similarly, there’s a narrative, and it starts… Well, honestly, it doesn’t start well at all. Will goes into a dungeon ill equipped, gets his ass handed to him by a feature never seen again, gets told “Don’t look into the dungeon” by his Wise Old Mentor, then gets given a sword by said Wise Old Mentor, who continues to tell him not to go into the dungeon. Getting mixed signals here. Meanwhile, something builds up as you explore the dungeon, where it appears the dungeons are not, strictly speaking, dungeons, but parts of other worlds, randomly snatched with their security features still active. Is there a reason for it? Yes. Is it revealed? Yes. Does it, eventually, get resolved? Yes.

Is it particularly satisfying? Not really.

Indeed, this is the main problem, narrative wise, with Moonlighter. There’s little to no pressure, it’s true. But there are also little to no stakes involved, not much of a reason to care about the shop, not much of a reason to talk to any townsfolk outside of the shopkeepers. There’s an economy, but since nothing seriously threatens that economy, there’s no real incentive to keep those wheels turning except… That you need to do it if you want a decent chance of getting to the end of the game. Long before which, due to the lack of either threat or incentive to spend, you will have more money than you know what to do with, because, despite the seemingly silly costs of anything above the second tier, the rewards from the dungeons correspondingly increase.

So, in summary? It somewhat works mechanically, in the servicable, achieves its goals way, but Moonlighter feels uninteresting, at least in part because there’s nothing, good or ill, that properly ends up pushing the narrative forward.

I will give the game this: To be an adventurer is to often perpetrate or be complicit in otherwise criminal activity, and it acknowledges it.

The Mad Welshman is sometimes confused by what his peers consider “With the bad bits gone.”

Become a Patron!

Wizard of Legend (Review)

Source: Cashmoneys
Price: £12.39 (Soundtrack £5.79, Game and soundtrack £18.18)
Where To Get It: Steam

Wizard of Legend is a tough game to write about. Not just because its gameplay is fairly simple, but also because, once you dig deeper… You hit bedrock fairly quickly. But it is a game which knows what it wants, and what it wants is many different visuals for the task of beating up fantasy wizards.

It definitely does this.

If a spell looks this impressive, you can guarantee you have to stand still to use it. Be cautious.

To give a brief summation, Wizard of Legend is a twitchy twin-stick shooter where a young person, on a trip to the museum of wizardry, gets sucked into the past, for the Wizard of Legend tournament, in which they fight through four grand masters (with, apparently, more on the way as DLC at some point), six roughly element themed levels (2 before each of the first three masters) , in order to both win the grand prize, and to get back home. Pretty normal stuff, as wizarding stories go. And this… This is kind of the thing…

Nearly all the ingredients are here: Elemental themes. A fair few enemies, some of whom are elemental themed. A whole boatload of spells (of which you start with four, can pick four of whichever ones you buy to start with, use up to six, and hold seven.) Improving yourself through play, by earning crystals in runs to buy new spells, relics, and costumes. Good music.

But it feels lacking, and I’d have to agree with my peers that the theming, while distinct, still keeps the rooms of the game looking quite samey. Oh, occasionally you’ll run into something definitely themed, such as elemental enemies and traps, but while the former add interest, the latter, like all trap/challenge rooms, are… Well, trap/challenge rooms. Here’s the environmental thing to dodge while getting the chest. Here’s the environmental thing to push enemies into while avoiding it yourself.

Every boss has a couple of cool, element themed puns. Just to keep it ice and interesting, and chill you out before getting frozen out or dropping that avalanche on them…

The spells, and to a lesser extent, the bosses, are definitely more interesting. Most can be upgraded once to add an effect, such as BIGGER FIST for the Earth Fist, or a freeze chance, or something similar, and others can be improved even further by becoming Signature Spells, which, when fully charged, really let rip. There’s even some tactical consideration, as the nastier spells freeze you in your tracks unless you dodge-cancel, and yes, the elemental damage does count for something, although it can sometimes be hard to tell in the chaos. Relics add some variety, but, as with any roguelike, roguelite, or roguesumawotsit, you don’t know what they are at first, can’t check in a run (which is an annoyance), and whether it synergises well with what you’re doing is as much dependent on proc-chances as skill.

It’s fun while I’m playing it. I can’t deny that. But, on the outside looking in, when a run is over, I’m not entirely sure how much I’ve learned, beyond enemy patterns. I’m not sure how much one thing or another contributed to my run, because it’s not always clear. The fun is in the moment, and while that’s not a bad thing, it does leave an odd aftertaste to the experience of playing Wizard of Legend.

Some enemies have elemental attacks of their own. That perfect half second before I flop over and die through, essentially, overconfidence and miscalculculation.

Or maybe I, and other critics, are overthinking things. Sometimes we do that. Either way, Wizard of Legend is, as noted, fun in the moment, mainly confusing when you’re letting rip, but with good telegraphing, and isn’t a bad addition to the twin-stick rogueapalooza stable. That’s all it needs to be.

The Mad Welshman is a jack-of-all-elements.

Become a Patron!

Yoku’s Island Express (Review)

Source: Cashmoneys
Price: £15.99
Where To Get It: Steam

Pinballtroidvania. That’s a word I never thought I’d use… And yet, here we are, with Yoku’s Island Express, which, in essence, is just that: Pinball, mixed with the design ideas behind the “Metroidvania” genre.

It’s cute, it’s fun, and, oh boy, is the post-game a slog. So, the more things change, the more they stay the same. Let’s talk about the main game instead for a bit.

Just a small, early sample of the map in Yoku’s Island Express. It’s quite nice, really.

Yoku’s Island Express is the story of a beetle, tied to a ball, working as a postmaster in a world of skullmonkeys, bearngineers, space monks, and great guardians being harmed by an ancient and terrible evil. And how does this tiny creature, held down as they are by a great weight, get around? Well, convenient pinball paddles, bumpers, and kickers. Makes perfect sense.

Needless to say, the world is not a serious one. You’re not going to find deep philosophical questions, and the narrative is very firmly subservient to justifying various elements of its world (such as the Dive Fish powerup, which involves… Wearing a fish friend as leggings) , but, props to the developers, it is internally consistent. Not much of it may be very deep, but it’s clearly considered, well sketched out, and, as odd as the world of Yoku’s Island Express is, it didn’t feel unnatural, and that, in and of itself, is something to praise. So… How does it look, how does it play, how does it feel?

Pleasant, overall. The aesthetic is good, with fitting, often heartwarming and cool music, the difficulty curve during the main story is smooth, and no individual “table” in this world is particularly bad or frustrating. Heck, some of them, especially the bosses and climactic moment tables (such as blocking hot-spring vents to help save the Skullmonkey tribe) are quite interesting, as multiball, in the context of this game, is always assistance from a group against some sort of threat. A sort of “Power of Friendship” thing, if you will. The world fits together well, and some of its secrets and powers (such as the Sootling Hookshot) are cool and interesting. The main game, it must be said, is enjoyable, if somewhat short, with a large world to explore, some funny dialogue, and a surreal world that can nonetheless be taken at face value, explored with that voice that says “This is silly” being relatively quiet throughout.

Oooh, buddy… Heroic or no, blocking a volcanically hot hot-spring like that, you’re gonna need some lotion…

It’s when the story is over, though, and there are still things left to do, that the game falls somewhat flat. Thing is, this has been a problem with troidvanias of all sorts in the past as well, and I’ve never really seen a good solution to finding post-game collectathons involving collecting 100 of a thing, or triggering all of the things… Both of which are examples of the post-game, 100% completion “fun.” Does it have a better, true ending at the end of doing all the scarab marked paddles and shots and ramps, and collecting all the wickerlings, working out how to deliver parcels, and whatever the heck that space-monk thing was? Don’t know, don’t particularly enjoy finding out, never have.

Annoyance with collectathon postgames aside, as noted, the aesthetic is cool, it’s a nice world, and it was fun and interesting enough that I’d recommend it as an interesting variation on an established formula that mostly works… My favourite kind of recommendation.

The currency of Yoku’s world is fruit, a currency I can get behind… Although one has to wonder what the exchange rates are…

The Mad Welshman loves that ancient sport, Pinne of ye Balle, experimentation with genre, and insectoids. He is a marketing anomaly.

Become a Patron!

Cultist Simulator (Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam

Cultist Simulator is a little like occult research itself: It’s messy, and offputting and obfuscatory at first, but, as you get deeper, it all becomes simpler, and then… Well, you’re exploring for the sake of exploring, falling deep down the rabbit hole…

The Mansus, this game’s Dreamlands, in all its glory. *Poked from off camera* Oh, sorry, wrong capitalisation. All its Glory!

To unpack this, nominally, Cultist Simulator is a real-time strategy/RPG hybrid where you, a person of some description (be that a doctor, a policeman, a working joe, or other things) get a hint of a deeper world, a world where, if you really, really want, if you work hard, and make sacrifices, you too can become a big player in the world of ancient magics.

Of course… Some of those sacrifices are human, and some of that work is murder, or suppression of evidence that you’re doing all this stuff, and I say “nominally” regarding the game because it isn’t really much like anything that’s come before. The cards, for example, are all on timers. The events are on timers. And, while you can pause and interact with them all, unless you’re doing just that, the event cards can only be viewed individually, so you’re always going to miss things, partly because here, a lack of tutorialising is a deliberate choice. Fun fact: Cult, and occult are words whose Latin roots are two letters apart. Colere, to cultivate, and Celare, to hide.

As such, a review of Cultist Simulator, by its very definition, is a somewhat spoilery experience. Starting only from a card or two, the world expands, with more verbs (that’s the squares as opposed to the cards) unlocking in play, more threats, more opportunities. Teachers are discovered, lore is uncovered. Dreams, strange places, possible cult members, and, of course… Hunters. People who would rather (and with good reason) see these ancient secrets remain buried, even if their methods, their name (The Bureau of Suppression) seems a step too far.

There’s one heck of a narrative here, but interpreting it is as much a learned skill as getting to the point I have.

This is one of the high points of the game, that the world expands, and is explained as you go, in fragments, little pieces. With atmospheric writing, overlays to the board, changes of music, the world is created. This is a game with a lot of reading, and a lot that can only be discovered through experimentation. Wait, you can Study with your Patrons? Damn, didn’t know that. You can get a rough idea of what an event or card wants by clicking the empty slot? Damn, didn’t know that at first.

It’s simultaneously frustrating as hell, and some excellent marrying of narrative to mechanics. You are, after all, always a character unfamiliar with the occult elements of its world, by choice or no, but, as a player, I can’t deny I spent some time angry that progression seemed always a step away. What the hell do I do with this door? How do I deal with the deep, dark Dread in my life? (To be fair, that’s a question I struggle answering in life, as well as this game.) It doesn’t necessarily help that yes, even if you’re so close to earning that goal, that true glimpse that destroys and creates, something simple, something you’d overlooked, can prematurely end your dreams. Since a single run can sometimes last up to 10 hours, you can imagine why that’s so devastating. The cult members and patrons remain the same, even if the story changes, and this, also, is perhaps a flaw.

Cultist Simulator is interesting as all get out, and somewhat unique, both in terms of how it handles events, and how it uses a lack of tutorialising to its benefit narratively. I would recommend it to folks, because, interestingly, it’s using its flaws. Not perfectly, and there are still things that the game does that annoys the hell out of me (such as generating cards on top of other cards, or the magnet slots on events prioritising over events that are already being used, dammit dammit dammit, but it intrigues me with its well researched and written world, its subtle, mostly minimalist aesthetic, and… Not gonna lie, it feels good when you finally achieve your goals.

The writing is excellent, and I mainly chose this screenshot for the folks who already bought the game. Some amusing… Poetic… Justice.

The Mad Welshman loves new aspirants. It’s such a delight to discover how well each goes with Garlic Butter.

Become a Patron!

Princess Maker 5 (Review)

Source: Cashmoneys
Price: £23.79
Where To Get It: Steam

For all that the Princess Maker games are, in their way, somewhat unfriendly, there’s nearly always something delightful about raising your small child, be that into a great scholar, a dancer or musician, or a HELLION OF BATTLE. And Princess Maker 5, recently localised into English (A little clumsily, it must be said, but still mostly understandable) does well at showing the joyous end of raising children.

HRNGH, GONNA STUDY, YEAH! (I love how *pumped* she is for academia. Always)

So, the Princess Maker games have changed in the details many times over the years, but the core life-sim gameplay has remained the same: Schedule time for your daughter’s activities, grow her stats (while paying attention to her needs), take part in events, and, depending on what you’ve done over the years, get one of the many, many endings. For all that it is somewhat complex, since there are no, strictly speaking, bad endings (Or few, easily avoidable ones), I can somewhat forgive the unfriendliness of the Princess Maker series. This time, it’s set in the modern day, and adventuring has returned!

Wait… Modern day? Adventuring? What’s my daughter beating up, the undeserving homeless? No, monsters do exist, because your lovely daughter, saved by Cube during the revolution after the end of the (sadly unlocalised) Princess Maker 4, comes from another world. A world that impinges on ours soon enough…

…But this, like many elements of Princess Maker 5, take time to get to. For the first year or two, it’s the usual deal of taking part-time jobs, studies, electives… Of making friends, and going to events to destress… Of buying Winter and Summer dresses (Sidenote: I enjoy how accurate the game is that children’s clothes are much more sodding expensive) , and, of course, exams. Mostly, features work as well as they did before. Weekly scheduling is better than PM3’s more confusing system, the town is hard to get around at first because you don’t, without a guide, know where anything actually is, and, if you’re looking for a specific ending, then you’re probably not doing it without a wiki.

On the one hand, there are a *lot* of stats. On the other, don’t worry, focus on a few, others will come naturally.

Still, the issues of an older lifesim game re-released aside, and some odd translations that seem odder if you don’t know Japanese culture (Bathe with your daughter is communal bathing, a common practice, and not anything filthy), Princess Maker 5 shines in one area in particular: The job animations. When studying or practicing skills, good performance feels good (Such as Athletics club, where she pulls ahead of the pack and wins by a nose), and when failure occurs? Well, I’ve winced more than a couple of times in sympathy, especially with Karate club, where failing to break those planks is… Particularly painful. There’s a lot of character to the daughter, and the cast is also characterful and interesting. Adventuring makes a welcome return, albeit with less control, but hey, adventuring, heck yes!

If you like life-sims, Princess Maker was one of the first big series in the genre, and Princess Maker 5 is definitely worth a look. I wasn’t sold on the blond moppet at first, but the animation, the writing, and the world definitely charm, and, not gonna lie, one of the things that charms the most is the cultural references, such as going to see a Tokusatsu show and cheering on the protagonists twice a month. GO BLADE MAN! YOU CAN DO IIIIIT!

As you deepen relationships, even more events unlock. Alas, love relationships are hetero only, but still… BASEBALL.

The Mad Welshman would probably be a terrible parent in real life, but here, he’s raising a master of both art, both in the traditional and martial senses. Fran: The Demoness With A Paintbrush.

Become a Patron!