Bloodstained: Ritual of the Night (Review)

Source: Supporter Gift
Price: £34.99 (Iga’s Back Pack £7.99, Soundtrack £7.99)
Where To Get It: Steam

Ohhh, Castlevania. The mere name evokes memories of violin and piano laden music, memorable monsters, and, of course, a castle with a monster in it who plans to destroy the world. But alas, Castlevania is no more.

Die, Barber! You Don’t Belong In This World!

Good thing ArtPlay have perhaps created a new name: Bloodstained. And, for a first outing, it’s… Pretty close, if not spot on, to what I wanted, at the very least. A castle to explore, with paths opening up the more I fight. Memorable monsters with a mythical bent (Props on the Welsh and Gaelic stuff, by the way. XD.) Equally memorable characters, even if some of them are, on the face of it, a little stereotypical (But still highly enjoyable.) And some bloody amazing music, paying homage to the tunes and world that the team had previously created.

Honestly, from the moment Castlevania big name Koji Igarashii threw down his wine glass, it was pretty clear that this was going to be polished to an eerie sheen. And, funnily enough, it mostly is, as I have very few complaints… Mostly things that could just be me (Zangetsu and Andrealphus were somewhat painful for me, but part of this could be I was going quite INT heavy), or things that have a solution (On keyboard and mouse, RMB hold + MMB click for directional spells is somewhat of a pain, but… That can be rebound in a way that’s more playable.)

Too cute to die… Too dangerous to live.

So, for those new to how a Castlevania game works, this is basically the deal: There is a big castle that has appeared out of nowhere, casting demons and other gribbleys across the land (Some of which looks too cute to destroy, but you sort of have to. Sorry, demon pupper!) You, Miriam, one of the two survivors of the first attempt to summon demons, have come to stop the other, Gebel, from conquering the world (but maybe not all is as it seems?), with the power of Shardbinding (Taking demon’s souls, and taking them into yourself to gain new abilities), whatever weapons you can find, get in quests, or craft (Often very lovely to boot, each with their own special moves), and the fact that nearly everything that looks vaguely like a torch contains money or mana when smashed, have to save the world.

Aaaaand inhale, after all that! I love the feel, the cries of the beasts as they vanish, or their characterful moves. I love the music, and, funnily enough, one of the best love letters to the departed Castlevania involves this (Sit at the piano. And just wait for a soulful goodbye to what was left behind.) I love the designs, especially those of the two Shardbinders, Gebel and Miriam. And I love all the little touches inspired by the Castlevania series. Shardbinding works like Circle of the Moon. The Crafting works like some of the later titles.

The game uses its 2.5D stylings well for dramatic effect, or just for prettiness, whenever it needs to.

Look… I could rhapsodise for a long while about the feeling of beating down demons, getting new stuff, finding new areas with the new stuff, and the laughter at, even to this day, finding Wall Chicken… But overall, Bloodstained is the developers showing their love to the series they couldn’t carry on, by bringing it a new name, and all the care and design they’d honed over the years. It’s good stuff.

The Mad Welshman kneels before the Dark Lord. Nuff said.

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Robot Wants It All (Review)

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

Sometimes, after capitalism has kicked you down, time and time again, it’s time to fight back. Such is the subtext of Robot Wants It All, where Robot, our protagonist, suffers many humiliating deaths (usually, anyway) in their quest of Wanting things that, as it turns out, are monkeys paws (Except Puppy. Puppy is a Good Boy), before eventually realising that what he wants… Is Justice.

Justice, in this case, being saving the workers from the embodied evil of capitalism.

Or it’s a series of early Metroidvania type games from the days of Newgrounds, packaged into a collection that doesn’t run on the now obsolete Flash, with a new installment. It’s that too. But it’s hard to avoid the subtext, any which way, and, funnily enough, I like that.

So… A collection of shortish Metroidvania type escapades, ranging from simple to punishingly unfair (And not necessarily in game order), Robot Wants It All is, right out of the gate, a release that has its turn offs. But, to its credit, it does both add to its subtext and somewhat help with the difficulty with its progression. Starting with the Easy (smaller map, less enemies) version of Robot Wants Kitty, the player earns (in-game) Moneys by killing enemies, getting achievements, and earns the other installments of the series, from Easy, to Classic, to Remix (Hard), along with different robot types for an added challenge. Player, if they want to experience the whole, Wants It All too.

For one game, at least, Kitty and Robot are actually friends. Look at this teamwork!

Aesthetically, it looks somewhat like old shareware titles of the 90s, with pixel art for the main play, and bold illustrations for the endings, with simple (but mostly alright) chiptunes. No, where the interest comes in with Robot Wants It All is that each episode has different mechanics and progressions (Something that’s lampshaded in Robot Wants Justice’s intro.) While powerup collecting remains a core, what powerups vary from game to game. Robot, for example, uses Kitty as their main weapon in Robot Wants Puppy, a risky damage over time effect that ends with the death of either robot or the now quickly running (but not firing) enemy. In Robot Wants Y, they have a very slow to use bouncing laser that requires aiming, while in Robot Wants Fishy, they have both arcing bombs and, later on, harpoons. In Robot Wants Fishy, there is the amusing powerup of… Nothing. Because the explosion you caused to get there is reward enough, is it not?

Well, I chuckled. In any case, it was interesting to see the variations in the basic Metroidvania formula in each installment, even if, as noted, some are more difficult than others, if mainly because of the awkwardness of certain controls… Specifically, swimming. Swimming is a pain in the ass when you can do it (And you have to), and the segments involved often involve death. Some flying enemies have the nasty habit of floating outside of where they originally patrolled, although none have, so far, made things impossible to escape without death… Just awkward.

This, the easiest of the hard bosses, is a gent who, by the end of his life, it’s very tough to shoot without dying at least once. Doable… But tough.

Overall, I honestly like the experimentation within Robot Wants It All. The difficulty variations are somewhat annoying (A straighter progression would perhaps have been nice, but these were, and technically still are, separate games, so… I GUESS…), but I appreciate sticking to the original aesthetic while packaging the games in a more playable format, and adding nice things too. It’s worth a look if you like Metroidvanias.

The Mad Welshman does not, in fact, Want It All. All he wants is to make enough to do this full time. That’s what the support links are for.

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Touhou – Luna Nights (Review)

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

Oh, Remilia Scarlet, you’re such a card! Creating an entire alternate universe to play violent games with your maid, importing people from the actual world of Gensokyo for… Reasons. Most of us would make a game, or tell a story. You put your murder-maid in a metroidvania situation for funsies.

Metroidvanias generally are and aren’t, Sakuya. Don’t worry, you’ll get the hang of it.

Hello, yes, welcome to Gensokyo, which has had perhaps more misunderstanding based fights, bullheadedness based battles, and apocalyptic events caused by selfishness than Marvel Comics. Or, more accurately, welcome to an alternate Gensokyo, seemingly crafted for the sole purpose of being a Touhouvania for the entertainment of the protagonist’s bored, listless vampire employer(s).

Honestly, of the Touhou games, this has one of the more interesting stories, as the Scarlet Devils appear to have learned to become a tadge more responsible in their shenanigans, and there is, under the silliness, a story worth playing through for, if you’re into this sort of game. What would probably turn people off, however, is the one thing that isn’t really a fault of the game: That it is, indeed, bullet hell.

The first boss eases you in, but by the end, safe-spots are… Small.

Less bullet hell than many Touhou games, it’s true, but the patterns of the bosses definitely require memorisation and tactical thought more than your average Castlevania type game, and I was stuck, for the longest while, on Marisa, the second boss whose side-gimmick of “Stop your timestop” clouds was annoying to deal with. Not impossible, none of it is impossible, and the nature of bullet-hell means that it’s not all that twitchy either (Relying more on, as noted, knowing safe spots for each enemy pattern more than hectic dodgery), but it can be a turnoff for folks, and I respect that.

Otherwise, though, this is a solid game. Movement is tight, with interesting options, the core gimmick (Sakuya’s time stop ability) makes for some cool puzzles (Including the fact that water can be both a help and a hindrance when time is still, and not everything being affected), it tutorialises moderately well, and, as with many a Touhou game, fan-group created or otherwise, the music is excellent and the sound work is moderately good. Aesthetically, animations are good, and the telegraphing works very well, so… Apart from the potential genre turnoff, there’s very little fault to be found, and a fair amount of enjoyment.

Graze… Magic Bonus… Graze… Magic Bonus…

I’ve had a fun time with Luna Nights, and, despite being bad at Touhou games, this is definitely one I want to finish. If I were to pull some crit, the map screen isn’t as useful as it potentially could be, but when that’s the only criticism I can really find? Well, that’s always nice to be able to say!

Okay, so I got a bit annoyed with the graze/bonus loop, but that’s a niggle.

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Yoku’s Island Express (Review)

Source: Cashmoneys
Price: £15.99
Where To Get It: Steam

Pinballtroidvania. That’s a word I never thought I’d use… And yet, here we are, with Yoku’s Island Express, which, in essence, is just that: Pinball, mixed with the design ideas behind the “Metroidvania” genre.

It’s cute, it’s fun, and, oh boy, is the post-game a slog. So, the more things change, the more they stay the same. Let’s talk about the main game instead for a bit.

Just a small, early sample of the map in Yoku’s Island Express. It’s quite nice, really.

Yoku’s Island Express is the story of a beetle, tied to a ball, working as a postmaster in a world of skullmonkeys, bearngineers, space monks, and great guardians being harmed by an ancient and terrible evil. And how does this tiny creature, held down as they are by a great weight, get around? Well, convenient pinball paddles, bumpers, and kickers. Makes perfect sense.

Needless to say, the world is not a serious one. You’re not going to find deep philosophical questions, and the narrative is very firmly subservient to justifying various elements of its world (such as the Dive Fish powerup, which involves… Wearing a fish friend as leggings) , but, props to the developers, it is internally consistent. Not much of it may be very deep, but it’s clearly considered, well sketched out, and, as odd as the world of Yoku’s Island Express is, it didn’t feel unnatural, and that, in and of itself, is something to praise. So… How does it look, how does it play, how does it feel?

Pleasant, overall. The aesthetic is good, with fitting, often heartwarming and cool music, the difficulty curve during the main story is smooth, and no individual “table” in this world is particularly bad or frustrating. Heck, some of them, especially the bosses and climactic moment tables (such as blocking hot-spring vents to help save the Skullmonkey tribe) are quite interesting, as multiball, in the context of this game, is always assistance from a group against some sort of threat. A sort of “Power of Friendship” thing, if you will. The world fits together well, and some of its secrets and powers (such as the Sootling Hookshot) are cool and interesting. The main game, it must be said, is enjoyable, if somewhat short, with a large world to explore, some funny dialogue, and a surreal world that can nonetheless be taken at face value, explored with that voice that says “This is silly” being relatively quiet throughout.

Oooh, buddy… Heroic or no, blocking a volcanically hot hot-spring like that, you’re gonna need some lotion…

It’s when the story is over, though, and there are still things left to do, that the game falls somewhat flat. Thing is, this has been a problem with troidvanias of all sorts in the past as well, and I’ve never really seen a good solution to finding post-game collectathons involving collecting 100 of a thing, or triggering all of the things… Both of which are examples of the post-game, 100% completion “fun.” Does it have a better, true ending at the end of doing all the scarab marked paddles and shots and ramps, and collecting all the wickerlings, working out how to deliver parcels, and whatever the heck that space-monk thing was? Don’t know, don’t particularly enjoy finding out, never have.

Annoyance with collectathon postgames aside, as noted, the aesthetic is cool, it’s a nice world, and it was fun and interesting enough that I’d recommend it as an interesting variation on an established formula that mostly works… My favourite kind of recommendation.

The currency of Yoku’s world is fruit, a currency I can get behind… Although one has to wonder what the exchange rates are…

The Mad Welshman loves that ancient sport, Pinne of ye Balle, experimentation with genre, and insectoids. He is a marketing anomaly.

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Steamworld Dig 2 (Review)

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

It’s not so bad, being a robot miner whose uncle left you some kick-ass robot powers strewn around the very place where he’s gone missing. Well, y’know, apart from all the times you got disassembled because you got too curious… Or found yourself further on the path toward finding your Unc than you were maybe prepared for. But, generally speaking, being a robot miner isn’t bad.

…Yes, that is a Post-Facts reference. Yes, I’m wincing just as hard as you are.

A wee backgrounder before we continue: Steamworld Dig was the story of Rusty, a mining droid who dug deep, discovered an ancient, electronic evil, and put paid to it via digging, selling ore, gaining and using special abilities from lost technology, and buying ladders just in case he screwed up and dug too far. It was an interesting game, but also a somewhat grindy one at times.

I can happily state that this sequel, while still having the digging and the exploring and the selling ore and finding whatnots, is a tighter, less grindy game. Gone are purchasing teleports, replaced with a (mostly) handy pneumatic tube system that serves as checkpoints, and an ability you can earn later on that allows you to teleport to the surface anywhere that isn’t a cave or a plot-important area. Ladders, similarly, exist in a sense, but the game relies more on the more traditional mobility powerups to speed getting around and gate progress. For example, one particularly clever segment has you using a hookshot to cross a very windy segment of desert, with the most difficult segment involving timing your walljumping to coincide with very short periods of lower wind speed, and, importantly, very little of it feels frustrating.

Here, we see the hookshot being ohgodwhywon’tthelavarobotsgoaway…

Well, except for one feature, but that’s pretty much a personal preference: I really, really don’t like bosses who are invincible for the majority of their pattern, and there are a couple of those. Nonetheless, overall, Steamworld Dig 2 trades a lot of its procgen for something that, in the context, works better… tight design. From the very first, you are taught to use your powers until they feel natural, and then asked to think of them in slightly different ways. Hookshot as means of climbing. Hookshot as means of passing an impediment. Hookshot as means of clearing nuisances. Hookshot as boss avoider. A lot of the time, while there is a difficulty curve, it’s mostly only when the game seriously changes up the formula, or introduces something you’re not prepared for that you notice that. So yeah, props on that. Anything bad?

Well… Not… Really. The game isn’t going to win any awards for writing, with most characters being both functional and one-dimensional (Here’s the cowardly greedy mayor, and his long-suffering mother. There’s the shy mechanic, surprised and pleased when you actually want to hear the tutorials or them nattering about the tech you’ve gotten. Merchant. Archaeologist. Most folks are defined by their role, more than anything else.) But beyond that, it’s a well designed action platformer with clear direction, clear visuals, and some cool powerups. Honestly, that’s all it needs to be.

See, this *looks* intimidating… But thankfully, it’s a lot more chill than it *looks*

The Mad Welshman took quite a few screenshots. And then he realised a lot of them are spoilery as heck. Consarnit.

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