Haque (Review)

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

Do you like glitchiness and a world that is not as it first seems? This question lies at the core of whether you’ll enjoy, or be annoyed by Haque, an interesting little roguelike. Unfortunately, saying more than that is kiiiiind of spoilery, so let’s talk about some other things that make the game interesting. Yes. Let’s not talk about the Old Man in the room.

Yes, that old man. That sweet, harmless… Old man. Yes.

Haque is, glitch effects aside (they can be turned off), a fairly accessible roguelike, in which repeated playthroughs are encouraged through a choice of random characters (and their pets), and a story that… Crap, there’s that spoiler issue again. A story that starts bog standard roguelike, but has you on the defensive from the word go because it seems too pat. There. Better. Visually, it owes a lot to the 8-bit era, with bright colours, keyboard prompts as part of the UI, but… Get this…

…It has a soundtrack. Quite a nice one too, ranging from soothing, almost folksy acoustics, to pumping riffs that get you nice and ready for a good, old fashioned boss fight. Mixing this in with more traditional, chippy sounds doesn’t sound like it would fit well, and yet… It very much does. Control wise, it’s simple: Four directions, the mouse can be used for pretty much everything, and the tooltips are quite useful (accessed with the right mouse button.)

The glitching always happens for a reason. Usually, it’s because you’re low on health. Sometimes, other things happen.

The world, at first, also seems a bit generic. Here, a forest, there, a desert, here, a… Wait, why are there androids? Was someone running out of ide- Ah, yes. Things get different, and, edging into spoiler territory here, this is one of the few games I’ve encountered over the years where I feel sorry for having won a boss fight.

Well. That’s done, no use guilt tripping myself over being a stereotypical adventurer in a videogame now. Sigh.

In any case, Haque comes fairly recommended, as it’s an interesting world, an interesting story concept, fairly well executed and foreshadowed, and reasons to replay beyond getting that “Play the game with all classes” achievement or for the enjoyment of an accessible, interesting roguelike.

Pointy headed red guys? Ohhhh, GARRYS. Yeah, I’ve seen Garrys before.

“Do Not Look Behind The Review!” cried The Mad Welshman. “It Will Only Bring Doom And Destruction And Really Wild Things!”

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Battle Chef Brigade (Review)

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

Battle Chef Brigade is charming. Its art style is clean, consistent, clear, and cool. Its music is very fitting and well crafted. It even fuses platforming combat, match 3 gameplay, and the tension of a real competitive cook-off. Although it at first didn’t seem to appeal much, it did grow on me, and part of that is how it introduces its mechanics.

So much talent, all in one place… Oh, so jealous of the judges!

Before we talk about that, though, let’s talk about aesthetic. Battle Chef Brigade is hand drawn, thin lines and flats making for a tight construction, with some good takes on fantasy designs, and similarly tight animations. Varied character design, good music, mostly good voice acting (some a little flat, but mostly good), and it ties into a world with something that I always enjoy seeing, because it’s a subject not often covered: How life changes in a fantasy world. Okay, so there are monsters, and magic. The former is deadly, the latter is potentially deadly. How do you apply the latter (and hunting) to the former, and still have a society that doesn’t have the dread Adventurer?

Battle Chefs. Complete with a cultural touchstone of an Iron Chef style cookoff, with preferred tastes and signature ingredients. It’s a simple idea, but the entire story of Battle Chef Brigade revolves around making it both plausible and interesting. Here, the Orcs Thrash and Shiv, from lineages that peacefully united the Orc tribes through a shared love of cuisine. There, Ziggy, creating a new and very possibly unsafe (but tres cool) method in Haunt Cuisine. Necromantically prepared? Hit me up with those dark aftertastes, my friend!

So, it’s an interesting world, its characters are engaging, but what about the play and main storyline? Well, here’s where it takes a bit, just a bit, to get going. If you recognise variations on the Hero(ine)’s Journey, you’ll recognise Mina Han. At first selfish, wanting to see the world, but still with promise (after all, she wants to improve a creative skill, I can applaud that), she learns hard lessons, faces a tribulation that affects both her and the world (I won’t spoil it), and becomes a better person along the way. Okay, so it may not win awards, but it has charm, and I like it.

The dishes come in many types, and they’re all *eyewateringly* nice looking.

Similarly, the basic idea of using Match 3 mechanics with a cook-off makes immediate sense once you see it in action. Hunting down monsters in a themed arena area off to one side, gathering ingredients at first seems pretty basic: Wallop monsters, they die, they drop stuff, you can carry so much, run back and forth to gather ingredients. Ingredients have different gem types and shapes, three gems make one better gem, and you can do that twice before you have the best gem. How the heck does that fit with cooking? Well, there’s only so much room in the pot, and you can’t rotate the ingredients before placement. So, if you want to make the best dishes? You want to learn the ingredients, learn the biomes.

As you go along, however, new mechanics, items, and explanations get introduced, pretty much all the way through the normal story mode. At first, this put me off, but it must be kept in mind that not only is there a New Game+ of sorts in Hard mode, there’s also two challenge modes, and a Daily Cook-Off, using fixed items. The story mode won’t take a terribly long amount of time, but it’s still enjoyable, and I did come to like the fact I’m learning new things every time I get further. Oh, wait, you can do that? The birds aren’t just assholes, but have a little ecology going? Ohhhhhh!

Overall, I have a soft spot for Battle Chef Brigade. It’s tightly focused on an aspect of its world that it’s made central, but it’s also made it believable, and not only believable, but charming. Thumbs up!

Oh, y’know, just another day hunting for cooking ingredients in a cook-off!

The Mad Welshman would, in a fantasy world, want Haunt Cuisine. Oh heck yes he would. Also he would order from the Flambe Warlocks.

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City of Brass (Early Access Review)

Source: Cashmoneys
Price: £18.99
Where To Get It: Steam
Version Reviewed: 0.2a
Other Reviews: Early Access 2, Release

The City of Brass is many things. A cautionary tale about wishing for everlasting life. Proof that yes, whips remain awesome, and should be in games more. It’s also a game of twitchy planning. Yes, you heard that correctly: It’s a game that rewards very quickly coming up with ideas, and very quickly executing them.

As such, it’s a tadge tough, and your first hour with it is likely to be one of frustration. But when a plan comes together? Ohhh, yes. That’s a good feeling.

Okay, Guardian 1 tripped? Check. Flaming lantern nearby ready to chuck at both of them? CHECK.

Picture it: A big, open area. Traps, explosive vase, flaming lanterns, and, of course, a variety of enemies litter the area. Each enemy has different weaknesses and strengths, but nearly all of them will die to the humble trap. Then again, the traps also damage you, and, in the case of the spiked pitfall trap, outright kill you if you fall in. Here, a few Cursed Souls, armless, with head cages that prevent you stunning them with their whip. There, a passel of Guardians, more healthy than both the Cursed Soul and the Undead Merchants, but, until they get shields, you have a lot of options.

Okay, here, whip that explosive vase into my hand. Throw it at the Guardians. Whip the Cursed Souls into some spike traps, or trip them, and hit them twice each with the sword. Set the Merchant(s) on fire, and… Wow, yeah, that worked. That felt nice!

Conversely: Engage in a circle strafe sword fight with the Guardians, and… AGH, that Cursed Soul stunned me, a Guardian hit me, run away, pick my options, and… Wait, how did I forget that pitfall, AAAAAAAGH, start again!

Whoops.

The alpha nature of the game, to this point, is mainly showing in the balance. Health is very hard to come by, and item options are slim on the ground. Does that make it bad at the present time? Not really. Your whip has some possible options, but remains a whip, and it’s extremely useful. Your kick never changes, and is situationally useful. Your sword is not for button mashing, because it’s slow to swing, but since not a whole bunch of enemies (Mostly Gatekeepers, the bosses) take more than 3 swings that connect to kill, it still works, and its options can completely change combat style (from a cudgel that does only heavy knockback, not damage, lighter and heavier swords that trade damage and speed, and my current favourite, the torch. Set enemies on fire for damage over time? Yes please!)

It’s also, at the present time, an undeniably pretty game. The city’s gold glitters nicely, from the treasures to the spires, the environments fit well, the visual design of the enemies says a fair bit about them, and nearly everything’s clear enough that you’re only going to miss things while distracted. Which, considering that’s the whole point of traps? Fair. Musically, it works, and the screeches and groans of the enemies give them a little bit of extra character that I like.

I forgot to mention this, but see that ring up there? You can whip-leap from that. Errol Flynn’s ghost is crying tears of joy.

As such, while City of Brass is still in early alpha, it is a promising start, and I look forward to seeing where it goes in the future.

The Mad Welshman would like to add that playing this game while listening to Rainbow’s “Gates of Babylon” is pretty cool.

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Slay the Spire (Early Access Review)

Source: Cashmoneys
Price: £11.99
Where To Get It: Steam
Other Reviews: Release

Slaying a sentient tower with all sorts of gribbleys living in, parasitising, and, to an extent, defending its ancient heart is, as it turns out, a difficult endeavour. Although it must be said that, at least some of the time, that’s definitely my fault. For example, spending lots of energy on a multiple attack card to try and kill something that reflects more damage than I’m handing out? That wasn’t a wise move.

Reading an ancient and maddening book when I was low on HP, and I already knew I didn’t have the HP to read it? My fault.

Ughhh… I will forever doubt if this grinning snake really was just giving me money.

Taking this path absolutely filled with monsters, and not a lot of healing or mystery options, because reasons? Yep, that bit me in the ass.

Still, Slay the Spire is, for all these things that were definitely my fault, a tough, turn based, choose your own path RPG brawler with a mechanic we seem to be seeing more of: Cards for skills, attacks, and powers, with what you can do limited by both hand size and Energy. And, you know? It’s got a fair few options spread among the 2 characters currently available.

The Ironclad, for example, specialises in defence, but also has nasty little tricks like Armament, a card that not only adds defense, but upgrades either a single card, or your whole hand. Or perhaps trading HP for strength, healing through murder, or Rampage, a card that slowly accrues damage with each use. Healing a little after every fight, he’s the long hauler.

The Silent, by contrast, has poison, and can quickly build up a deck where she builds up silly amounts of Energy and cards in the hand, for murderous barrages and a host of status effects. Sure, she doesn’t have a lot of defense, but when she gets going, things die very, very quickly.

Pictured: A lot of options, from the relics I’ve obtained, to the cards in my hand. How will I deal with this goshdarn ghost?

Add in the Relics, items that change up how things go the entire run, and the “Colourless” cards, available to all characters if they can find them, and you have a game with a lot of tactical options… If you can get them. After all, this is a procgen game, and there is no guaranteed route to a single build. The only thing that doesn’t really change… Is enemy patterns. Thieves gonna thieve, Priestesses gonna buff, and thorny orbs are only gonna get thornier the longer you leave them.

Visually, I’m quite fond of it. It’s simple, but it’s also very clear. You know what’s what, from the enemy intent, the tooltips are solid, and only with extremely silly builds do the cards become a little hard to distinguish. A little. Musically, the game’s orchestral tunes really set the scene, the drama, and fit well.

So, lots of tactical options, with adaptability required due to procgen? Okay, good. Good music? Yup. Accessible visuals, simple controls (It’s all mouse, and turn-based)? Good. Pattern based enemies and bosses being difficult the first time, but once you know the pattern, you at least know what you’re in for, all with interesting visual design? Yup. All in all, a solid game so far, very promising. When the worst things you can say is “Not for folks who hate turn based RPG combat, because it’s at the core” and “Some of the animations are a little lacking (Compensated for by solid soundwork)”, then you know you’re off to a good start.

The Silent is clever. She knows poisons that even affect the dread Slimes.

The Mad Welshman idly wonders about the Hexaghost’s backstory. I mean, was it a bad hexagon in life, or did it just have unfinished business?

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The Dresden Files Co-Operative Card Game (Review)

Source: Cashmoneys
Price: £14.99 (Base game. Whole shebang – £26.86. DLC – £14.86 total, individually ranging between £2.89 and £3.99)
Where To Get It: Steam

The Dresden Files Card Game is an odd duck, to be sure. This isn’t because it’s a bad adaptation of the tabletop game, but because, honestly, the tabletop co-op card game has things that make me go “Hrrm.” So, keep in mind, dear reader, that most of this will be about how it plays, how the cards look, because the UI is fine, the ambient soundtrack is fine in small doses, and, apart from a minor control quirk where you scroll the mouse to zoom into a card, but click on it to zoom it out, it’s perfectly fine as an adaptation.

The character art is quite nice, and the book art remains as good as when I first saw it on the books.

Right. The tabletop game. Essentially, it’s meant to recreate the adventures of Harry Dresden, private dick, wizard, and meddler who often gets in way over his head, the creation of talented author Jim Butcher. The base game, much as the tabletop version, has the first five books, and five characters, each with their own small decks and abilities (Obviously, including Harry, and, just as with the tabletop game, 5 more books and 5 more characters are reasonably priced DLC.) The general idea? Solve cases and defeat foes, using a limited hand and tactical planning, to ensure that, by the end phase (or… If you’re lucky, after the end phase) you’ve solved more cases than there are foes remaining. So far, so simple.

The thing is, you have little niggles, and all of them are to do with Fate, or, more accurately… FATE, the tabletop system based on FUDGE, which has FATE Points and FATE Dice as resolution mechanics. In the Dresden Files Card Game, FATE Points are not experience, but a limit on what actions you can take, including passing your turn. You can get FATE Points back with, for example, Chicago cop Karrin Murphy’s Stunt (One use per game) or “selling” cards, and, as such, it’s a very tactical game. Hrm, I could use Harry’s Soul Gaze to clear up that case, but if I do, I’m leaving Karrin in the lurch for finishing off that Foe, getting us some FATE Points, and getting most of the way to clearing a case. Passing will also dick her over, because it costs a FATE Point, so… Discards final card, Harry is now a liability in the final turns.

FATE Dice sometimes play a hand in FP cost, attack power, and other shenanigans. This is, hands down, the best Showdown result I’ve ever gotten. A less than 1% chance that won me the game.

Tough choices, obviously, abound. And the game does do a good job, with a fixed card pool for each book and character, of getting across the narrative each represents. Billy and Georgia, for example, are werewolves. But they’re not bad Werewolves, and at least two of their cards can only be used if it doesn’t kill or solve. Meanwhile, Susan Rodriguez is an investigation powerhouse, with mostly weak attacks, but a good chance to take advantage, overcome obstacles, and, in at least one case, get clues for a case from fighting a foe. Meanwhile, each book, even though the card pool is always the same 10 cards, has quirks. Kalshazzak the Toad Demon, from Storm Front, for example, cannot be killed, or even hurt unless you solve the core mystery of the novel. In one book, a hostage situation is an obstacle that has to be dealt with, blocking further investigation or combat.

It’s thusly sort of a shame that some of the card art is… Well, functional. Cases look the same. Combat cards, very often, look the same. Same art for a Soul Gaze as… Consulting Bob. In the Side Jobs mode (a more random, “Here’s some occult stuff and cases that Harry would be dealing with in short stories, fanfics, and part of his world” story), this becomes even more clear, with White Court Vampires, Ghouls, Shadows, and all sorts of beasties represented by… Exactly the same card art. Now, at this point, I want to reiterate that this is a very faithful adapation of the original tabletop game, so this is how it was in the tabletop game too. But it’s still a minor let down.

You’re gonna need those case points, as Grave Peril has a lot of TOUGH cases.

Finally, you have… The Showdown. Again, this is a faithful adaptation, and another tactical layer to the game. Do you save FATE Points for the Showdown, leaving some cases or foes for a Hail Mary at the end? Or do you do your best with the cards, and then leave it to the dice with narrow margins?

Neither, as it turns out, are great. Having lots of FATE Points is nominally better, with a roughly 11% chance of getting nothing out of a case… But that chance does exist, and if you need more than, say, the 3 points you buy with 3-5 FATE Points (Depends on whether it’s a clue or a foe) , you’d better hope that margin is 2 or smaller, because even 2 points above is a 23% chance of success. And Lady Luck, as many have found to their cost, has no memory. Also to be factored in is that you have to have at least some hits on a case or foe to try, and an impossible roll is… Well, still impossible. You will never get more than 9 points in the Showdown, and that’s such a vanishingly small chance that it’s really not worth it.

Is it part of that Dresden Files mood to have the final Showdown be partly based on luck? Hell yes. But equally, do I have to like that? Hell no.

In the end, it’s an interesting adaptation of an interesting game, albeit one with its flaws, it has a good tutorial, and it has hotseat for those of us who do play hotseat, meaning that yes, you can buy it to play on your tod (Thank you. No, really, thank you.) On the other, it’s definitely intended to be played with friends, and this shows in even elements of the interface (You can’t, even in Solitaire mode, just switch between characters in the planning stage to see their hands. You have to click on them, then on the hand, then scroll through it. Not much extra effort, but it’s not 100% clear.) This would be fine, except… Well, everybody’s got to have a copy of the game, and the base game is £15. Which is fine… If you are also intending to play it on your own. Which isn’t recommended for long stretches, as the sameyness, and the quirks baked into the game itself, can annoy after long periods.

I’m… Not sure what Biker Gangs exist that look like this, honestly…

Frustrating.

The Mad Welshman met Lady Luck for the fifth time at a bus stop. As before, she completely failed to recognise him.

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