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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Joana’s Life (Review)

Source: Cashmoneys
Price: £4.99
Where To (Not) Get It: Steam

Horror protagonists can sometimes be the worst. But they’re not really to be blamed, when we put them in silly situations. In the world of horror, perfectly ordinary things can be filled with unseen menace. Mirrors, thankfully, are a pretty common one. A gateway to other places, usually where things are just slightly off.

It’s unfortunate then, that the design of Joana’s Life is more than “just slightly off.” In fact, its offputting. Because it has an interesting idea, but it’s not allowed to run free because… Well, let’s talk about the first ten minutes, shall we?

Oh no, it's... A Bathtub. How Spoopy.

Oh no, it’s… A Bathtub. How Spoopy.

I’m a man of indeterminate age who’s moving (In? Out? We don’t seem to know), and I cannot pick my front door keys up. Not, at least, until I’ve gone downstairs, at which point someone rings a doorbell, leaves just before I can see the front door, and leaves the broken mirror that’s going to be the focus of things. A broken mirror we throw away. No, we’re not given a choice here, just as we aren’t with the front door keys (And I know the first thing I do when waking up is make sure I have my keys with me!) or the fact that, when we go upstairs to get our keys, we need to answer a phone and oh noes, the lights went out and the bathtub (Which our phone was near because…?) suddenly has water running over that mirror, and there’s writing on the wall, and…

…Look, long story short, there is one path through this beginning segment, you’re not told anything about it, and it can only be done in a specific order. Also, the creepypasta moments are mandatory. And without context. No, there’s no real guidance. No, it’s not telling you why you can’t pick up the keys yet. In fact, all it does is let you look at them until you’ve grabbed and thrown away the mirror. Which, as a core gameplay mechanic, comes back like the proverbial bad penny. At which point, I had to find a video walkthrough, because it’s that unclear what the hell you’re meant to do with this mirror, or indeed anything, to progress.

Pictured: An entire block, in the first of its three flavours, in which you will hunt for the thing you actually need to see.

Pictured: An entire block, in the first of its three flavours, in which you will hunt for the thing you actually need to see.

Needless to say, there is also a creepy possibly male figure that threatens you and you faint in the first ten minutes. Day and night change with seemingly no rhyme or reason. So does location.

So… Let’s talk about guidance, and flow, and direction… And how the lack of it makes Joana’s Life… Not so good. I had to look for a video walkthrough in the first ten minutes. Turns out, to progress the story, I had to look out of a window on the ground floor, to the top left, and wait until small girl ghost blinked away, and my front door inexplicably opened. Then, of course, I had to go to said house… From the front, in what appears to be an entire block. In what, after checking, is an entire block, strangely walled off from the rest of the world. And it’s the only door that’ll open at that point that isn’t your house (Largely pointless now) in the entire block.

Cue the only real document in the game (A newspaper article written in bad english), and the collectathon that forms the majority of the game. Narrative? Nope. There’s some smoke monster, a little girl who is creepy yet helpful, and the only thematic linkings are that mirror textures appear when you enter a world, and broken mirror people constantly try and kill you while creepy ghost girl occasionally helps you find one of the eight total items you need to… Er… Be slowly guided to a basement where a fire happens around spoopy untextured guy, and you choose to run or stay.

That’s right, I just spoiled the whole damn game. All 25 decidedly unscary and frustrating minutes of it (Plus the hour of occasional retries, wondering what the hell “Explore the house” actually means or where the heck you’re meant to go next.) It doesn’t work as a haunted house experience because there’s no guidance. It doesn’t work as a horror game because creepy noises and monsters thrown together with no explanation or coherency isn’t scary, just cheap. It doesn’t work as a horror story because there’s no thought to a single, cohesive narrative. Heck, even the title’s somewhat misleading, as we know nothing of Joana (Spoopy girl) or her life.

The entire point of the game. No, you do not get to know about Joana. No, she has no "Life." Nor does the nameless protagonist.

The entire point of the game. No, you do not get to know about Joana. No, she has no “Life.” Nor does the nameless protagonist.

Want to learn why guidance in horror is important, or why not having your horror game just be a series of only loosely connected incidents is a good idea? Yup, prime candidate. Want to spend £5 on being confused for however long it takes you to work out what the heck you’re meant to do, or is going on? Prime candidate. Want a good horror game? Go elsewhere.

The Mad Welshman has screenshotted precisely all of the spoopy monsters in this game that actually spooped him. This, in and of itself, is somewhat damning.

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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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StarCrawlers (Early Access Review)

Source: Birthday Gift
Price: £14.99 (£18.99 with Soundtrack)
Where To Get It: GOG, Steam
Other Reviews: Release

StarCrawlers, by Juggernaut Games, is the latest in a few games this year and last that’s exploring the ol’ step based RPG formula that we know and love, and… Honestly? I’ve never been more scared of those galactic punching bags, Space Pirates, even if… I don’t think that’s entirely intentional at this stage. More on that later on.

Encounter groups are visible in the main world, much like Might and Magic titles, although this won't always tell you the whole story.

Encounter groups are visible in the main world, much like Might and Magic titles, although this won’t always tell you the whole story.

If you’ve played more recent step-based RPGs (So named because they involve taking single “steps”, rather than smooth first person movement) like Legend of Grimrock, and older step-based games like the Might and Magic series (A heavy inspiration), then you’ll know what to expect with StarCrawlers: You go into dungeons, occasionally solving simple puzzles, but mostly using your party to beat the stuffing out of various beasties and achieve their objectives with the power of TEAMWORK. The kind of teamwork that RPG heroes do, that is… Maximizing the amount of pain they can lay onto a group.

There seems to be more on the way, but the basic gameplay is already there: You kill things for XP (Although not as much as you’ll get for doing the job overall), and loot things in order to make your pretty numbers go up, and occasionally take on story missions that seem to hint at Shenanigans (Capitalised because these are Space Opera Villain Shenanigans, the kind that results in the death of worlds, rather than banana custard over somebody’s face), and allow you to pick your side between various players in a sci-fi universe (From the UFP, Corporate Overlords, to people like the Workers’ Collective, essentially one of the few unions left around in the far future, it seems.) In between said story missions, you’ll do procedurally generated dungeons, with the puzzles and encounters being based on the tileset and objective. Mines, for example, have Radiant Ore, which, as far as I’m aware, only an Engineer can deal with, while Corporate Offices are the Hackers’ main playground. Similarly, protecting a scientist means exactly that, with no sweet reward if he dies before you leave, while one of the few mission types that doesn’t involve pissing someone off involves doing them a favour while fighting off animal or robot type enemies.

An example of the Void Psyker's personality, and the character art (Which is also good)

An example of the Void Psyker’s personality, and the character art (Which is also good)

There’s quite a cast of characters, too, with eight being playable off the bat, and at least one unlockable through the first story mission, each with their own uses, quirks, and mechanics. The Prototype (A stupidly advanced killer robot with some programming issues, and the aforementioned unlockable), for example, is all about massive damage, but with the caveat that if you use their powers too much, they’ll malfunction, and odd things will happen, eventually leading to them being out of the fight. So far, of course, this is reading more like a feature list than a critical review, but it’s important to get across how complex the game is under the hood, before examining how accessible it is, and whether that complexity is good or bad.

Funnily enough, it’s fairly easy to get into, as the first few story missions are balanced around a single character, two at most, and it’s entirely possible to either get three out of the nine or so characters in your party (Four can be taken on any one mission), or two well kitted ones by the time you hit the Aurora Starliner (The third story mission, and the one where the game’s story starts kicking off.) There are also multiple saves, skill respecs (There aren’t, currently, enough skill points to achieve all of more than a single tree, out of three per character), and each character’s role is well explained, even if their quirks may take a little getting used to. Also helping is that characters are not, strictly speaking, gendered (Male or female is fine), although their characters seem firmly fixed at the present time (And are likely to remain so): The Void Psyker is a bit monkeycheese, because it turns out messing with the dark between the stars messes with your perception of reality, the Smuggler is morally grey, the Prototype is torn between being violent braggart and friendly, poetry creating nice person…

…The writing, as a result, is okay. It’s not going to win any awards, except perhaps Good Use of Archetypes/Stereotypes. But the combat is accessible, the tilesets are pretty nice, with some variation between them (Grimy starship, Nice starship, and various Plot Starships, as one example of the subsets), and their own little quirks (Including, in some missions, faction loot, which, if you take it, will worsen your relationship with… Very possibly the very person who hired you.) So far, it’s seeming like it’s well worth the money if you like step-based RPGs, with some cool stuff. And yet, as I often say, no game is perfect, and definitely no game that’s still in development. So what do you have to watch out for right now if you buy it while it’s still being made?

Some characters even have loot you gain for exploring their mechanics. Malfunction a lot? have a haiku!

Some characters even have loot you gain for exploring their mechanics. Malfunction a lot? have a haiku!

Balance. As I’ve mentioned, this is a complex game under the hood, and while it tutorialises quite well, new things get introduced, and then have to be fine tuned. A good example of this would be the aforementioned Space Pirates. Yes, I did get there.

I don’t take Space Pirate missions anymore. At least, not until they’ve been through the balance grinder… Because that “Normal: For Level 3” or the like? It Lies. Space Pirates come in groups of 1… to 5. And there’s rarely just one group. They have pretty average hit points for humans, and pretty average damage for humans… But they’re the only human group right now that I know of, that can start with a full group… Nearly everything else is monsters or some variety of robot, mostly individually weaker than the party. Space Pirates, on the other hand, are only “below par” because they don’t have the wide ability grouping that the party does… And this actually makes them more dangerous. They take time to whittle down, and all that time, the only thing they’re going to be doing is a constant stream of damage, damage that, of course, whittles you down. As I mentioned… There’s rarely one group, and nearly all of my sadquits (I can’t really call them ragequits, because I wasn’t angry, just resigned) have been through either missions involving them, or missions involving Corporate Officers (Who have at least twice the normal human HP, and can summon other monsters.)

The latter set of encounters, by the way, was my fault. This game already has the beginnings of a faction system, and, as it turns out, pissing off Chimera Biopharm (Think the Umbrella Corporation) was a bad idea. Because the very next mission after I’d hit the “Okay, we want you dead now” threshold (Something like -60 Reputation), I’d decided to raid Chimera… And they welcomed me with a series of encounters that rapidly picked my party apart, even turning up in some missions only slightly related to them because… Well, they really wanted me dead!

Sometimes, there are interesting and... Odd bits of furniture. This was in a Corporate Office.

Sometimes, there are interesting and… Odd bits of furniture. This was in a Corporate Office.

So, right now, StarCrawlers is in a place that interests me critically, but I’ll freely admit isn’t for everybody: The midgame so far (About Level 5) currently feels a little grindy, and is about where the missions started blending into one another for me (Mainly because I had to do more of them to get to those aforementioned Story Missions), and I’ll happily admit that I have yet to get to the current “endgame”, the full levelling of my characters, because sooner or later, I run into one of those balancing issues, and it kills my interest in that save.

Do I think the game has promise? Yes, it’s pretty damn clear that Juggernaut knows their RPGs, and knows how to put them together. They’ve shown, over previous updates, that they do know they have to balance things, and I’m as confident as I can be that they can get that mix right. Similarly, a lot of effort has gone into both accessibility and environment, and even the placeholder designs for newer enemies such as Security Turrets shows that mix of wanting to give an impression of the final design, while concentrating on how they work. Do I think it’s worth a gamble of £15? Yes. But the usual Early Access caveat applies: Be Aware It’s Still In Development. It may only start to seem obvious after your twentieth or so mission, which hints at why I feel this game has promise, but it will happen.

In the meantime, I’m going to keep plugging away until release. The game definitely seems worth that.

This is a screen you'll see a lot of. It's actually quite friendly, and intuitive.

This is a screen you’ll see a lot of. It’s actually quite friendly, and intuitive.

The Mad Welshman drew the powers of the Dark to him, and giggled. He had such sights to show!

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Soul Axiom (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam

I didn’t really want to take a look at Soul Axiom before release, as it was a puzzle adventure, and game fatigue would possibly have made me forget this one was being released. I’m sort of glad I didn’t, and sort of frustrated. Oh, and it’s by a team of Welsh developers, specifically Wales Interactive. Let’s see how my countryfolk have done, eh?

Elysia, it seems, can be a pretty nasty place sometimes.

Elysia, it seems, can be a pretty nasty place sometimes.

Soul Axiom is a sequel of sorts to Master Reboot, an earlier game, but knowledge of what happened there isn’t strictly required, as the digital afterlife has gotten a 2.0 upgrade… One which has, as you might expect, gone horribly wrong. So it’s up to you to, er… Solve puzzles using contextual abilities like deleting/repairing things, blowing things up, and a sort of object-rewind feature. Also collecting PEMO data (Memory documents shaped like the creepiest banging cymbal monkey I’ve seen in a long time) and the eyes of G.O.D (Acronym deliberate for plot reasons) to expand the story. With them, you get a more complete picture of how exactly everything went wrong, and without them… It stays pretty confusing for three quarters of the game. Which is a problem.

Why is it a problem? Because I’m spending more time looking for monkeys than I am moving the story forward, and, while it’s possible to go back and get monkeys, I have one shot at it, because… One save.

I thought I was free of you, colour matching puzzle... It tasks me. It tasks me, and I shall *solve* it...

I thought I was free of you, colour matching puzzle… It tasks me. It tasks me, and I shall *solve* it…

So, nice things: It has pretty good colour blindness support for the actual puzzles. Thank the Holies, somebody listens when the word “Accessibility” is used. The soundtrack is fairly emotional, from the melancholy bells of the Lighthouse area to the beats of the aztec monkeyland (Although, as a Welshman, I’m confused. Why all the talk about food in the jungle song? I mean, they are saying “Bwyta”, aren’t they, Wales Interactive?) Once the story gets going, it’s okay, with a four character tragedy unfolding that affects the very concept of death itself. Dr. Davies, who discovered Deus Energy; Solomon, a politician and ex-soldier; Dana, a movie actress; and Anastasia Strazh, who had previously worked with Dr. Davies.

Of course, it’s balanced out by the bad in this case: The story is pretty hammy at times, and until you realise one of the characters is a movie star, their “Memories” will make absolutely zero sense. Many of the puzzles seem there for the sake of puzzles (The “Move the skulls to match colours” puzzle is possibly the most egregious so far), and that single save thing is a real git, considering there are three possible endings, one for three of the characters, and the trigger isn’t obvious as to which you’re going to get. The paths genuinely don’t have any differences I’ve noticed except for the end, although getting all three leads to something extra. Just as, y’know, collecting everything does.

AAAAA, STAY AWA- it... It's... A collectable? AAAAAAAAAAAAAAA! [Screaming fades to distance]

AAAAA, STAY AWA- it… It’s… A collectable?
AAAAAAAAAAAAAAA! [Screaming fades to distance]

This, in essence, is my core problem with Soul Axiom: Whether you think you do or not, not collecting everything is a lesser experience, while collecting everything… Sometimes requires either a guide, or doing everything to everything you can. For example, in the museum… Look up from time to time. Most people I know don’t do that so much. The game is often fun (With the possible exception of the drones in the War Zone. I hate timing puzzles with instafails), and death doesn’t seem to have much of a consequence except for achievements, but it’s constantly reminding you that it is a game, and a potentially interesting story suffers as a result.

I’d still say give it a go if you like first person puzzle games with FPS style movement, just be aware that… Well, the collectables might not be as optional as they first appear.

The Mad Welshman edited his memory of this article after writing it, but he keeps finding creepy cymbal monkeys in his apartment as a result. The IT Helpdesk at TMW has remained unhelpful in solving this problem.

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