Hand of Fate 2 (Review)

Source: Supporter Gift
Price: £23.79 (£6.47 for the soundtrack)
Where To Get It: Steam

Rumours of the Dealer’s death, it seems, have been greatly exaggerated, as, in the sequel to choppy (in the sense of slashing things), choose-your-own-adventure Card Wizard Assholery, he’s back. Scarred, bitter, and using you, his newest pawn, to attempt to regain his position on the Throne of Life and Death.

“I want you to know I’m feeling very bitter right now…”

While, on its most basic level, Hand of Fate 2 is the same game as the previous, there are changes. There’s a bit more pizazz to the fight and enemy introductions, a little more cohesion in the narrative structure, and the story makes a bit more sense from the get go. The “adventures”, for example, follow a thematic progression down the Major Arcana of the Tarot, rather than the suits, and each has its own little fillip or quirk to make it interesting, such as needing to gain 6 blessings to impress the High Priestess (Who values purity and strength.) They also fit into what is, recognisably, a world, rather than a hodepodge collection of events (Although replaying older events, also, is still a part of the game.) There’s a little more customisation, in that you can be a man or woman of about four different ethnicities each. So far, so nice.

Nonetheless, the basic structure remains the same: You make your way round a field of cards, some of which you’ve picked, some of which the Dealer has picked, in an attempt to reach the boss, achieve the objectives, get new shinies, and eventually take on Fate themselves. Occasionally, and definitely for the bosses, fighting happens, and here…

As with the previous installment, you can’t just whale on a boss and hope they go down. There’s *tactics* involved. The game’s good at telling you them, however, or at least hinting.

…I introduce an edit to the review, as Defiant are as quick on the ball as they’ve been in the past, and combat, previously unresponsive on the ol’ Keyboard and Mouse, has been fixed, so it’s challenging, but fair. As with the story, the fights have their own little quirks and traps. Some enemies take more damage from, say, dual blades. You have a companion character (at first, the seemingly well meaning rogue bard Malaclypse, although there are others), sometimes more than one. Sometimes, protecting them is important. In the case of your major companions, they can give you blessings mid-combat (so long as you’re next to them, and interact with them.) A good pair of examples of enemies getting more interesting are the pictured boss above (who requires bashing to knock off his… Er… Gooey encrustations before he can be damaged. Ew) and the Northern Trappers, who have bolos. Telegraphed well, if you’re distracted or fail to dodge, well, enjoy struggling against the bonds of tight ropes as the Trapper’s barbarian friends come to give you big, crushy hugs.

The voice acting is high quality (The Dealer, in particular, subtly nibbles on the scenery, rather than outright chewing on it in rage and bitterness), the music is good, and the visuals have improved a lot, seemingly without too much impact on performance.

As such… I still honestly like Hand of Fate 2. There’s a definite sense of improvement overall, and, as with the last time, I find myself pulled into the world implied, wondering… What’s up with those damn goblins? Why is Malaclypse so friendly with them? Did my hero from the last game screw things up badly, or is this the Dealer having a very bad case of sour grapes? I suspect the latter, as he really did seem like a sore loser last time around.

It’s adorable, the doe eyes she gives new tools of murder and pain.

So yeah, it’s mostly good, gamepad recommended, controls are patched to be more responsive on the ol’ keyboard and mouse, and, as noted, the game is interesting, fun, with a little more customisation and spice than its predecessor.

The Mad Welshman was the Jack of Cups once, you know. Now, he’s a tired King of Wands, sitting in his throne, not thinking analogies fully through.

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Golden Krone Hotel (Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam
Other Reviews: Early Access

Golden Krone Hotel remains, to my mind, the most accessible entry point to Roguelikes I can currently think of. And it’s interesting how intuitive a lot of it can be, when it’s streamlined. So let’s talk about this a wee bit.

Potions come in threes, so identifying one is less of a gamble than in other roguelikes. Still, can’t hurt to use a Primer to identify some of them…

The story, like the game, is simply presented: Vampires and Humans lived in relative harmony until a great war happened. Today, things have kind of settled down, and the main troublemaker, Prince Fane, has been exiled far away, to the Golden Krone Hotel. Such a shame you, General Sorin Arobase, have a bone to pick and a curse to break. As the general (and noted assassin and master of disguise), you enter the hotel. How you enter the Hotel is up to you.

See, part of the reason you’re there is because you got bitten by a vampire, so you can enter as a human, a vampire, or, if you’re really ballsy, a werewolf. And you don’t have to stay that way. Potions can keep you human (or temporarily make you human), turn you into a vampire… Or the usual things of healing, exploding, blinding, antidotes, and the like. So, how is it accessible?

Well, first off, everything is visually clear (Except in darkness, which… Well, it’s dark!) Controls are simply and clearly presented (Space for wait/rest, arrow keys for movement, click on potions to use them, T for talk, and so on) Inventory management is entirely down to potions (I have yet to have too many potions) and spells (Humans can cast spells, vampires… Not so much. But humans are limited to four spells at a time.) If an item is better, you just equip it. If it isn’t, you resolve to sell it. Easy as. Similarly, everything can be looked at with a right mouse press. Want to know how close you are to becoming a vampire? Well, there’s your bar marked “VAMP” , slooooowly filling.

Thankfully, monsters like this Goblin Anarchist, once you identify them, won’t be blowing you up unless they catch you by surprise.

Turn-based, clear visuals, clear controls… There’s a lot to like here. Is it tough? Well, the first few floors aren’t, it’s very rare I die on the first few floors. But once the gloves start coming off, yes, it gets tough. It’s kind of hard to begrudge this, though, because with almost everything, the cause of your death was quite clear. Here, you drank too many teleport potions in a row, and ended up in the Maelstrom, a hellish dimension that changes around you. There, it’s because you let yourself get surrounded. How much time has passed? Oh, half an hour? Well, let’s get right back in there!

In the end, Golden Krone Hotel is easy to understand, quick to play, accessible, charming, and affordable. Nice.

Whups…

The Mad Welshman finds it pleasantly frustrating when there isn’t much to say beyond “It’s good, easy to understand, and friendly.” 

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YS VII (Review)

Source: Cashmoneys
Price: £19.99
Where To Get It: Steam

I’m somewhat grateful that I don’t need a heck of a lot of context for the Ys games, because there’s a lot of world throughout the series. A lot. Thankfully, one of the first nice things I can say about Ys VII is that, like others, while you’ll get a couple of references and extra context by playing previous games, each Ys game is self contained enough that you don’t need to.

Ys VII is an action RPG in perhaps one of the purer senses, in that a gamepad is useful, and fighting is mashing the hell out of buttons, dodging, blocking, all in real-time. One button for main attacks, four for specials, one for block, one for dodge-rolling, and one for ultimate power. Easy to understand, somewhat twitchy to play. In this particular installment, you play Adol (Who has a bad enough case of protagonism that he is the only character to explain that he is okay rather than just saying “I’m fine”) and Dogi, heroes of a couple of previous Ys titles, as they get embroiled in dangerous and momentous events on the isle of Altago, home of the Five Dragon Gods.

Altago is very pretty.

Originally a PSP game, the port is fluid and easy to play, with the only major sign that it is a port being the save menu. As such, I’ve been enjoying myself immensely, whacking the hell out of monsters, getting and solving quests, and fighting… Titanos.

Effectively, the rough way it goes is this: You get a plotquest, maybe some sidequests if you actually talk to the NPCs (Even if you don’t do this for quests, the dialogue is occasionally interesting, and the world seems quite alive, so I’d recommend it), make your way through the overworld map, fighting as you go (Or, if you can’t be assed, dash-dodging your way past everything… Although this means you miss out on XP, gold, and resources used to craft better gear you’re probably going to need) to a dungeon, solve a few puzzles, and fight… Titanos. A boss by any other name is just as pattern based, and just as bossy. Giant beetles, boars, and stranger creatures abound, and honestly?

Screenshots, unfortunately, don’t do justice to how smooth and quick this is… Or how boned I am about to become.

These are the real skill-gates of the game, compared to the enemies. Until later in the game, yes, enemies have attacks. They give conditions. They have defenses. But they also generally go down to a sustained assault, which is exactly what you and your AI companions are probably doing. Titanos, in the meantime, are definitely both the more intriguing and frustrating end of things. Zeran Fith, the giant beetle, for example, won’t be taking much damage at all until you knock the armour off his legs, letting his almost chameleon-like sticky tongue out and giving you a proper chance to wail on it. And there’s a fair amount it can do to dissuade you (terminally) from this. Turning quickly, webs spit out, poison is shot, prawns with fiery bubbles are summoned… I died twice to Zeran Fith, and he’s only the third Titano you encounter.

Thing is, though, even coming out of that sweating, I’ve been having fun. Every basic mechanic is explained clearly, the world is interesting, the music good, and the world is beautiful. The rock-paper-scissors of bludgeoning, slashing, and piercing damage versus various enemies is clever, encouraging me to get to grips with every character I play as, and each one definitely has character. Adol is perhaps the most generic (Heck, it’s even joked about with that third person narration), Dogi puts his all into what he does (Which, in the overworld, is punching the hell out of armoured enemies), Elk fluidly and rapidly wields his dual bladed staff, almost dancing. And these are just the earliest examples.

Adol thought he should really stop speaking in the third person. But nobody else seemed to notice, so he carried on.

Honestly, there’s not a lot I have to moan about here, because even death is a case of retrying from the start of the fight or loading a save (A quick process), and the experience, overall, is fluid. The writing’s solid, the game’s solid, the difficulty curve is actually pretty good (This is an RPG where Normal difficulty really does mean “To an average player’s skill” , which is very nice.) The only flow breaker I’ve seen is using potions and items, which, due to limitations of the original platform, is effectively a pause menu.

Overall, a good action RPG, well worth its price, and well worth a look.

The Mad Welshman only speaks in the third person for effect, or when he really, really wants to close a conversation.

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Opus Magnum (Early Access Review)

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

Opus Magnum is, as you might expect from a Zachtronics game, clever, mildly frustrating at times, but overall very good if you like puzzles that use programming logic as their core element. This time? The logic of an alchemical machine, used by a recently graduated alchemist who very quickly gets way, way over his head. Solid stuff.

Anateus, as you might have guessed, is a slovenly genius.

So what’s clever about this? Well, it encourages tight, simple designs with fewer moving parts. Sometimes, this is positive reinforcement, like the warm glowies you get when two arms, a special kind of bonding machine, and a glyph to turn elements into salt take the element of Fire, and make it… Well, more fiery. Not that you’d see that, but rest assured, you’re making explosives, there is story to it, both before and after, it’s written well, and it makes sense (More bonds, in chemistry = More energy when they break. KABOOM.)

Sometimes, this is more restriction than anything else. The robot arms (your means of manipulating the elements) can’t be programmed until you place your element sources and the output down, and no, these sources are the sources you have to work with. Move them around, shuffle them for optimisation, but when it gives you one Water Sphere, and you have two waters to bond, then you just have to deal with it… And it’s fun to do so.

This took about an hour to program (including checking everything), and was slow, expensive, *and* taking up a lot of space. Don’t do this, kids.

Finally, there’s the negative reinforcement. The more complicated the machine you’re making, the more it costs, the more area it takes up, and the longer it’s going to take to program to work right (Although I really do feel a “Start from a certain place in the program” option would help there.) Two of those are things you’re scored on, compared with other folks… And this is the other joy of Opus Magnum… Different designs having different efficiency, efficiency that often comes at the sacrifice of other qualities. The game makes this pretty damn easy to make these designs, with multiple design saves per puzzle possible, so for some puzzles, I have designs that are quick (because I threw lots of arms in… Arms can overlap, even if collisions with their bases is not allowed. This is a useful tip) , and for some, I have compact and cheap (but sloooow) designs. Somewhere, you’re going to compromise.

The ability to make your own puzzles, puzzles not related to the story, but part of the world, a little side game… There’s a fair amount to Opus Magnum, and all this, combined with the good music and visuals? Makes it a good choice for folks who like puzzle games with a bit of bite. I would also recommend this to folks who liked previous Zachtronics games, but… Well, they probably already have it. While it is in Early Access, the game is pretty much complete, save for balancing.

The side-game, an interesting take on matching puzzles, with commentary by the two main characters.

The Mad Welshman likes the GIF record feature. It lets him gloat when he has a reaaaaally good machine. Or horrify people with overly complex creations. That too.

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BattleChasers: Nightwar (Review)

Source: Cashmoneys
Price: £24.99
Where To Get It: Steam

Ahhh, Battlechasers. An interesting comic about a young girl called Gully, who inherited her late father’s magical gauntlets, and now… An interesting RPG mixing turn based combat with real-time exploration. So, with the foreknowledge that I mostly like this game, let’s get the “Your mileage may vary” bit out of the way, shall we?

Er… No, Monika. Although you’re one of the few I *don’t* miss in this game.

Nightwar is, as I stated, based on a comic called Battlechasers from Image back in the late 90s. It was written by Joe Madureira and Muneir Sharrief, with a variety of artists, although the pencils were all done by Joe Madureira (Who, not coincidentally, was the art lead on Nightwar.) Even though it ran for only 9 issues, it’s had a cult following, and the art style is very distinctive. Also distinctive are the sometimes implausible costumes that mainly seem to affect the women (His work can be male gazey. Like… Juuuuust a tadge.) This is a good segue into the visuals.

So yeah, while I’m not the biggest fan of the more implausible lady costumes (Which isn’t a huge pool to choose from, and mostly consists of Red Monika, the heavily Red Sonja inspired and largely unsupported rogue of the group… And yes, I was talking about the boob cup), I cannot argue that I like most of the character and monster designs of the game. Gully is perhaps the best example of a teen punchwitch I know of, Calibretto is an interesting and cool design, and there’s a lot of dynamic, colourful, and well crafted art on display here, and not just in the characters and creatures. The overworld map gives the impression of an actual map, with little crosshatches, designs, and other nifty little elements, and the world is both colourful and clear. The battle animations are meaty as heck, and quite a few hours in, I’ve yet to tire of even some of the more basic ones. Soundwise, the game’s a little less impressive, but only a touch, and so, aesthetically, it’s been quite the pleasing experience.

Example of the charm: I genuinely appreciate a Lich who has the brass to try something like this.

Writing wise, well, it’s high fantasy where Mana, the source of magic, is a mineable resource, and technologies both ancient and new have arisen as a result. Our heroes go to a forgotten island, get shot down by unexpected pirates, and get embroiled in deeds that threaten the wooooorld. So, on the surface, the writing isn’t exactly going to win awards. But, with the exception of Knolan, who is presented in barks as quite the unlikable asshole of a wizard (and not much better outside), again, it seems to work. Quest steps are mostly well explained and reasonable, there’s at least a little bit of character in everyone (From the snobbish, jaded alchemist to the Lycelot who believes his tribes have lost their way in following… [DRAMATIC THUNDER] The Dark Lady) , and everything has a sense of place, fantastic as it is. Mana mines that have been abandoned due to some unforeseen taint (Not to mention the fact that they’d almost run dry)? Reasonable. A shanty-town with industrial elements as a bandit stronghold? Reasonable. Heck, not even all the bandits are willing to fight. It’s one of those things where I’d feel silly trying to explain its charm to someone who’s never seen high fantasy of any sort, but it is, nonetheless, pretty well put together.

So… We’ve established that, narratively, there’s charm… What about the damn game, Jamie, what about the gaaaame? Hold your horses, because that, also, is reasonable and with a charm of its own. First up, this is fairly friendly for an RPG. You don’t die, you get knocked out if you screw up, lose some money, and end up back in town. And the difficulty curve is reasonable enough that the only times that’s ever happened are either when I’ve unwittingly disturbed something way above my pay grade (For example, an Elder Elemental Deity. Ohhhh, they’ll get theirs, the rocky, fiery asshole…) or during trap-heavy dungeons (Traps, being in the real-time exploration, are somewhat harder to deal with than, say, a magic/coal powered mechanical device built for ramming people with spiky, speedy violence.) Heck, I haven’t even been grinding that much, and I’ve been Doing Okay. Part of this is that stats are mainly linked to your level, with some boosts from equipment, some from perks that let you mix and match two paths of each character, and some from the Bestiary, which improves your stats the more goals you fulfil… Most of which you’ll be doing organically through play. Kill 50 beasts? Yeah, no prob, thanks for the 1% increase in health! Similarly, each character has abilities that either affect the world (See stealthed enemies, smash secret walls), an impending fight (Inflict bleeding if you hit with Calibretto’s cannon, for example), or both (that smashing secret walls? Also stuns enemies at the start of a fight if you get it off.)

This was 0.1 seconds before EVERYTHING DIED (Also two XP bonuses, possibly three)

What I guess I’m getting at is that Battlechasers: Nightwar, for all its niggles, is a solid, charming, and, for an RPG, a friendly experience overall. I quite like it, and I definitely see myself aiming for finishing New Game+ .

The Mad Welshman would like to know where one can get these self-propelling tanks. Answers at the tradesman’s entrance, please.

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