Faerie Solitaire Remastered (Review)

Source: Free copy due to owning the original.
Price: £6.99
Where To Get It: Steam

When I reviewed Shadowhand, late last month, the last thing I was expecting was to be talking about the earliest “Solitaire with a story” game that I’d played, 2010’s Faerie Solitaire. And yet… Here we are. So… Solitaire, but with Faeries, and Remastered, how is it?

Ahhh, that twinkle, that sound you sadly can’t hear because it’s a screenshot. It’s nice to get rid of cards.

Well, there are, in fact, some changes under the hood. Eggs, for example, which had been a pain in the rear to collect, now drop more frequently, although the developer has stated that they’ll be adding more creatures to the egg pool. Spare cards have been replaced by wild cards, found the same way you find eggs and resources (by getting to the bottom of a stack, and finding them), and the game can now be put in an adjustable window. There’s new mechanics in the Challenge mode. So, overall? Yup, it’s an improvement!

None of this, of course, changing the basic idea, which is exactly what you’d expect: Get rid of cards, preferably all of them, by going up or down in numeric order, and filling arbitrary goals like “Get rid of seven cards in one go”, or “Get rid of all cards in three out of the ten rounds of this level.” Succeeding in these goals, and getting rid of enough cards in each round, means you get to smash a crystal with a fairy trapped inside. Before you even know why these fairies are trapped in crystals in the first place. Which is a nice segue into the story, such as it is.

In the land of Avalon, there’s magic, and a balance between these forces. But something is unbalancing them, and our young, male hero is out to repopulate the land by freeing fairies, and spending magical card money to give them buildings, which helps his card removing skills, his egg raising skills, and other skills that… Look, it’s paper thin, and you’re not really getting this game for a narrative magnum opus. You’re not getting it for the backgrounds of each area, either, as even with a remaster, they’re muddy paintings, a mere framework to let you know “You are in a mushroom land” or “This is the spiky place.”

Despite the backgrounds not feeling like an improvement, some of the art *has* improved.

No. What you’re paying your seven pounds for is 400 different rounds of Solitaire with puzzle elements such as fireballs to free up frozen stacks, roses to clear thorn stacks, and other fun things, split among 80 areas, themselves split among eight worlds. You’re paying for that minor serotonin rush of the cute widdle beasties you unlock and level up, and you’re paying for a free copy of the original game. Which is okay, as noted, so long as you’re okay with solitaire puzzles. Faerie Solitaire, even remastered, remains an okay game. Which is all it needs to be.

In the interests of disclosure, The Mad Welshman would like to note he didn’t spend as much time as he’d like with Faerie Solitaire, due to the unfortunate fact it fits with the more esoteric triggers for his epilepsy. Epilepsy can be weeeeird, folks.

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Vagante (Early Access Review 2)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam , Humble Store
Version Reviewed: Build 59i
Other Reviews: Early Access 1, Release

When things are this close to release, and the nicest things I can say is “Mages seem to work better, and bows are sort of viable now”, you may be able to figure that I am, as before, distinctly unfond of Vagante’s particular flavour of difficulty. I will, grudgingly, admit it has improved a little. But it still has many of the same issues.

Yup. He died, and so did I. WELP, RESTART.

To recap, Vagante is a procgen platform action dungeon crawler, where you pick a class, attain gear, try to defeat bosses and levels, and level up with each level you beat. Healing is very scarce, and if I felt the game were well balanced around that, it wouldn’t be a problem.

Unfortunately, bosses can best be described as “Absolute arses.” In more technical terms, even the first area bosses (Of which you will encounter all of them: A goblin warlord, a dragon, and a poisonous worm) are battles, not of tactics, but of attrition. Not all classes have an active defense (and those who do, only attain it through levelled abilities) , so taking damage is, in most cases, pretty much a certainty, as options with any sort of decent range are, to put it bluntly, crap. Bows don’t do a heck of a lot, Magic Missile doesn’t do a heck of a lot, wands have cooldowns and the same problems as any spells they own. The reason I found the Mage had improved somewhat as a class? Eleclance (One of the few spells with infinite charges per level, and a consistent, relatively high damage rate) by default.

Of course, this is all talking about the first area. Once the second area is hit, all bets are off, as bosses not only have vastly increased hit points, they also have some seriously beefy attacks and defenses. One boss, for example, has a ring of damaging projectiles circling it, and it can phase through walls. Good luck running away. Good luck getting close enough to hit it. Good luck surviving long enough to plink at it from range. I can’t tell you about later areas, because I haven’t gotten to them. I’ve beaten Spelunky. Heck, I’ve beaten LaMulana, and this game not only resists being finished, the kinds of deaths I’ve encountered make me, honestly, not want to finish it.

The Woods, the second area, is somewhat lighter. Still dark enough that you can’t tell what’s going on with a thumbnail.

I’ve fatfingered jump, very lightly, and died on spikes from a tile high. I’ve been lovetapped to death by misjudging a bat… After having beaten all three bosses of the first area. Heck, at times, I’ve known, before I’ve even found the boss, that I’m not going to win the damage race, because a goblin got lucky, or the aforementioned bat misjudging happened, or I came across a situation where I was going to take damage, be that due to unfortunate enemy configurations, or an enemy blindsiding me that I was sure I’d be able to murder (Explosive moths, for example, are best avoided, rather than attempting to attack them. Their movement is only technically predictable.)

Is there good? Yes, and that, really, makes how I feel about this game worse. The music is good, fitting mood pieces for the areas. The sound isn’t bad. The enemy designs, while not all new creatures, are still interesting. The skills are more clear. But if a weapon isn’t of at least Normal speed, odds are high it just isn’t worth working with timing (and some weapons have minimum ranges, less than useful when any melee enemy just wants to get right in your face), the first area is very dark, making it an eye straining and awkward experience to play… And, considering that all content is now in the game, bringing it fairly close to release? All these little frustrations, these decisions that seem more based on arbitrary difficulty than challenge, don’t make me confident that I’m going to be changing my mind about not liking Vagante on release.

Skills being more clear. Note: The shield blocks *physical* damage. So 2 out of the 3 bosses in the first area can still hurt you.

The Mad Welshman was correct in his last Early Access review: He’s already sick of the damn caves. Also the dagger remains what appears to be the best option.

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Dead Cells (Early Access Review 2)

Source: Cashmoneys
Price: £13.99
Where To Get It: Steam, Humble Store, Itch.IO
Other Reviews: Early Access 1, Release

It’s funny, sometimes, the things you have to think about in a game like Dead Cells. After all, sooner or later, the player’s going to have trouble getting new blueprints, or collect them all. Thankfully, I have discovered that yes, Motion Twin have thought of both aspects, while continuing to improve a game that I’ve already been liking so far.

See… I *told* you I’d get closer to that goal of getting all the lovely bubbly vials of cool things! Soon, my pretties. Soon.

When last I looked at Dead Cells, quite a few months back, it was already shaping up to be a characterful, clever 2d platforming slash-em-up with a lot of depth, paths, and ooey goo to enjoy. And since then? There’s been a lot of changes. And you know what? They’re good. The new levelling system, for example, balances a concern that the older system had, where you could go for damage, health, or ability, but could level yourself into a corner. This time around, every upgrade path gives you some health, and there’s good reasons to take any particular level up, from damage boosts on killing enemies, to improved parrying with shields. Similarly, some upgrades allow for selling things you don’t want on the spot, reshuffling the shop (for a price), a Daily Challenge mode where you try to balance getting through a level quickly with murdering the Best Monsters, and new areas galore.

For first time players, the level design hints at things that you can achieve, or get. Glowing sarcophagi. Weird blobs, strange sigils… Where I’m currently at, ability wise, I’m looking at walls too tall for me to climb, and I’m not thinking “Oh boo, an area blocked off”, I’m thinking “Hrm. Somewhere, currently out of my reach (but not forever), there is someone I’ll defeat to get wall climbing or jumping. And then, my pretties… Oh yessss, theeeennnn…”

When a plan comes together, and enemies go SQUISH, it’s a good feeling…

It encourages with its blockages, rather than feeling like a limitation. Sounds like a contradiction, I know, but somehow… It works. Similarly, Elite enemies are a thing you can choose not to engage. Hit ’em, and you fight ’em. Avoid them, and, okay, you miss out on some lovely Cells for unlocking new weapons and abilities, but you wouldn’t be avoiding them if you didn’t think that maybe they’d be too much for you right now.

The things I’ve said previously, about the cool, disgusting sound design, the goo, the interesting visual design, and the twitch, remain the same. The aesthetic is awesome, the game mostly lets you deal with it on your own terms, while encouraging weapon experimentation with synergies and special abilities, and… Well, I liked it then, and I still quite enjoy it now, even where I am, pretty late in the collection game and hunting for the next step forward.

The briefest of glimpses of an area recently added, the Clock Tower. Suffice to say, it was brief because I was murderised shortly thereafter.

The Mad Welshman is running and running to stay in place, oh, what a mixed up world this is!

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Sunless Skies (Early Access Review)

Source: Supporter Gift
Price: £18.99
Where To Get It: Steam

Forever Live The Queen! The Empire, In Its Infinite Wisdom, Has Replaced The Traitor Sun With A Clockwork Marvel. More Inside, Along With The Scandalous Dealings (And Deals) At Magdalene’s!

Although this screenshot is from an earlier version, how could I not include the talented melding of Terry Thomas and David Suchet as a dastardly bureaucrat? So good!

So… Here we are again. Failbetter, from browser game Fallen London, to Sunless Sea, to today, have created an interesting world, a dark, funhouse mirror world of the Victorian, Lovecraftian Empire. Cosmic Horror, Dunsanian Phantasy and Afternoon Tea, if you will. And now? We’re in the railways of space. Yes, you heard me right. Flying trains. Through space. But, as they say, the more things change, the more they stay the same.

For example, resource management remains important, as you have limited cargo space (Even with improvements), and the very fact that running a space train is kind of expensive immediately throws you into the politics and mysteries of the area. The Company will keep you in fuel and money, so long as you regularly supply them with Port Reports, and don’t deal overmuch with those violent blackleggers and revolutionaries, the Tacketies. Which is amusing, when you consider that in the Station of New Winchester (The capital of the first area of the game, and currently the only available one), Victory Hall (One of the homes of the Tackety Movement) is quite near, in fact, to Company House. But such is life here.

Each area, each floating township and station has their own feel. Their own mysteries…

Right now, while there may not seem like a whole lot (And the developers, ever cognisant that you might have trouble paying the bills, give a generous starting payment to get you going), the stars of Sunless Skies are still intriguing. It’s a living, breathing Space, with the fungal remains of vast creatures, singing bees, and, of course, various Fallen Londoners in space. The most recent update, accessible by beta branch, is something well known to Sunless Sea players: The world having segments that are, themselves, static, but placed procedurally. So, sometimes, Port Prosper is, as the main branch would tell you, far to the Northeast. Sometimes, it’s to the Southwest. Sometimes, it’s to the NNW. But it will always be a tough prospect to reach without having some supply stops in that middle ring to help ensure you don’t die in what is, despite the Queen’s meddling, the cold of space. You’re rewarded with experience for finding places, filling out that map, doing tasks, but, in the end, the Sunless Skies will swallow your character whole.

Of course, if you die, at least some of your knowledge gets passed on to the next Captain, some of your goods, some of your wealth. Perhaps all of it, if you reach what’s currently the first goal of the game’s lineage based RPG fun: Having a home that isn’t the Cab of your (admittedly glorious) space train. The controls are simple, explained well by the game, and from there? Well, the choices are out there, ripe for exploration. I quite enjoyed Sunless Sea, Sunless Skies is looking to be an improvement on that formula, and I look forward to seeing where this looking glass leads.

Those who are impressionable may feel that this is an eldritch sigil, rather than a path of exploration along common trade routes. Please ignore the howling winds from the ground itself and tentacled beastie behind me, thanks in advance.

The Mad Welshman would, for obvious reasons, prefer to be referred to by his proper title: Captain D’Urbin of Her Majesty’s Windward Company, 4th Merchant Fleet. Thankew.

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Reigns: Her Majesty (Review)

Source: Cashmoneys
Price: £2.09 (£2.09 for the soundtrack, 79p for the Book of the Queen, £6.99 for a bundle of both this and the original Reigns, with all the mod cons)
Where To Get It: Steam

I can say, having played Reigns: Her Majesty, that I have been a lesbian queen torn to shreds by the adoration of her populace. I’ve also been a bisexual queen burned by the church along with the unborn heir to the throne, a heterosexual queen who had a dalliance with her hunter, then turned off the sun, an asexual queen who burned the treasury on pretty things, but, in all of these stories, there has been a common thread.

Uggghh… The worst part about Queen PLC is the bleedin’ Marketing Department, I swear.

Some incredibly shifty (and often shiftless) men trying to tell me how to live my life. Not to mention a couple of folks, men and women, trying to tell me what is proper for someone of my station. Even if, as it turns out, a lot of that “proper behaviour” was bollocks. It even got me killed, in one early case. Reigns: Her Majesty has things to say, about medieval perceptions of gender, pagan faiths versus state religion, all sorts of clever stuff under the surface.

I’m loving every minute of it.

Much like its predecessor, Reigns, you are a monarch, destined to die and live again, until something happens. Instead of being cursed by the Devil, however, you are an Archetypal Queen, seemingly created by the Lady of the Wood for… Reasons. Although there is an amusing nod where you ask your pet cat Rex if they’re the Devil in disguise. Any which way, your reigns are generally short and brutal, due to the balancing act you have to make with binary choices (Swipe left, swipe right.) You can’t be too popular, or not popular at all. You can’t have too powerful a military, or a nonexistent one. Obviously, there has to be money in the treasury. And you can’t piss off the Church too much. There are goals, but more than baby steps are unlikely, due to just how fragile the kingdom really is. The crown and Church battle. The King can’t be bothered with most administrative tasks. You’re not, in a very real sense, allowed to be yourself. You have to be The Flawed Queen, not perfect (Because you’ll die), not terrible (Because you’ll die), just… Walking the tightrope.

NARRATOR: As it turned out, no, she wasn’t good. She had, in fact, been deemed Very Bad by the Church…

If you can’t find parallells there with the modern day, with celebrity, women, and the like, trust me, they’re there. Visually, it’s as tidy, as interesting, and clear as its predecessor, and the soundtrack is quietly menacing, eerie, and sometimes ridiculous, as it needs to be. The writing’s damn fine, and, as with Reigns, the further in you get, the more there is to do, narrowing again toward the inevitable progression toward… Well. Let’s leave that for you to find out… My Queen.

NARRATOR: …And so, the Queen and her unborn heir were invited to a lovely barbecue, where she was the guest of honour, and the Church forgave her.
Oh, wait, no they didn’t.

The Mad Welshman never did get the hang of the tightrope…

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