ISLANDERS (Review)

Source: Cashmoneys
Price: £4.79
Where To Get It: Steam

Ahhh, the city builder. The puzzle city builder. They’ve both got their own beauty, but, done well, both can be extremely relaxing times. And Islanders… Is done pretty well.

I’m about to lose… But, you know what? I feel accomplished for having done this much, not bad for losing.

As with city builders, buildings in the right range of each other create synergy, for good or for ill. A lumberjack does well with lots of trees around, better with a statue, better with a sawmill… But it makes parks, shamans, and other stuff less palatable to place nearby. Some buildings, like the Temple, are very picky, so thinking ahead is definitely a useful skill.

And then there’s the title. See, it all revolves around islands. Sometimes tiny archipelagos, sometimes big grassy dealios with ruins… But always, space is at a premium. And always, progress must be made. Most of the time, this means making enough points to get more buildings. But once you get far enough, the next island starts calling, and, whether through feeling you’ve maximised your work here, running out of useful buildings, or simply from having placed a lot of buildings, it’s time to move to the next, keeping only the score you’ve accumulated so far.

Every Island has its specific challenges, things that work well, and things not so well. For example here, brickies aren’t going to have a great time: No sand.

Thing is, while it is challenging, it does a lot to make it a chill experience. Tooltips handily tell you what a building does before placing it, allowing you to think. When placing things, there’s visual guides both to its sphere of influence and the points you’ll rack up from placement (Occasionally leading to “Just a pixel to the left, and… BAM, 32!”) It’s very quickly clear what’s what, and, throughout, light, relaxing music is playing, keeping you calm. Since the game automatically restarts on a loss, and saves progress if you leave, there’s also no pressure there, and I like that.

Islanders, overall, feels quite pleasant to play, sounds good, looks good… And, of course, the feeling when you have an island almost filled is a good feeling. Sometimes, you need something relaxing that still challenges the mind, and Islanders is definitely that.

Ohhh yeah. That’s the stuff. Still got placements, still got the chance to go to the next island. MMMMMMM.

The Mad Welshman always has time for relaxation. So ISLANDERS is definitely going in his “Play this when things are getting you down” folder.

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Subara City (Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

Cities are interesting places. Some heavily planned, some… Not so much planned as grew. And there have been many arguments as to whether one should take a top down approach (Larger matters to small) or a bottom-up approach.

“That’s Two Level 12 buildings, we can give you, guv’nor, take it or leave it…”

In Subara City, the answer is “Both.” A simple on the surface match puzzle game, Subara City has you match houses and characters with under-tiles of the same colour to combine them, until they reach Level 10. Then it gets a little tricky. You see, there’s a risk-reward thing going on, where Level 10 buildings can only be combined with each other, and once you do… That building can no longer be combined with anything else.

So, ideally, you want as many Level 10s to combine as you can get… But you also have to make sure you can still combine other blocks, otherwise… Game over. Similarly, on the risk-reward front, you have a certain number of demolitions you can do (one gained every 100 turns, and some for high level buildings), but your score is your population, so demolishing that level 17 building in the hope you get a level 18? Won’t gain you that much, if anything.

The first time you satisfy a building or character condition, it’s nice enough to let you know on the left, along with general hints and tips occasionally.

And that, essentially, is the game. Scores are local, but, after a while, you’ll find yourself struggling to reach Top 10… Against yourself. So… That’s the game, mechanically. It pretty much does what it says on the tin. How about aesthetically?

Well, musically and soundwise, there’s really not a lot to say. It has one tune for the main game (A choral piece), one for the menu, and the sounds are equally simple… That choral tune may well wear on you, or you might blank on it, so that’s a “Eh” for sound. Visually, it’s nice and clear, so that’s a definite plus, and there’s a little charm in the buildings and characters (Some of which you unlock through play.)

I’ve done slightly better than this since this screenshot… But I’ve also ensured anything less than 2 million won’t reach the top 10… Curses.

Still, there’s a lot to be said for “Does what it says on the tin”, and while it’s simple on the surface, paying attention to every part of the board is important, as really good play involves thinking several moves ahead. There are, however, a few minor niggles. There are odd (if slight) performance hitches when you select demolition or combining level 10 blocks for the first time, and some of the requirements for character unlocks don’t encourage high score play (A niggle because characters don’t, strictly speaking, have a score element attached to them.) These aside, it is a pleasant game to play, and I think other match puzzler fans will enjoy this one too.

The Mad Welshman is, in particular, fascinated by the most difficult requirement for a character. How many? And that level? Wow.

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Phoenix Wright Trilogy (Review)

Source: Cashmoneys
Price: £29.99 (£38.25 game+soundtrack, £12.99 soundtrack)
Where To Get It: Steam

Ohhh, we’ve been waiting a long time for this, but finally, the first trilogy of Phoenix Wright has hit the shores of the PC, and it’s quite the pleasing turnabout. After all, Phoenix Wright is, overall, an interesting and cool series, and the PC port is pretty good.

Wellington’s as excited as I am for this to have happened. Either that or we caught him in a massive porkie.

Okay, let’s get the niggle out of the way before we sum up the trilogy: It only remembers what window size it’s meant to be on loading. That’s pretty minor, so… Phoenix Wright. It’s a series of police procedural visual novels, in which you play the titular character, a novice lawyer, in the deadly justice system of what has been dubbed by fans “Japanifornia” (For being both Japanese and American), where simply defending your client isn’t enough… If you can’t find the real murderer in 3 days, your client is guilty by default. Game over, man… Game over.

It comes in two segments, investigation and the trial, but, thankfully, I can’t think of an instance where the investigation can end without you having collected the necessary evidence. The trials, however… Ah, they get tricksy at times, because not only do you have to choose between pressing for further details and presenting evidence, sometimes, what seems like the obvious path is… Well, the wrong one for the time. So, yes, occasionally there’s a bit of “Read the developer’s mind.”

Artist’s rendition of the player versus the developer in these moments…

Thankfully, you can save at any time, so if you’re unsure, remember the old adventure gamer’s adage: Save Early, Save Often!

Now, of course, is it good? Well, the original games and their HD ports come highly recommended for charming writing, good visuals, fairly accessible play (They were originally developed for the DS), and good tunes (Especially “Cornered”, which really gets the blood pumping), and, I’m happy to say, this particular port is… No different. The pacing and tone shifts are well handled, it breaks up the tension well with its comedic moments, and there are characters to love (Edgeworth, who definitely isn’t a secret Steel Samurai fan, nope), characters to love hating (Redd White and April May definitely come to mind for this), and I’m having a whale of a time playing through the first three games (Although I am informed that whales don’t get involved until Dual Destinies, which is outside the scope of this review.) As mentioned, there’s one correct path, and sometimes it involves reading the developer’s mind, but these are relatively few and far between.

When it breaks up the tension with humour… Well, it works. Poor Phoenix…

As such, Phoenix Wright Trilogy definitely comes recommended. It’s fun, it’s interesting, and hot damn, you do feel clever getting a case done without, say, looking at a walkthrough. For fans of mysteries and visual novels, Phoenix Wright is a no brainer.

The Defence Rests, Yeronner.

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Heaven’s Vault (Review)

Source: Cashmoneys
Price: £19.99 (£8 soundtrack)
Where To Get It: Steam

Time… Can erase a lot of things. We can’t be certain about the little things about a person’s life, from documentation, even thirty years ago. Time and time again, we’ve found we were wrong about societies from hundreds of years ago (And we may still be wrong), and as to the earliest stages of our world? Ha. Language, especially, can be tricksy. Lots of words look related, but these are just as often coincidence as actual linguistic relation.

Linguistic puzzles come in two flavours: Guessing the words by related form and context, and piecing together phrases, which allows you to confirm your guesses (or disprove them)

So imagine my pleasure when I came across Heaven’s Vault, where the obscurity (deliberate or otherwise) of the past is a core theme, and the tricksiness of deciphering a language from scratch… Ahhh, that’s a core mechanic. And, while the base of the story is nothing new in science fiction, the details? Ah, that’s where it becomes interesting, and cool.

So, let’s start with surface details. The setting: A nebula, through which rivers of ice wend their way, sometimes fast, sometimes slow, and both air and water are a premium. The society: Mostly under the rule of the Iox Protectorate, it is an Indian flavoured setting. It is by no means a nice place, but it’s what the main character, Aliya Alasra, calls home. She’s an archaeologist, and a request to find a professor leads to… Big consequences.

As an aside, if you’ve never thought Archaeology or Science have drama… I seriously suggest looking some of the drama up, because hot dang… Side note over, back to the game.

As with real rivers, there’s one heck of a rush to travelling rapids, thankfully without the risk involved (It is not, to my knowledge, possible to crash the ship)

More specifically, some crit I feel obliged to mention, before talking about why this is still interesting, and still recommended. The game is on a single save system. I can understand why, sort of… But it is annoying. The sound levels, at the time of review, don’t always take for the sailing segments. And the base text speed is a little fast (thankfully, it can be slowed down.) Toward the end of the game, the sailing, once joyful, becomes a bit of a chore. Okay, that’s the crit over with, now let’s get back to it.

The language in question, Ancient, plays a big role in the mystery Aliya gets involved in. Understanding of her situation requires exploring thoroughly, and understanding that you may not understand or have the tools to properly translate an inscription without context, or further pieces to work with. Thankfully, the hardest part (Discovering a few words) is already done, and you can infer some due to the fact the language is close to pictographic… Water, for example, looks like two waves, with two curved strokes to represent splashing. Nice. But since it’s also a compound language (Like German), you can also use that. Emperor, Holy, and God all have the same root symbols… And this, readers, is where the game does something clever that I appreciate.

The world doesn’t pretend to be a nice one. It’s grounded. Even if, sometimes, this involves delicate subjects (That it seems to handle quite maturely) such as slavery.

You see, it shows they understand that language doesn’t grow in isolation. It understands that words get tied to other words for reasons. And that Emperor/Empress, Holy, and God all have the same root deeply implies what the game then informs you… That the Emperors and Empresses were considered godlike. That’s a really nice touch.

Visually, it’s an interesting blend of hand-drawn animation and 3D landscapes that works pretty well. It’s fluid, it’s pretty easy to get what to do, and it looks lovely. Every place feels different. Musically, it’s very much a dreamlike experience. Sweeping violins fit well with the nebula’s rivers, and the “rocks”, small planetoids on which people still live (or… Not, as the case often is with the archaeological sites.) Sailing, while it gets annoying due to having to travel further as the game progresses (Fast travel thankfully got introduced just before publishing, and at least one mysterious “And the robot sailed the ship directly to where I was because reasons.”) is, in the first two thirds of the game, an interesting experience. It hasn’t really palled on me except when I’ve been feeling pressed for time, because it’s a beautiful place and the music is nice, but I can see how it would wear for others.

Oh, and what a hidden place it is. My favourite part of the early game…

In any case, interestingly written, with a core mechanic that is mostly unique (One of the few games to try and make linguistics core to its play, Captain Blood, does so in a different manner), and a story that kept me going, wanting to know exactly how things went as they did… Heaven’s Vault is definitely one of the most interesting adventure titles I’ve seen this year, and well worth a look.

The Mad Welshman loves exploring myth, and culture, and history. For a game to let him do this with a fictional one… Well, that’s the good stuff.

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Death Mark (Review)

Source: Cashmoneys
Price: £32.99
Where To Get It: Steam

Ghosts, it seems, are sexist. Either that, or they’re creeps. This is the impression I get from Death Mark, a visual novel/RPG with an interesting premise, but fanservicey art choices that don’t gel well with their horror narrative. So, more accurately speaking… Death Mark’s got a gender-bias problem.

I wanted at least one male horror, for comparison’s sake.

Let’s back up a bit. Death Mark tells the tale of an amnesiac protagonist, where it’s quickly established that they are amnesiac because of a death curse from a vengeful ghost. And so, with a living doll, a mansion that belonged to one of the victims, and the help of other Marked individuals, you attempt to find the spirit that cursed you to die in terror, forgetting more and more.

Let’s appreciate what’s good. The soundtrack is atmospheric and tense, and the sound design is pretty good. The UI is clear, except for the character menu (Which, apart from the END that leaves the game, can be explored just fine.) The art is good, except for some of the ghosts. The story beats are interesting, and the game sells its odd, urban legend inspired world. Similarly, the characters are interesting, and each has something going for them, where even the unlikable ones have some sympathetic aspects to them.

The most horrifying woman’s death CG in the game. And still shibari. SIIIIGH.

But, as mentioned, the game has a definite “Targeted toward the horny white male” vibe to it, as men are invariably murdered horribly, while the portrayal of women is… Well, this is the least sexy “Dead/about to be made dead” CG in the game apart from the intro. Inventory can be a bit of a pain, especially in Chapter 2, where the bottles of Nite Nite are not grouped, and yes, there are items of technically no use. Finally, while I could say the deaths/game overs for fuckups are annoying, the main reason this is so is because saves are restricted to the mansion, as, for the most part, puzzles do have clear hints (Sometimes in notes, sometimes inventory, sometimes conversation.) And finally, the monsters being in a different art style, while I can understand why (To emphasise their otherness), it doesn’t really land for me.

While Lee Chaolan has fallen on hard times, he’s still cheery as ever…

Nonetheless, overall, I enjoyed Death Mark, having completed the good route over the course of the weekend. I enjoyed its twist at the end of the main story, I somewhat enjoyed the DLC chapter, but would warn folks that the game contains mentions of abuse, child abuse, suicide, prostitution, rape… Heavy subjects. If that doesn’t turn you away, then Death Mark is pretty solid horror, and I do, overall, recommend it despite the reservations above.

The Mad Welshman says “Kill men sexily in horror games 2019!”

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