Spelunky 2 (Review)

Source: Cashmoneys
Price: £15.49 (soundtrack £5.19)
Where To Get It: Steam

The torch has been passed on to a new Spelunker. And dear god, is poor Ana up against it. After all, Spelunky 2, while adding more, has also added some particularly mean tricks. Right from the beginning.

Does that mean it’s bad? Oh hell no. Just that it’s probably going to turn some folks off by being tougher than the original. And some of the changes are interesting ones. So let’s get into it.

Squeesh. Yep, he’s back. But this isn’t the end. It’s world 3’s beginning.

Spelunky 2 is, like its predecessor, a platformer with procedural generation, with several biomes to get through, and bosses, mini and maxi alike, before the final confrontation. It’s a game of risk versus reward, with somewhat limited resources that you have to husband carefully. Do you use a rope to get down to the bottom of a spike put safely, to get to somewhere? A bomb to get to the sweet little pug (or other animal “damsel in distress” … One of the changes was no actual damsels)? Come to think of it, when time is running short, and the ghost(s) of instant death are due to appear, do you have time to rescue both that cool gun you have and the pug? It’s one hell of a feeling, and you only rarely felt like you died unfairly. It was your fault, and your plan.

The reason I say Spelunky 2 is meaner, from the get go, is that 2 early enemies are definitely wild cards, and, in the wrong place, feel distinctly unfair: The horned lizards, who will roll violently toward you as soon as they see you (and bounce), and the mole rats, who dig rapidly through the ground, and, unless they’re stopped, never stop moving at anything but full speed. You can see where they’re going while in the ground, and they can’t get through wood, but still… Dangerous foes indeed, because they can pop up (or down. Or sideways) from surprising places, and they don’t give you much time to maneuver. Together, they’re an evil combination, and together in a confined space? Well, the odds are really high you’re just going to be juggled to death.

Gobble gobble, motherfucker.

But there are other changes, and they’re more interesting. Like the doorways, the backsides of each level, which can lead to surprising places sometimes. Or the mining challenge from a fortune teller. The choice of two different biomes to go through every now and again. And some new traps for the delicious golden idols.

Oh, also a quick way to hell, which appears aimed at the speedrunning demographic. Watching people take that route over and over again was highly amusing to me, for they are braver folks than I… And also because they die a lot. Pets are another nice change, with fun abilities, such as the turkey’s double jump (and adorable headbutt), the rock dog’s fireballs, and the axolotl’s bubbles, which… Don’t give up on the last one, I’m sure there’s some fun, creative stuff you can do with their bubbles!

Sometimes, you just have a really embarassing death. I mean… There’s giant spiders down there, and what do I die to? Thorns. Welp.

Aesthetically, the game remains as fun and clear as its predecessor, each enemy easily distinguishable, a solid soundtrack, and sounds that you quickly associate with their respective enemies and events. It makes some interesting changes, and, while I think the difficulty has increased, if you enjoyed Spelunky, you’ll be alright with this one at the very least, and if you like procgen platformers, I would maybe recommend you play the first one first, but I’d still say go for it.

The Mad Welshman would like to remind you that, if at first you don’t succeed, whip, whip again.

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Panzer Dragoon Remake (Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam

Ohhh boy. Panzer Dragoon was a classic of the rail shooters. A weird world and story that could have fit within the pages of Metal Hurlant, a system wherein you earned credits by doing well at the game, and had to basically finish it in one sitting… Yep, a classic, arcade hard game. Only seven levels, but oh boy, they’re all a ride… So yes, it’s twitchy. And replayable.

Look. At these beautiful. Environments.

Especially when, like me, you forget that you can change your direction of viewing with a keypress. Not least because the game, original and remake, doesn’t tutorialise. At all. You’d perhaps think that teensy bit of quality of life could have been put into said remake, but… Apparently not. See also “Both parts of the intro before you even get to the menu, hope you like 1920×1080 fullscreen until then.”

Funnily enough, no, no I do not. It’s annoying as hell to restore and max windows back to normal. Start in windowed mode is, as a general rule, going to get you less complaints like this.

Anyway, the game itself. The story is that a young man, Keil Fluge, who, chasing monsters, finds himself the owner of a blue dragon, and gets embroiled in an apocalyptic fight, in a post-apocalypse, no less, over Ancient technology (yes, capital letter. This is a post-apocalypse of a highly advanced society, of course they’re going to have left their potentially world ending shit lying around.) On his side, a blue dragon called Solo Wing. On the other, lots of gribbleys, an empire’s fleet, the Black Dragon, who Keil is charged to stop from getting to an Ancient obelisk.

The Black Dragon. It bad. It’s as cool looking as ours.

Cue shooting. Now, before we get into this, I would like to properly start by saying “Holy shit this game looks even more amazing than the original!” Trust me, even the original looked pretty damn good. The shooting, once you get used to it, is great, the music is good, the sound is good… Apart from an annoying colourblindness problem with the main menu (lessened when an option is highlighted, but… Still, another QoL that didn’t get introduced, BOO), the game is very much on point, aesthetically.

It would normally be something I’d definitely recommend, if it weren’t for the aforementioned quality of life and tutorial issues. Also, please note, folks, that even if this game didn’t have motion blur, there’s a heavy motion sickness warning. I’m not prone to motion sickness, but even I felt somewhat disoriented.

I’ve been inwardly comparing this to Metal Hurlant precisely because this is some Mobius level design. Look at thiiiis!

Nonetheless, the feel, the world, the aesthetics… It hits all the right spots, so it’s still a recommendation, even to players new to rail shooters. Controller might well be a good idea with this game, although it’s certainly comfortable to play with keyboard and mouse. But damn, I wouldn’t mind seeing more worlds like that one in video games. I wouldn’t mind at all.

I too, would agree to save the world if I was told I would do it with a dragon. I mean… [slaps scales] You can fit so many capitalists in this bad-boy…

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Princess Maker: Go! Go! Princess (Going Back)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

Princess Maker is a funny old series. It popularised the life simulation and trainer genres in the west, and, for all that its basic formula has remained the same, it managed to create different characters, moods, and refinements throughout the series.

A battle to the… Uhhh… Marriage? There’s no death here, so… Yeah. Battle to the marriage.

Even so, when I found Go! Go! Princess, I sat there for a while, just… Blinking. A board game with life-sim elements, containing the first four princesses to be of the series. Competitive princess making, if you will.

Naturally, I got some friends together to play it (after playing it hotseat and solo.) What we agreed on was that this… Definitely had its weirdnesses. Fun overall, but also with a fair bit of jank.

So yes, you are four princesses to be, and the king is setting a number of tasks, which will determine who has the right to join the Prince on the throne… And who gets any other one of the 36 endings (some of which are unique to the princesses.)

Yes, this is the default name for the Princess Maker 2 princess in this game. I wish I was joking.

There’s, er, just one problem with that last bit. You’ll have a bastard of a time achieving the ending you want unless you’re specifically gunning for it, completely ignoring the mad rush to the quests which are… All around the damn map. There is an option to have a smaller map to work with, and quicker games than the full 8 years (96 turns), but even so, there’s a lot of running around, and, with having to move the full value on the die or dice, without going back on your path, some of the quest locations are painful to get to, being at the end of a path. So right off the bat, you have a sometimes painful quest system, which either results in a mad, unstructured rush to each quest location, or, in the case of everyone but a single player ignoring the quests in favour of their ending (itself a problem due to needing to learn the board, rather than just thinking “Ah, yes, this job would do this, perfect for a General’s necessary stats!”), one player going for one quest, and then the rest of the game a cavalcade of “Ahh, fuck it.”

You’d think the odds are stacked in Maria’s favour. But actually, while Maria was dancing, Lisa was studying the blade…

It’s… A very odd design, where the incentive to faff around on the board is, once you’ve achieved a princess ending for the first time, much larger than winning, unless there’s conflict for a goal. Add in that behind the scenes is somewhat obfuscated, and you have further confusion. How does a high magic skill influence the magic roll in combat? Dunno. Is there any way to relieve stress beyond the random 500g doctor event or some specific churches on the map? Dunno. Do higher stats = higher rolls in general? Seems like, but dunno…

Aesthetically, the game is… Alright. It has the small text problem of earlier games, free mode in the map isn’t as helpful as “Original” mode, and while the icons tell you roughly what to expect, it takes practice to know how it benefits, but…

In the end, this is a weird one. I don’t really see it as appealing to lifesim fans, and similarly, it’s got enough board game annoyances and lack of incentive that I don’t really see it as appealing to them, either. It’s a hodgepodge which feels aimless, and, although we had fun, it was mostly because we were friends playing, not because the game was well designed.

The Mad Welshman wonders what else could be shoehorned into a game like this. Doom? System Shock? Alan Wake, maybe?

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Noita (Review)

Source: Cashmoneys
Price: £15.49 (£7.99 soundtrack, £21.13 game and soundtrack)
Where To Get It: Steam

Ahhh, Noita… Pixel by pixel simulation of object interaction. Want ice vapour to kill you? Don’t worry, particle by particle, you can do that! Want to put out that particle fire? Just hop in some particle liquid that isn’t particle oil, or sprinkle it on yourself! Want to shoot several particle streams of death, which then become more particle streams of death, and so on until your computer is screaming at you to stop? Yes, you can do these things, all of these things, so long as it’s through shooting things, bombing things, kicking things, throwing things, or spraying things!

Pixels! And many of them are currently very deadly!

You can also die in some extremely messy ways. And you will. Often. So yes, welcome to Noita, a procedurally generated roguelike in which you are descending into the depths of a mountain’s cavern/dungeon network, for… Reasons. I’m sure they made sense at the time, whatever those reasons were. It’s got some lovely pixel art, which, y’know, fits because of all those pixels that can be set on fire, slosh around, obstruct you and so on… And the music and sounds are good too.

It’s difficult, and at times twitchy, so if those are turnoffs, turn ye back now, and, as mentioned, it can get resource hoggy, so make sure your computer can handle it before trying it out!

Otherwise… Hot damn, the feeling of doing incredibly silly shit with your wands and potions, whether it works or not… No, really, it’s amusing to have thirty five arrows from a single cast, only for said arrows to bounce back at you because what did you expect when you fired 35 arrows in so many directions?

For this to be my situation on entering the level is a sign that maybe I should have run away. I did not. I died. I had a blast (and I got blasted.)

Well, you expected something amusing to happen. And you got it, even if you have to restart the game. But that’s okay, there’s probably even sillier things you can get up to! (There most definitely are.)

Any criticisms? Well… Apart from the game turning very resource hoggy when there’s a lot of stuff going on (and believe me, you can easily ensure a lot of stuff is going on, and so can some of the enemies), it’s in this weird space where the basic learning curve is actually quite easy… But the mastery curve is several sharp inclines, which, even with the potential for very amusing deaths, also creates some frustrating ones. Argh, why did I have to die just by getting shot? Boring! Also, some enemies, like the snipers, are… Oh god, they’re utter bastards.

Helpfully, the game now lists things you’ve found, and counts the secrets the game has. Yes, I mentioned secrets, and have found none personally. I know how to get them, I just haven’t tried.

But, overall, I love Noita. I love the destructive creativity. I love the war stories it can create. And, if you don’t mind a tough action roguelike, where you’re going to die in the first few areas a lot before you get further, you’ll like this one.

The Mad Welshman appreciates that wizards have no sense of responsibility. So consider sending wizards into this hellhole a chance for one of them to learn. Maybe.

Look, it’s enjoyable to send the bastards to their doom, alright?

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Monster Prom 2: Monster Camp (Review)

Source: Supporter Gift
Price: £9.99
Where To Get It: Steam

I enjoyed the hell out of Monster Prom. Truly, it was an experience that will always stay with me, the days of smooching monsterfolk that shaped me, a magical time fraught with drama and sometimes iffy humour…

This is what happens when you have an already horny player, and a mad lib entry that just begs for this answer. Yes, I do want to fuck the hot nonbinary reaper.

And now, it’s time for summer camp, with a mostly new cast, some new mechanics to shake things up, and, although the core of the game remains the same… Going to places that raise stats, successfully navigating events through picking which of the two choices correspond to the higher stat of the pair (yes, you have to deduce this), a campfire interlude in which you try to get hearts with the monster of your dreams by pandering… All of this remains the same, but there’s new wrinkles, changes. And some of them I like, some of them, I understand (but don’t necessarily like), and… Well, actually, there’s only one thing I don’t reallylike, but we’ll get to that.

It’s basically a VN dating sim type dealio, but with extra horny, a customisable content filter, and a competitive element if you’re playing together.

Damien: Finally outed as a dumbass. As if it wasn’t obvious already.

Anyway, changes. Character choices feel a little more natural, if a little bit more confusing for the first part, which is picking three items for your stat improvements to put in your backpack. With the quiz of the previous game, it was a little more clear, but I sorta get it, and it is a fitting way to work it in, as is trying to break the ice with your chosen bae before you’ve hit the camp.

The campfire, much like the lunch hall of the previous game, is mostly the same, except… There’s two differences, and they’re both fun. Want to give another player a boost? Spread some goss, honey, the mothman over there is dying to hear the latest! Haven’t seen it backfire yet (nope, just did, right now… -4 Boldness, OW), and there’s some fun madlibs. Now… Juan the Magical Latino Cat, this… Is a slightly different story. His role is to shake things up, by providing you with one drink, chosen from either one you can see, and maybe guess the effects of… Or the Mystery Box. There’s a couple that screw you over, but mostly, it’s interesting stuff, which does change your plans, and I like that.

Hello, Juan, I suppose some of these drinks are revenge for us stealing your FUN. Most of them are pretty cool, though, you’re one hell of a party animal.

Then there’s the little bit of rep, and this time, definitely intentional. Last game, we had Zoey, who many consider to be transgender (and awesome), and now? Milo, the nonbinary reaper. Who, like pretty much all of the main cast, is extremely cute. Would talk up on their instagram contents, 10/10. And someone’s parents being a gay couple. And pretty much all the main cast technically being pansexual. Okay, I take it back, this game’s pretty queer.

Aesthetically, it remains the same, although the music does feel samey pretty quickly, I kinda miss the “What they did after” vignettes, but the replacement of a cool credits animation makes up for that somewhat, and, while there’s stuff still needing to be put into the game (Hi there Gallery mode, I want a full screenshot of Milo’s hot bod, thanks in advance.) It remains accessible, the content filters are a nice feature, even if they don’t… Full cover everything, but I’m reasonably certain they’ve tried to keep it CW free, outside of the events and endings.

I love how adorably vulnerable looking Aaravi the monster slayer is when you date her. She’s opening up to you, and if you break her heart, we will end you

So, is it a recommendation? Yup, pretty much. I’d have liked it if they’d released with all the content, rather than putting it out now with some stuff missing, but, honestly, it’s definitely enjoyable right now, even if I do wish there was a cheat sheet built in that, once you’ve smooched your date once, helps narrow down what stats you need to smooch them again. Mostly because it’s tiresome remembering, and I want to enjoy the events along the way. Still, if you like smooching monsterfolk, Monster Prom remains a series to enjoy.

Well, unless you’re not up for thirst. Because hoo boy, there’s a lot of thirst.

As before, The Mad Welshman had real difficulty working out who they wanted to date. So they dated them all.

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