Oriental Empires (Review)

Source: Review Copy
Price: £22.99
Where To Get It: Steam

A key to good 4X design, I’ve often found, is understanding. That seems like a simple thing, but sadly, we’ve seen it proven time and time again over the years that it’s not. Oriental Empires is a strategy game set in ancient China, and its UI is… Not the friendliest.

The latest heir of my empire, being annoying and blocking my authority/culture meter.

In fact, the game as a whole isn’t very friendly. Considering that games don’t exist in a vacuum, this… Is kind of a big deal. Small text, smaller tooltips, and further information behind easy to miss subtabs left a bad taste in my mouth.

A bad taste that, sadly, only worsened when I found out about Local Factors. Hidden behind about three layers of interaction (Click banner, click unrest icons for general unrest details, click Dissatisfaction) is a number, contributing to your chance of revolt… That cannot be directly affected, and changes over time because… Well, to all practical intents and purposes, because reasons.

There’s not so much a tutorial as “A 40+ page in-game manual and an advisor that will tell you about things after you’ve worked out how to do them.” The actual effect of buildings and research (Outside of combat related improvements, it generally boils down to “Gives Happiness”, “Gives Authority”, “Unlocks a resource exploiter”, and “Makes some bad events less bad.” ) are hidden under popups (The wee texty bars lookin’ icon shows or hides that.) Occasionally, those popups will obscure information that you need, such as when an Heir comes along, randomly, and covers up the Authority and Culture meters you need to, for example, judge how many settlements you can build without added resentment (A brief irritation, but one of, as noted, quite a few.) Does it play well?

Okay, so I want you and you to flank so as to cut off retr- Which part of “Cut off Retreat” did you not understand, soldiers?

Honestly, not really. Outside of combat largely seems like an afterthought, especially in the early game, where resources are rare, and you are both encouraged to land grab and, er… Not exceed your Authority (which controls how many cities you can own without dissatisfaction) for fear of rebellions. Buildings have a high upkeep, so you’re rarely dealing with that, conquering things is a bad idea, due to that aforementioned Authority issue…

It makes the early game painful, in more senses than one. It doesn’t really help that combat, also, doesn’t feel like you have all that much control over it. Simultaneous turns means that you may well have trouble pinning down your opponent for a fight, and when you do get in a fight? Well, enemies will escape, so you have to start the whole palaver again, having multiple battles in a single round with a single force if you’ve preset your movement right, or fighting over multiple turns if you don’t (The correct method, generally, seems to be “Into the enemy and past them in the direction you think they’re most likely to run for as many movement points as you feel you can manage.) It doesn’t particularly feel engaging, especially as multiple fights are likely to break out in a single turn, and combat tactics are limited. Why did my units mill about aimlessly for most of a combat with a charge, but efficiently (if extremely widely) flank when I asked them to? No idea. I’m not told. Oh, and no, cutting off retreat with just the units you have is not an option. The enemy will retreat. Multiple times.

Really, these problems, these lack of clarity, kill the game for me, and it doesn’t particularly help that, visually, it doesn’t feel all that interesting either. The music is fitting, at least, but it doesn’t really redeem a game that will sometimes tell you useful things after you need them, sometimes just not tell you, and has many a turn passing with… Well, nothing of note happening. Kind of saddening, really.

This rain turned red as blood, and almost caused a rebellion. Funnily, most bad things seem to be “Causes unrest.”

The Mad Welshman finds no happiness here. 

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Freaky Awesome (Review)

Source: Cashmoneys
Price: £6.99 (£8.78 w/soundtrack, £3.99 soundtrack)
Where To Get It: Steam

Freaky Awesome is one of those ideas that looks fun on paper, but alas, the execution is a little lacking. The idea? A silly, twin stick melee and shooting romp, in which a badass action star who has a soft spot for his dog goes to the abandoned Chemical Factory to find them, only to find… Gruesomeness.

It has at least some of the right elements. Pumping and threatening bass electronic tunes? Yup. Slime and goo? Core to the game. Good visual designs? Yup. But it’s when it gets to play itself that it starts to feel… Well, not so well thought out. Partly through the procgen, partly through some base choices made. Let’s start with the mutations.

Small room? Check. Dynamite boxes? Check. Headache? Check.

When you first start a profile, you have two mutations you choose between for your character (For lo, he has been mutated by toxic waste, in true 80s fashion.) A one legged chicken-man with a kick and a dodge roll, and the Grub, able to lay worms and whip his head to attack multiple enemies at once. As you get to new zones, you can, with an expenditure of health, coins, and keys, fight a new mutation to keep it, in every stage. But the ideas for mutations run out relatively quickly, and their secondary abilities… Well, of the characters I’ve unlocked (Almost all of them) , only Chicken’s really sees any use at all, because that dodge roll has invincibility frames, and he’s the only mutation that has such a deal. The rest? Either they take long enough that they’re not worth the risk of being hit compared to, say, backing away while attacking, or they’re just not worth it period.

Example: Head. Head has a headbutt, the same way Fish has a chomping charge, Chicken has a roundhouse kick, Scorpion (presumably, not yet unlocked) has a slash. But his alternate ability is… To throw his head across the room, piercing enemies along the way, for… The same damage as if he’d headbutted them. Until the head is retrieved, no attacks are possible. Hrm… Which to go for? A headbutt that definitely hits everyone in melee range (Which, since many enemies are melee and want to get close, is a lot), and is quick… Or throw my head, do one hit, and then have to run away. Oil, with his fiery slime thrower and oil puddles, is a similar proposition. Shoot while running away, or take time to drop a slowing puddle that he can set on fire that doesn’t really work because it relies on chasing enemies not chasing you, and being stuck in the puddle.

Of course, I’m emphasising this “Hit them more often, as opposed to special abilities” because of both the monster and room design. The majority of enemies in Freaky Awesome rely on melee, and chasing you. Some are actually really good at chasing you, such as a three legged beastie that, no matter how fast you are, is probably going to at least be able to start attacking you at least once every second or two if you’re constantly moving. Others have area effect attacks, such as the chompers or big fellers with a ground pound that… Well, here’s where the rooms come in. Those ground pounders will spawn in small rooms. And the first area they’re introduced (Furnace) further restricts those rooms with fire vents in both the floor and the walls, the former of which are hard to spot on your first try (When they’re white, that means don’t step on them, they’re hot.)

This thing… This thing I have rude words about. Unless I have several follower items, in which case I yawn and kite, yawn and kite.

As you might have guessed, this makes some rooms not so much an exercise in not taking damage, but in how much damage you take, and that… Well, that isn’t great. Outside of those rooms? Well, even with a melee character, it’s surprisingly easy to kite most enemies, so the damage you’re going to be taking, with the exceptions of the Furnace and “Final” Organic area, is mostly from inattention to enemies, rather than being heavily restricted by the environment. Bosses, similarly, vary between the “Only take damage if you’re not paying attention” of Spider-boss and the Missile-Bee, to a larger version of the chompers that chases, has his area chomp, and, on “Death”, splits into two, and then again into four smaller versions, each a little faster, with a little less hit points, but more likely to do some damage if you don’t have a very specific kiting strategy to get them all chasing you in an orderly fashion (And even then, it’s risky.)

I could go on like this, but this, honestly, is a problem that hits nearly every mechanical level. Followers can break certain encounters over their knee, or they won’t do damage when they’re meant to. DNA is meant to be an incremental method of improving, as are the Mutation unlocks, but none of the mutations feel like much of a “Must have”, and unlocking them is a grindy process, not least due to the fact that giving Health is a factor in their unlocking. DNA is just grindy, although that grind presumably gets better once you’re not concentrating on mutations, as you can get 2 per zone (One from a shop, one from the boss.)

Not pictured: That third slot for a third benny costs 12 DNA. God knows what the fourth one costs.

As such, while it does have its freakiness, it’s monstrosities, it is, sadly, mostly surface level, and I can’t honestly say I’ve had much fun unlocking anything, or feeling rewarded for doing so. It’s just… Another day in the life. And that, unfortunately, doesn’t look like what the developers were really aiming for.

The Mad Welshman does not mutate. He already has all he wants: A nice, twirly moustache.

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The Dresden Files Co-Operative Card Game (Review)

Source: Cashmoneys
Price: £14.99 (Base game. Whole shebang – £26.86. DLC – £14.86 total, individually ranging between £2.89 and £3.99)
Where To Get It: Steam

The Dresden Files Card Game is an odd duck, to be sure. This isn’t because it’s a bad adaptation of the tabletop game, but because, honestly, the tabletop co-op card game has things that make me go “Hrrm.” So, keep in mind, dear reader, that most of this will be about how it plays, how the cards look, because the UI is fine, the ambient soundtrack is fine in small doses, and, apart from a minor control quirk where you scroll the mouse to zoom into a card, but click on it to zoom it out, it’s perfectly fine as an adaptation.

The character art is quite nice, and the book art remains as good as when I first saw it on the books.

Right. The tabletop game. Essentially, it’s meant to recreate the adventures of Harry Dresden, private dick, wizard, and meddler who often gets in way over his head, the creation of talented author Jim Butcher. The base game, much as the tabletop version, has the first five books, and five characters, each with their own small decks and abilities (Obviously, including Harry, and, just as with the tabletop game, 5 more books and 5 more characters are reasonably priced DLC.) The general idea? Solve cases and defeat foes, using a limited hand and tactical planning, to ensure that, by the end phase (or… If you’re lucky, after the end phase) you’ve solved more cases than there are foes remaining. So far, so simple.

The thing is, you have little niggles, and all of them are to do with Fate, or, more accurately… FATE, the tabletop system based on FUDGE, which has FATE Points and FATE Dice as resolution mechanics. In the Dresden Files Card Game, FATE Points are not experience, but a limit on what actions you can take, including passing your turn. You can get FATE Points back with, for example, Chicago cop Karrin Murphy’s Stunt (One use per game) or “selling” cards, and, as such, it’s a very tactical game. Hrm, I could use Harry’s Soul Gaze to clear up that case, but if I do, I’m leaving Karrin in the lurch for finishing off that Foe, getting us some FATE Points, and getting most of the way to clearing a case. Passing will also dick her over, because it costs a FATE Point, so… Discards final card, Harry is now a liability in the final turns.

FATE Dice sometimes play a hand in FP cost, attack power, and other shenanigans. This is, hands down, the best Showdown result I’ve ever gotten. A less than 1% chance that won me the game.

Tough choices, obviously, abound. And the game does do a good job, with a fixed card pool for each book and character, of getting across the narrative each represents. Billy and Georgia, for example, are werewolves. But they’re not bad Werewolves, and at least two of their cards can only be used if it doesn’t kill or solve. Meanwhile, Susan Rodriguez is an investigation powerhouse, with mostly weak attacks, but a good chance to take advantage, overcome obstacles, and, in at least one case, get clues for a case from fighting a foe. Meanwhile, each book, even though the card pool is always the same 10 cards, has quirks. Kalshazzak the Toad Demon, from Storm Front, for example, cannot be killed, or even hurt unless you solve the core mystery of the novel. In one book, a hostage situation is an obstacle that has to be dealt with, blocking further investigation or combat.

It’s thusly sort of a shame that some of the card art is… Well, functional. Cases look the same. Combat cards, very often, look the same. Same art for a Soul Gaze as… Consulting Bob. In the Side Jobs mode (a more random, “Here’s some occult stuff and cases that Harry would be dealing with in short stories, fanfics, and part of his world” story), this becomes even more clear, with White Court Vampires, Ghouls, Shadows, and all sorts of beasties represented by… Exactly the same card art. Now, at this point, I want to reiterate that this is a very faithful adapation of the original tabletop game, so this is how it was in the tabletop game too. But it’s still a minor let down.

You’re gonna need those case points, as Grave Peril has a lot of TOUGH cases.

Finally, you have… The Showdown. Again, this is a faithful adaptation, and another tactical layer to the game. Do you save FATE Points for the Showdown, leaving some cases or foes for a Hail Mary at the end? Or do you do your best with the cards, and then leave it to the dice with narrow margins?

Neither, as it turns out, are great. Having lots of FATE Points is nominally better, with a roughly 11% chance of getting nothing out of a case… But that chance does exist, and if you need more than, say, the 3 points you buy with 3-5 FATE Points (Depends on whether it’s a clue or a foe) , you’d better hope that margin is 2 or smaller, because even 2 points above is a 23% chance of success. And Lady Luck, as many have found to their cost, has no memory. Also to be factored in is that you have to have at least some hits on a case or foe to try, and an impossible roll is… Well, still impossible. You will never get more than 9 points in the Showdown, and that’s such a vanishingly small chance that it’s really not worth it.

Is it part of that Dresden Files mood to have the final Showdown be partly based on luck? Hell yes. But equally, do I have to like that? Hell no.

In the end, it’s an interesting adaptation of an interesting game, albeit one with its flaws, it has a good tutorial, and it has hotseat for those of us who do play hotseat, meaning that yes, you can buy it to play on your tod (Thank you. No, really, thank you.) On the other, it’s definitely intended to be played with friends, and this shows in even elements of the interface (You can’t, even in Solitaire mode, just switch between characters in the planning stage to see their hands. You have to click on them, then on the hand, then scroll through it. Not much extra effort, but it’s not 100% clear.) This would be fine, except… Well, everybody’s got to have a copy of the game, and the base game is £15. Which is fine… If you are also intending to play it on your own. Which isn’t recommended for long stretches, as the sameyness, and the quirks baked into the game itself, can annoy after long periods.

I’m… Not sure what Biker Gangs exist that look like this, honestly…

Frustrating.

The Mad Welshman met Lady Luck for the fifth time at a bus stop. As before, she completely failed to recognise him.

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GRIP (Early Access Review 2)

Source: Cashmoneys
Price: £11.99
Where To Get It: Steam
Version: 0.1.2.6
Other Reviews: Early Access 1, Release

Ahhh, GRIP. A spiritual successor to Rollcage with much promise, but it does seem to make the oddest mis-steps sometimes. Nonetheless, I will begin by saying that the GRIP team are slowly, but surely, pushing the game to better heights, and I highly respect the fact that they aren’t going to be taking the game out of Early Access until they’re sure it’s good enough. Even with critics like me pushing, and occasionally moaning and bitching.

Pleasure, thy name is a missile up the jacksie of the racer in front.

Needless to say, there is going to be some moaning and bitching. But less than there was, and in different areas. So let’s start off with what’s good, and what’s improved.

Aesthetically, apart from something I’m going to touch on a little later, GRIP is good. Gritty industrial elements counterpoint well with pretty vistas, blend well into the landscapes they’re built on (Except where it’s obvious they’re the paving over of said landscapes with ugly metal), and similarly, the soundtrack is pumping, industrial, and decidedly cool. The various GRIP vehicles stilll have character, despite the constraint that they have to be boxy, and their wheels big enough to fit the main motif of the game (They have high downforce, so it doesn’t matter which way up they are) , and that the steering becomes less responsive the faster you go, so slowing down is important is good. Similarly, the new weapons appear cool, and my previous complaints about the blue-shell nature of the Assassin missile appear to have been dealt with somewhat. The AI appears to be somewhat less vicious, and this, too, is good (I spent all of the last session on Hard, and felt like I was earning my podium place without feeling cheated on all of the tracks I was familiar with.)

Atoll is *very* lovely, as is the wont of a sandy beach…

So far, so good. Equally good, it’s still early days, and the devs do have a quick response to considered critique. Cool. Now for what is currently less good, or needs some work. Starting with the dramacam, and signposting. Essentially, a bit of colourblind support, or making signage and the path more clear, would be very helpful in the WIP tracks, as the game has now started putting in tracks with some devilish features, and more attention to the signposting thereof would be very helpful indeed. Features like uphill to downhill U-turns, and quite sharp ones too on Atoll, or the 90 degree turn with little warning and no rails on the fittingly named Acrophobia track. Combining with this was the drama cam, which, when I have a sharp impact, or I’m moving very slowly, decides not to focus on where I’m going, but… Well, this screenshot from Atoll is emblematic of the sort of thing I have to deal with, and I will also add the disclaimer that, most of the time, it works, and adds all sorts of dutch angles and funtimes that make the experience quite visceral, working well when I suddenly have to flip between track elements. Finally, the Primer is quite intrusive, and I find myself heavily disagreeing with the decision that either the game pauses, or heavily slows down (while still requiring control) every time it wants to take up the screen to tell me what to do… Especially as, if I’m not quick enough, it’ll do it again until I’ve done the arbitrary goal that, in 90% of the Primer, is “Use this basic weapon on somebody” if I’m not quick enough to do so.

…Alas, it is also one of the places where DramaCam hampered me more than pleasured me. Yes, I am aware the beach is pretty… But the way forward is IN FRONT OF ME.

Overall, though, GRIP definitely looks like it’s improving, the addition of multiplayer is nice (Still in testing, and the game, as with all WIP content, politely informs me is WIP both in menu and game, and, in the case of Multiplayer, embargoed until it’s more polished. Which is perfectly fine), and I feel a lot better about recommending this to future racing fans who still want some wheels.

Vroom vroom.

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D&D Lords of Waterdeep (Review)

Source: Cashmoneys
Price: £10.99 (£3.99 each for Undermountain and Skullport modules)
Where To Get It: Steam

There should be a word, perhaps, for when a game feels emptier and cheaper than it, in fact, is. That word would work very well with Lords of Waterdeep (Full title: D&D Lords of Waterdeep, to differentiate it from Waterdeep, Ohio, I guess.)

It is important to note that your avatar has no bearing on which lord you get. That’s down to *faction* . This screen also serves as a handy guide to what the expansions add.

Before we get into that, the basic idea of Lords of Waterdeep is that you are one of the titular Masked Lords of Waterdeep, rulers of the city who are, for the purposes of this game, at odds with each other. Each Lord (Chosen randomly from a faction pool) has special abilities, preferences, and goals, and winning the game involves making maximum use of your cards, and limited agents per round, in order to get Victory Points. It’s got a lot to it for something with such a simple base concept, and not for nothing was it, and games that follow a similar vein, quite lauded in the board game industry.

Part of the problem is, quite frankly, that it’s a direct iOS port of a game where the most effort has clearly gone into making sure the game itself works. The art is servicable, but the UI is iffy, and has trouble handling more than 6 buildings in a game (It is highly recommended to play the tutorial, to get used to the UI.) The music, I turned off rather quickly. It’s a single song. What you’re meant to mainly be enjoying here is the game itself, and play with others.

This is the first time I will see this card being played. It won’t be the last this turn. Not by a long shot.

Which can, honestly, be a disorienting experience, be it in multiplayer or offline, hotseat mode. On the one hand, I can understand why the decision was made to have every other player’s turn recap for every player, and why it will suddenly jump to another player (Who will also recap what they missed) every time someone has to confirm or choose something as a reaction, but there is not only no way I can see to turn this off (Should, say, you be playing hotseat on the honour system), and you need to go into settings to change the animation speed, that games can, at times, feel excruciating. Yes, I know Arilyn Moonblade did this, this, and this, I saw it happen. I don’t particularly feel the desire to see it four times in a five player match.

The AI in the game is pretty vicious, and even with an “easy” AI, there is a good chance you’re going to have to play pretty well to beat them, and, in the end, the main thing recommending this game is that it’s cheaper than the board game and its expansions. Overall, it feels kludgy, and very much a case of “You get what you pay for.”

On the one hand, thanks to post game scoring, I didn’t lose as badly as I could have done this game. But Mystra, to lose to a Moon Elf playing a Halfling. UGH. (And yes, that is apparently a halfling. CORRECTION: A Halfling replaced by a Doppelganger. THE REALMS, EVERYONE.)

The Mad Welshman is extremely salty that he lost to, of all people, Arilyn bloody Moonblade. Although he supposes it could be worse. It could have been Danilo Thann or Khelben Arunsen.

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