Dead Cells (Early Access Review)

Source: Cashmoneys
Price: £13.99
Where To Get It: Steam, Humble Store, Itch.IO
Other Reviews: Early Access 2, Release

For a bundle of ooze, condemned to murder and drain the genetic information of magical weapons and experiments just like itself, the titular Dead Cells are quite an expressive character. They sort of have to be, as they can’t say anything, and that’s easily explained by the fact that they’re an oozing thing with one burning eye and no mouth. But hey, they understand folks fine, what’s the problem?

Ahhh… Soon, I will have *aaaall* the goopy vials… And maybe then, I can rest.

Anyways, Dead Cells is a game about dodging blows from various enemies, leaping about frantically, slashing and murdering frantically, and occasionally dying frantically, before your little pile of ooze is piped into another headless corpse to begin the whole palaver again for the nefarious purposes of a Necro-Alchemist. It’s a simple game, and pseudo-random level generation means that while I know roughly what to expect from a level, I don’t know the full ins and outs.

Design wise, it’s pretty tight so far. It’s one of the first games where I haven’t found a subweapon I haven’t found a use for, the weapons, similarly, are solid. Enemies telegraph things well enough that I’ve quickly worked out how to dodge, say, the venom of the scorpions in the old sewer. You start with only one path, but unlock more by getting far enough (You take the high road, and I’ll take the low road… And I will be murdered by scorpions!) , you have a fair few weapons already (From main weapons like the electric whip and the BLOOD SWORD, to subweapons like the Meat Grinder, or my personal favourite, Ice Grenades), and, obviously, a bevy of monsters.

What’s that coming out of the ground, is it a Scorpion, it is a scorpion!

It must be said that, if you can’t play twitchy games, Dead Cells is sadly not for you, because it’s twitchy as hell. In fact, one of my current criticisms of the game is that Elite enemies following you gives you absolutely no chance to heal (Which takes time), and sometimes, the fight goes so quickly that you’re not sure what actually killed you (Each individual fight tends to take between 1 and 3 seconds, and, at the end of that time, either they’re dead, or you are. Unless they’re Elites, in which case the fight lasts either too long, or a painfully short time.)

But the sound design is good (The slish and squish of your ooey-gooey body shlorping into your next headless host is… A thing to behold), the visuals are good (Pixellated gore, goo, and viscera is the order of the day… The game revels in its griminess, but everything except the pipe ladders in the sewer levels are clearly differentiated), and even getting past the first level means you improve, albeit slower than if you get further each run, so the difficulty evens out over time. Overall, Dead Cells is already looking promising, and, along with Drifting Lands, is currently my go to for a quick, fun game. The tunes are good, and my only grump right now is that Elite enemies are, if anything, too elite.

Are you… Are you *Bratting* on me, Cursed Chest? Goodness me, I’d almost be tempted if I didn’t already *know* you’d bite me and inflict a death curse!

The Mad Welshman grimaced, if a pile of sentient goop could be said to grimace… This zombie looked… Different somehow. “Is it your hai-URK.”

Welp. Time to start over.

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Hollow Knight (Review)

Source: Cashmoneys
Price: £10.99 (£14.38 for “With Soundtrack” bundle, £6.99 for soundtrack)
Where To Get It: Steam, Humble Store, GOG

Dark Souls, it seems, has become… Almost a template. A boilerplate. We’ve seen this quite a few times in good ol’ (Ha!) video games, and it’s not necessarily a bad thing, so long as it’s done well. Hollow Knight, by all appearances, does pretty well. Sometimes too well.

That’s not creepy. Not at all, no *SHUDDER* sirree…

In any case, you are a bug. Possibly undead, it isn’t made too clear at first. You’re drawn to a nigh empty village above a set of ruins populated by the damned and the forgotten. If you’ve played Dark Souls, you’ll already be seeing how this is going. Mystery! Tragedy! Boss fights! That one place where everything seems to hate you, the player, personally! And, of course, that sick, numb feeling that comes from dying to something perfectly ordinary on the way to trying to recover your currency from where you died not five minutes ago.

I could bang on about which element is a metroidvania thing, which is a Dark Souls thing, so on, so forth, but… It’s apparent if you’ve played them, and irrelevant beyond the concept of “Exploring platformer where you kill stuff and get special abilities and maybe get told a tragic, creepy story if you’re not hammering that ‘skip dialogue’ button like a hammering thing.” What matters is: Does it do it well?

The boss fights are, as you might expect, highly pattern based, but creative and with stories of their own to tell. I almost feel sorry for this feller, for example…

In short… Yes. It does it aesthetically, with the hand drawn landscapes, music and bug design really selling that “Dark and creepy (but grounded) world” mood. It does it mechanically, with responsive controls, gameplay that relies more on timing than twitching, and a narrative that still works despite taking a lot of its beats from… Dark Souls.

There is, of course, a “but” hanging over this: If you didn’t like certain aspects of Dark Souls, such as occasionally having trouble working out where to go/what to do next (Not aided by a map that only updates a) If you bought a basic map of the area already by finding the mapmaker in the area, and b) You’ve sat down at a bench post exploration.) Or Occasionally breaking into an area you’re definitely not prepared for and dying. Or realising that, to get a thing that would definitely help survive an area, you’re going to have to grind enemies for… Quite a while (Which, at the time of this sentence, is exactly the problem I’m facing. Most of these things are either fair, or ameliorated somewhat (You can, if you get hold of a Rancid Egg and a Simple Key, draw your Hollow soul back via an NPC, for example), but they are nonetheless baked into the design philosophy behind the game, and if they turn you off, then I obviously can’t recommend it for you.

From the Metroidvania end of things comes… Extra Mobility (Gating areas.)

Overall, though, it’s an imaginative world, a responsive and pleasurable experience most of the time, and I’ve enjoyed my time so far with Hollow Knight. For an example of crossing Dark Souls and Metroidvanias well, you can’t go far wrong with this.

The Mad Welshman agrees that this review feels a bit short. Some might say… Hollow.

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Going Back: Dungeon Hack

Goodness me, that rhymed. Lovely. Well, anyway, once again, it’s time to set the Wayback Machine, and the interesting game for this outing to the groggy times of yore is Dungeon Hack, the only official, licensed Dungeons and Dragons roguelike. Which is highly amusing when you consider how much early roguelikes (And even some modern ones) have been influenced by 2nd Edition DnD.

Dungeon Hack, released just after another title I’ve briefly dealt with, Dark Sun: Shattered Lands, uses an interface very similar to the Eye of the Beholder games. Similar enough, in fact, that I’m halfway convinced it’s the same engine, despite being developed by Dreamforge (Who, like SSI, created strategy and roleplaying titles, and did not survive 2001.) Nonetheless, it’s not the engine, so much as the visual style that impresses. There are several different level themes, all of them have a variety of different locks, tapestries, paintings, and gewgaws, and, if it weren’t for the rest of it, I would say that every run is a refreshing and different experience.

One of something like… An absolutely *silly* number of potential locks.

Unfortunately, I’m not saying that. Every run is, in fact, a tedious nightmare that often ends on dungeon level 2, due to the mechanical aspects of the design. Procedural generation has come a long way since the days of rogue, ADOM, and the like, and Dungeon Hack shows one of the weaknesses of early experiments… It’s predictable, and the difficulty curve is not so much a slope as one of the cyclopean steps of Great Cthulhu’s abode. As is often the case with roguelikes, there is a single, playable character.

But many of the monsters in AD&D are, in fact, balanced around groups taking them on. A perfect example of this is the main monstrous feature of the second dungeon level: The humble Ghoul. The Ghoul is normally a cowardly eater of the dead, picking on things it thinks it can eat, and making corpses when… Well, the corpses it normally feeds on are scarce. To aid it, it has a paralytic venom in its claws and fangs. Now, to be perfectly fair to the developers of Dungeon Hack, unlike in Eye of the Beholder, when your character is paralysed, they can still move (but not attack or use items), whereas if a mass paralyse from a Beholder hit in EoB 1’s later levels, you were pretty much dead.

The problem arises, then, from the fact that it’s corridors… And rooms. And corridors predominate. Corridors in which the other monster type that always inhabits the second level, the Troglodyte (in 2E, a stronger, but less intelligent relative of the lizardman) are very likely to ambush someone who hasn’t cleared the way behind them, and, even then, may get surprised by a respawn. As a Mage, you may just about have fireball at this point (Requiring a rest after every cast to regain it… We’ll come back to resting), as a warrior, you don’t really have any recourse except that old first person RPG technique of the sideways shuffle (Exploiting the AI in… Er… A room… To, er…Well, crap, that sort of invalidates it in a large set of situations, doesn’t it?), and it’s only as a Priest that you get… Turn Undead. Which, on the one hand, you have an infinite supply of. On the other, it’s not guaranteed to work, and you’re not guaranteed to hit on the attack that will break the Ghoul out of its “OhGodsAHolySymbolRunRunRun” mode Turn Undead tends to put it in.

Ghouls. There are many words I have to say about a lone adventurer fighting even small groups of ghouls. The vast majority of it is unprintable, even here.

So yeah, the difficulty’s a little sharp. Adding to this tedium is the predictability of monsters. Yes, you will always encounter Ghouls and Troglodytes on level 2. Just as you will always encounter Goblins and Orcs on level 1, with only the occasional Out of Depth monster to liven things up… Usually in a rather fatal manner.

And then, there are the keys. I mentioned before that there are a variety of different locks, and hoo boy, does the game use as many as it can. Each locked door has a specific key type. I’ve never encountered a situation where the key was behind a door, but each level becomes a case of three things: A sweep and clear, not unlike those annoying missions in Hero Quest and Space Crusade (Remember those?) where the victory condition was “Kill everything”; A hunt for various keys (Ice keys, flower keys, gold keys, chrome keys, platinum keys, bone keys, missing bull horns… The list is quite large); And, another staple of first person games and DnD RPGs of the time, either being a Dwarf, able to sense secret doors, or looking at the map, noticing large empty spaces, and wondering which of the walls you’re going to try and walk into will, in fact, turn out to be illusory.

Fun! It’s interesting to look at a game like this, because it has a lavish (if overacted) introductory cutscene (Involving the sorceress/demigod/secret deity… I forget which… Who sends you on the quest, and Sir Not Appearing In This Game, possibly the biggest, dumbest adventurer I’ve seen since Lands of Lore’s Conrad “The Scones Are Still Intact” McAdventurerson), a lot of thought put into a lot of locks and tapestries and statuary and fun things that mostly don’t have any bearing beyond looking pretty (Which I approve of), and yet… Once you get past that, there’s almost no balance, a steep difficulty spike on the 2nd level, and even less context than Angband or Nethack, relative contemporaries (1990 and 1987-2015.)

…I smell a cutscene, VO so fine!

Would I recommend playing it for enjoyment? Oh, Mystra, no! Would I, however, encourage budding developers to look at it critically? If you’re into procgen, licensed RPGs, and step/tile-based first person RPGs, yes. Because it is, to me, interesting to examine. Even if the examination can be… Rather painful.

I’ll get you, Ghouls. And your little frogs, too…

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Early Access Review: Delver

Source: wanna say bought? It’s been a while… @.@
Price: £5.59 (or thereabouts)
Where To Get It: Steam, Official Site
Other Reviews: Release

After my experiences with Barony, way back when, I felt somewhat burned out on dungeon crawling. But, of course, with a new year comes new updates, and one that happened while I was away was a content patch to Delver, a procedurally generated first person dungeon crawler that, like Barony, takes at least some of its inspiration from Ultima Underworld and their ilk… Along with a teeny bit from old Roguelikes such as Angband or Nethack, in which you, an adventurer, enter a supposedly shifting dungeon complex near a wizard’s tower that’s suffered a bad case of subsidence, to retrieve an orb attributed great magical power.

Okay, so it’s not *the* orb of great power… But, y’know, it’s a skullball, and it floats!

That, and potions not having a known effect, are basically the main nods to the genre Delver comes from. The rest is pretty much its own thing, and, despite some niggles it can’t really help but have, I’m… Okay with it! So, let’s get the niggles out of the way first: Equipment, and predictability.

Equipment, specifically weapons, degrade over use. And, of course, you never know when you’ll get the next one. I’m telling you this now, because… The game doesn’t, and it comes as a somewhat nasty shock when you look in your inventory and happen to notice that your Peachy Keen Sword of Being Quite Quick (Previously Excellent, doing 9 to 12 damage) has now become The Blunt And Cracked Whiffle Bat Of Still Being Fairly Quick (Doing 1 to 4 damage.) If armour suffers the same way, I have yet to notice, thankfully (THAT’S NOT AN INVITATION OR REQUEST!) Similarly, while the most recent patch went a long way toward controlling your ranged ammunition shortage (What with recoverable arrows, sometimes even from corpses), this, too, is a major concern you should keep in mind while playing: Save your wands and ammo for ranged enemies.

See that skelly in the background? That’s the *real* threat.

As to predictability, this is somewhat of a double edged sword with Delver. On the one hand, you know what to expect in each of the (currently) four or five types of dungeon you encounter, and so you know, for example, to save ranged stuff for the Caves/Dwarven Mines, in which Eyebeasts can ambush without a whole lot of warning, then scoot rapidly out of your range to throw fireballs. On the other, it becomes a case of “Yes, okay, Ruins, good fine, let’s get onto those orc type fellers down on Sewers 1 and 2, eh?” , and that can… Well, get a little bit dull at times. The door behind the fireplace in the underground bar is like an old friend, and I view the unstable ground over the lava pits of the Ruins to be the cackling rival, occasionally trapping me in a pit with no way out but death and reincarnation outside the dungeon despite the fact I know they’re there, god-dammit…

Still, there’s a fair bit that’s good about the game, and it is still in development. The tile based, pixellated look works quite well for Delver, each weapon type has at least a couple of swings, easily memorised, and each run takes anything up to an hour (Depending, obviously, on caution and skill), so it’s not a time demanding game (Something I, as I grow older, grow a little more grateful for each day), and the music is pleasant, fitting, and at times, quite dramatic.

Even the campground has… Y’know, *some* drama. That dang bard, hiding things and playing sad tunes… >:|

So, is Delver worth a gamble? Well, let’s think. Less than £6, for a start, does have story (in the form of notes, which I won’t spoil, because although it’s as simple as the game right now, there’s still some good, short reads in there about the poor sods who came before you), and, while it has been called shallow (It is, a little), that’s not necessarily a bad thing, so long as you know it’s not going to have you poring over loreposts in forums. It’s fun, it’s somewhat challenging, and it doesn’t demand you Get Good… Only mildly suggests it while stressing you’re there to have fun and relax.

…And I’m okay with that.

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Dungeon Kingdom: Sign of the Moon (Early Access Review)

Source: Cashmoneys
Price: £13.99
Where To Get It: Steam

If it weren’t for my party, I think I would have given up on Dungeon Kingdom: Sign of the Moon long ago. They’ve revealed dungeons to me, told me about buttons, and, in at least one case, showed me where a puzzle was that I absolutely needed to progress (And hadn’t found in any of the previous updates.) But I can’t help but think a middle ground between “Tell me where things are (occasionally)”, and “Give me one line in dialogue and another in a book to clue me into a puzzle’s existence” would be helpful. That this is true for more than one aspect of Dungeon Kingdom is, sadly, damning with faint praise.

Ninja, Warrior, Priest, Wizard... Where have I seen those before... *Think*

Ninja, Warrior, Priest, Wizard… Where have I seen those before… *Think*

For all that a lot of effort has clearly gone into the environments themselves, with lovingly rendered caves, temples, and towns, and again, work has clearly gone into the various character portraits we encounter, a game is the sum of its parts, and what fills these environments and character portraits is less than impressive. My last session was a couple of hours, but in that time, I had progressed from a kitchen knife to… Er… A slightly bigger kitchen knife, wailed on rats and bees for what seemed like hours, gained four spells (Three of which I had discovered simply through experimenting), and kicked myself as I missed out on a bashable wall, before reminding myself it took several swipes to knock it down.

I’d also met a high priestess Bavmorda, who was obviously up to no good. This shouldn’t be too surprising, considering the naming seems to be geek reference heaven. The priestess Eilistraee, taking a break from being the deity of Good Dark Elves and Hunting. The dark knight Astaroth, in no way a duke of Hell, honest! The list goes on, and… This reminds me of how the game goes on. And on. And on.

This is the oddest problem… A step-based RPG that feels too slow. And it’s obvious there’s time pressure, as the developers have taken leaves from the Dungeon Master book pretty much wholesale… Character recruiting is the Recruit/Resurrect mechanic from both Dungeon Master games, the classes are exactly the same, the emphasis on puzzles is exactly the same… And both food and water meters are present. Oh joy. Oh joy of joys. And yes, that was an incredibly tired and sarcastic “Oh joy”, because, outside of a setting that demands it (Dark Sun, for example), I do not like water meters. I haven’t seen a desert, and don’t think I’m likely to. In any case, that’s your time pressure, as while water is largely unlimited (Making it just added tedium), food isn’t. I have yet to see a “Create Food” spell. So the game is, much like Dungeon Master, very much a case of “Save Early, Save Often” (And use different saves, obviously.) At the very least, you’ll want to save before hitting the inn to avoid the long walk into town.

No, really. Bavmorda. Luckily, we're all pigs anyway, by virtue of being adventurers!

No, really. Bavmorda. Luckily, we’re all pigs anyway, by virtue of being adventurers!

This, in essence, is my main problem with Dungeon Kingdom right now… That there is potential, but it’s also got a lot that has me saying “Meh.” I hit things, and honestly, only the bashable walls react. Throwing things, oddly, involves physics where good placement is often important. The music is generic, and what voicework there is, is often flat or poorly directed (“Big… Trouble…”) There are awkward moments where it’s not very clear what to do, even with very simple instructions (Stand facing the entrance, and I will come back. What this means is “stand in the next tile along for a little while, which is facing the entrance of the place you have to go, and I will come back. Nowhere else counts, nor does any other direction), and the story… If I didn’t know Bavmorda was evil, or at the very least suspicious, I would have to find confirmation in… Everyone’s private quarters. There’s no consequence for looking at them, there’s no challenge in looting them, but you have to know, ahead of time, that this is old school enough to expect you to do this. The game also assumes the main hero(ine), chosen by being… The first character you pick is a man in the intro. Whoops!

Dungeon Kingdom: Sign of the Moon is undeniably pretty. Some of its puzzles are actually quite good (Which races don’t bow down? Oh, I get what you mean there, haha!) and the developers have made strides in making the game somewhat more accessible with the aforementioned Party hints, a map system, making the food and water meters go down more slowly (Yes, I did notice, and am grateful.) But it feels slow, it seems to progress quite slowly, and it seems to be learning the wrong lessons from Dungeon Master and its ilk.

Monsters will attack, but not always consistently. They generally won't respond to being hit until they die.

Monsters will attack, but not always consistently. They generally won’t respond to being hit until they die. Also this is a ghost bat. I thought I’d best mention that.

The Mad Welshman peered myopically at the scroll… Damn these fantasy worlds and their lack of Opticians!

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