Team Sonic Racing (Review)

Source: Cashmoneys
Price: £34.99
Where To Get It: Steam

Obligatory “Oh look, it has Denuvo” warning.

Ah, doesn’t Team Sonic Racing look pretty? Aren’t its tracks interesting, and its soundtrack gorgeous butt rock of the type we’ve come to love and expect? Solid voice acting, and a typically Sonic story with fourth wall breaking and silliness? Golly gee, this would normally make for a very positive review, wouldn’t it?

Exceeept… Team Sonic Racing, to me, feels like a case of “You had one job.” Because the racing… Is somewhat painful.

Oh dear. Knuckles got hit by something. Not my fault!

Not the team aspect. That was actually quite interesting and cool. After all, encouraging co-operation in a team racer is a good thing, and this, it does quite well, by giving benefits to those who slipstream each other, give each other little nudges forward, weapon boxes when they ask for them (The person heavily in first place rarely needs them, after all), and even for agreeing to use Team Ultimate at the same time. That is legitmately cool, so props where props are due.

No. It’s the rest of it. Let’s start with this whole drifting thing. If your drifting is painful, on both mouse and keyboard (and it was for me), then maybe, just maybe, it’s not a good idea to so heavily emphasise it. Or make it the star ability behind both the “collect things” challenge types that exist. Overall steering is, honestly, not terrible (not great, but not terrible), but, since the track design also has things for which a simple turn doesn’t suffice, er… That drifting is required. The same drifting that so badly gelled with me. Joy. It doesn’t help that the drift boost is… Disappointing, compared to the headliner team mechanics.

Attempted, a light drift: What I get… OH GOD WALL WHY.

And then… Customisation. Normally, I am a beast for customisation in racing games. I love me new parts. But when firstly, said customisation is based on gacha (That’s random drops, ala lootboxes), and there are a total of three parts of Speed, Technique, and Power type, along with gold versions of the exact same powerups… Well, that’s somewhat dull, especially as their boosts and maluses are… Middling, at best, not significantly changing play.

As noted, on an aesthetic level, it works just fine. Most things are clear (The only thing I didn’t find too clear was the quicksand v track segment of one track, but overall, it’s bright, with solid readability and good value shifts for clarity), the designs work well, and the music and VO are good, solid stuff. But this is, unfortunately, an at best passable racing game. At worst, its drift’n’collect stages are frustrating, and the online play… Well, it isn’t great. The ending animations become unskippable (and they are slow), reports come in of matchmaking problems…

AEAB. That’s all I have to say.

…Overall, TMW has definitely seen better kart racing. TMW has definitely seen better racing games overall. And this is a shame, because an otherwise glittering core element, and an otherwise shiny exterior sandwiches… Well, blandness and some irritation.

It is The Mad Welshman’s sad duty is to inform you that no, you do not, in fact, go that fast here.

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Wargroove (Review)

Source: Cashmoneys
Price: £15.99 (£17.98 for game+Soundtrack, £3.99 Soundtrack)
Where To Get It: Steam

Sometimes, getting what I want to see feels like a monkey’s paw just curled. Thankfully, Wargroove is not one of those times. But oh boy, it could have been. After all, for all that the Advance Wars games were solid, they were definitely not without flaw, and irritation.

Not this bit, though. This bit has always been cool.

So let’s talk about that, and how Wargroove definitely seems to understand, and try new things. The general idea is turn-based strategy, in which two or more commanders send their soldiers (Who can move and attack within certain ranges) to either conquer the battlefield by capturing the HQ, or defeating the opposing commander. The more construction buildings they own, the more units they can build from each, and the more villages they own, the more money they have spare to actually construct those buildings. In addition, commanders have special powers charged by combat, which can turn the tide of battle. So far, so AW, even down to many of the fights in story mode being down to misunderstandings (except with the EEEEVIL Undead faction.)

Obligatory “Good Boy About to Inspire His Troops To Smack Bandits Down” image.

Where it changes, however, gets interesting. Yes, buildings get captured, but once they are, the side in question gives them HP before they can be recaptured, which replenishes slowly, but can also be used to heal surrounding units (A cool tactical consideration.) Units’ critical abilities encourage you to play in certain ways (Such as archers being stationed to guard choke points, pikemen grouping up to tag-team enemies, or knights charging across the battlefield), and the commanders being on the field also changes things up, as they’re basically super-units, balanced out by the risk of them dying if they overstretch, and the fact that commander powers are used by the commanders limits their utility somewhat. That still leaves a first turn advantage in multiplayer, from what I hear, but, overall, it’s an interesting move, and expands the tactical options somewhat.

I like Ragna. She seems to have been made for the sole purpose of being an Advance Wars style character. Both in and out of game. 😛

Now add in that the difficulty can be eased in several ways, allowing you to experience the game at the cost of completionist factor (Lower difficulties, which is also customisable, reduce the amount of stars you can potentially earn in a game), and a checkpoint system mid-mission, and the game is, mechanically, both pretty tight, and accessible. The UI is solid, the pixel art is good, the writing pays homage to its inspiration, and the sound and music is solid.

What I’m basically getting at here, is that Wargroove definitely gets the coveted “What It Says On The Tin” award, along with accessibility and aesthetic points, making it a good turn-based strategy, not outstaying its welcome, and what few flaws I felt I came across, are either relatively minor, or fixed with some sort of feature in recent weeks. Worth a look!

Vampire batladies, accessible strategy, good dogs, and cackling villainy. Yes, these are the good things in life.

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Scythe: Digital Edition (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam
Other Reviews: Early Access

Scythe is one of those games where, for all that it added in the three all too brief months since I last looked at it, I can’t really recommend it without qualifications. Specifically, that it is definitely still better with friends, multiplayer or no… And that the Rusviet faction still causes colour issues, at two of the three distances you would normally look at them (Essentially, only up close are the workers easily visible.) Small text remains small, small icons remain small. Still some accessibility issues.

Spot the Rusviet Workers (DISCLAIMER: Difficulty *still* determined by colour blindness type)

Knowing this, let’s do a brief recap. Scythe is a boardgame set in an alternate history where a strange factory is at the core of a landgrab power struggle between six russian themed factions, where, unless you have the option to turn score previews off, you’re wondering whether ending the game is really a good idea, because there are multiple factors at play that mean the person to end the game (Getting six stars for various objectives)… May not actually be the winner.

Maybe one player has courted Popularity so well that their score multiplier takes them to first place. Maybe their winning several fights has boosted them slightly beyond you. It adapts its boardgame style very well visually, the card art is gorgeous, the music is great, and it now has both multiplayer and an extra reason to keep playing (some extra cards for play are now locked behind completing objectives in games.)

But none of this, unfortunately, gets around the fact that it still has those accessibility issues. Its addition of multiplayer was definitely a step forward, but it’s the only complaint of mine about it that was really addressed. And, as such, while it is an interesting game, I can’t really give a whole hearted recommendation. Nor, because it still has its interest, and definite fun from the diplomacy, and uncertainty that comes from playing with others, can I thumb it down.

There is, perhaps, a minor assumption here. An *understandable* assumption… But an assumption nonetheless…

The Mad Welshman is slightly amused it’s taken 3 years to get to the point where he hasn’t much to add on release.

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GRIP (Review)

Source: Cashmoneys
Price: £24.99 (Assorted team unlock DLC totalling around £6)
Where To Get It: Steam
Other Reviews: Early Access, Early Access 2

GRIP, spiritual successor to Rollcage and future racing game about cars that work equally well (or poorly) both ways up, remains a game where when it goes well, it goes very well, and when it goes poorly, you say rude words and hit the “RESTART” button. It also remains a game where the line between the two can be quite thin. As thin as a single ramp, or some inconsiderate driver you’ve just shot with a gatling deciding to get in your way after several high caliber reminders not to.

Pictured: Poor combat-racer etiquette, as demonstrated by a robot.

You’d think they’d learn after the fifth missile for getting ahead of me in a row. But such is life in the world of GRIP. C’est la guerre, as they say.

The thing with GRIP is that, although it’s undeniably cool, it is also harder and a little less accessible than other Future Racers. Breakneck speed, combined with the ability to launch yourself into the air, combined with less than stellar track signposting and some nasty corners… This is before we get into things like the entire HUD going screwy when you’re heavily damaged, or the less than friendly multiplayer interface (and odd segregation of race types.)

Does that, necessarily, make it bad? Well, no. It’s aiming for barely controlled chaos, and it gets barely controlled chaos. It’s also one of the first future racers where I felt obligated to use the brakes. And, to its credit, it does mention the difficulty of the tracks, and it’s not joking when it says “Hard.” To take one example, the aptly named Acrophobia (A mountain track set above some deadly drops) finishes with perhaps the nastiest brake trick I’ve seen, a leap from one track to another vertically opposite, then… Ah, then, if you don’t immediately slow down, you’ll careen off the side of a 90 degree hard turn, rather than quickly braking (or at least, taking your finger off accelerate) dropping from the second track, slowed down, but able to take that sharply angled corner. That one caught me out more times than I care to count.

I can’t deny, however, that it looks *awesome* when you pull it off.

On the plus side, beyond the track design, and the usual Future Racer tricks (Such as only hitting the accelerator on “GO!” to get a boost-start… Itself mainly useful if you don’t have a conga line of racers in front to ruin said boost), difficulty can be set in a moderately granular fashion. Don’t like blowing up mid-race? GRIP feels you, and lets you turn that option off. Want packs to be more cohesive, and to never feel truly safe in a race? Rubber-banding can be turned on and off. Don’t like Blue Shells (the Hunter missile)? You can turn that off in pickups. Well, in single player and online, anyway. In Campaign, the rules are mostly set.

Speaking of weapons, the game seems to be at its best when it’s sticking to traditional models. There, any flaws in the bots seem more natural. In Arena mode, for example, I never really felt challenged by the bots, only by other players, while in Ultimate race mode (which adds a stunt and combat scoring mechanism, as well as racing points), it felt like the more cohesive the pack was, the harder the time I had racking up those points. After all, you don’t get points for fucking up and losing seven places… Speaking of… A reset remains punishing in most cases, so occasionally, there’s the frustration of a second placer knocking you off the track (or going off the track due to a moment’s inattention), and… All of a sudden, you’ve lost several places, and, if this is anything after the 2nd lap, good luck clawing your place back. Combat is nearly all frontal, with some clever exceptions like the EMP field (also known as “Punish anyone coming close”) and the time slow powerup (Which slows everyone except you… Normally quite powerful, it can, however, aid some players through the more difficult sections, which makes it a bit of a gamble. But a clever one, as some distance is always gained.)

The Hydra Missile. Poor lock-on range, situational… Still like it because it’s a swarm missile.

Overall, GRIP is something I personally enjoy, while acknowledging it’s a bit of a mixed bag. The menu accessibility varies, the track signposting is iffy, the tracks can get hard pretty quick. But the powerups are pretty balanced, the granular difficulty is a good choice, the music and visuals overall are pretty, and the feeling of big, chunky jet-propelled cars careening around their chosen track or arena is pretty good, right up until it suddenly feels a bit frustrating. Probably not best for first time future racers, but at least alright overall.

The Mad Welshman will always, when customisation options are available, go for the most garish car imaginable. It’s basically like using missiles, but for the eyes.

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Speed Brawl (Review)

Source: Review Copy
Price: £15.49
Where To Get It: Steam

While I’m not much of a fighting game man, I love me some beat-em-up action. There’s something cathartic about beating the living daylights out of goons, beasts, and monsters, all of whom want yo- wait, speedrunning too?

Each tournament of the game is clearly mapped out, and it’s usually pretty clear what you’re meant to do.

Yes, this is Speed Brawl, a side-scrolling arena beat-em-up where the main concept is “Gotta punch fast.”, as you’re rated more by how quickly you get through its fighting shenanigans, or how quickly you hit targets, than how much health you have at the end of it, or how many sausages you picked up from trashcans along the way. And, as with any speedrunning games, there are tricks, little things to give you an edge.

Still, even without those, it’s mostly a fun as heck game about alternate-universe victorian characters (mostly, in the early game, some rad ladies) beating the hell out of mooks and bugs (big or otherwise.) And boy, do I love two of these characters in particular: Cassie and Bia.

Each character, along with equipment to buff them, and colour schemes (both won via playing the game), has a different feel to them, and Cassie and Bia are perfect examples of this. Cassie is a short french pixie-urchin with a cricket bat, and while she’s quick, she’s not the most damaging character, and is slightly more fragile than most. She also has a fast special, and her ultimate move (gained the same way you gain Special meter stamina: By beating things up) is nigh uncontrollable, but a glory off destruction if you can get her to spin around the stage just so. Meanwhile, Bia is big, butch, and her attacks work best at a somewhat specific range (the end of her fists, obviously.) She’s nowhere near as fast, but her specials and ultimate are tight, horizontal, and repeated haymakers, which do a lot of damage. Put the two together, since each level of Speed Brawl is played with two characters per player (and switching out gives a small speed boost), and an orgy of carnage results.

Like I said, when Cassie’s special can be aimed, it’s a gooood time!

It’s good, fun stuff, and it helps that everyone levels up once enough XP is gained, because for certain levels, folks like Cassie are, hands down, the best, while for others, you want something different. It works well aesthetically, the music is pumping and joyous, and, while the controls and later enemies (who have defences, or teleports, or ranged attacks) take getting used to, it’s definitely fun.

If I had any real crits for Speed Brawl, it’s that some enemies just feel more annoying to deal with (The large Rippers who are invincible from the front, for example), and that items don’t always feel like they do much, even though they are definitely increasing damage, and adding status effects. Part of this is that it’s chaotic as heck, and it can sometimes be hard to read what’s going on outside of your immediate circle of “Thing I’m pummelling right this second”, and this gets moreso with two players.

Then again, it also goes more quickly and is fun as heck with two players, so… Tradeoff? Either way, I like how Speed Brawl messes with the 2d beat-em-up formula, and, while it has a number of buttons, it’s still fairly easy to get back into.

It should also be noted that the animations have a good sense of impact. Or… Multiple impact, in this case…

The Mad Welshman loves Alternate Victorian times, because they really appreciated the value of a good top-hat and moustache. And yes, that is shallow.

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