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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Perfect Universe (Review)

Source: Review Copy
Price: £6.99
Where To Get It: Steam

In a perfect universe, everything is easily understood, and if you then fuck it up, it’s your fault. Enter newtonian platformer Perfect Universe, a collection of games with the single theme of gravity. Also some nice shaders that make it look a bit like an ink drawing.

This man with no shirt is part of a Perfect Universe. Food for thought...

This man with no shirt is part of a Perfect Universe. Food for thought…

So let’s talk games. There are several games, three of which are available single player, 6 multiplayer. The SP games are all variants on “Collect the things, and do it quickly for maximum cheevoness”, while the MP games are things like Moon Golf (Warning, does not often contain moons), racing to collect balloons, and platformer Dodgeball. It’s at this point that you may be thinking “Oh, well that’s easy, and not worth my time!”

Let me tell you about Mister Legs. Mister Legs laughs at your bravado, knowing it to be ultimately foolish. He waits, eyes wide, because he knows that you will forget that his legs can stick to things, or that he jumps better, so much better, when his legs are firmly planted on terra firma. He may not be a rocket, or a gliding bearded man, but he will make you scream, as you stick his leg to a surface just a little too low, a little too late, and you have to do a segment all… Over… Again. He will not sigh, he will not laugh. For he knows it is a Perfect Universe, and thus, it’s your fault.

Mister Legs, implacable avatar of a Perfect Universe. He has sticky and independently moving feet.

Mister Legs, implacable avatar of a Perfect Universe. He has sticky and independently moving feet.

Indeed, each game has its own tricks and traps, and the main one is actually kind of clever: Gravity, in this Perfect Universe, is based on the objects in the world. And this allows for some pretty cool perspective and control tricks. Take Space Station 1, for example. Looks simple, doesn’t it? Go around, jump on platforms, avoid spikes. Just hold ri- Oh, yes, when you’re moving up a surface, up is right. This, combined with the fact that gravity is toward the outer surface of the level (IE – The spikes covering most of it) makes it more of a test of skill than it appears. And, since the rules are easily understandable, and explained early in the game… It really is a test of skill.

If I could reduce the game to a single world, it would be “Minimalist.” The controls are simple (although sometimes oddly placed on the keyboard, such as Enter for jump), the music is low key, mostly piano and some piano synth, and most of the sound is in the background… Apart from the flare of thrusters on the rocket game modes, and the grunts of the half naked beardy man of the main mode. It kind of impresses me how much Will Sykes Games is doing with so little: Perspective tricks, control tricks… For something with simple rules, it’s somewhat hard to sum up.

There's more than just these two, of course. Rockets. Golf. Balloons. But I wanted to show off this clock, because it's pretty cool.

There’s more than just these two, of course. Rockets. Golf. Balloons. But I wanted to show off this clock, because it’s pretty cool.

I honestly don’t have many gripes about this game, mainly with the single, somewhat lackluster death animation, the fact that some menus are still usable while they’re slowly fading out after you press Quit, the key binds sometimes tripping me up (Only sometimes, though), and some of the game modes not really feeling that appealing to me (I’m not a big fan of the rocket games, but that’s mainly because inertia is a big consideration with those), and, for its price? It’s a perfectly reasonable game, with mostly reasonable challenges based more around doing it better than having to do it perfectly for most of the game, some fun co-op modes, and some cool visual designs. Worth a look if you like simple games that become complex due to the combination of simple rules, rather than through adding complexity to the rules themselves.

The Mad Welshman looked over the endless void, and remembered the old truism: Stare ye not too long into Mr. Legs, for while you stare, Mr. Legs stares also into you. He shivered, then jumped to the next moonlet: Shirtless, bearded, and proud.

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Kumoon (Review)

Source: Review Copy
Price: £3.99
Where To Get It: Steam

Oh, Kumoon. It’s been a long time coming, but it’s getting SteamVR support, so I thought this would be a good time… and I am amused. For those who never heard of Kumoon, it first looked very different. For example, it didn’t involve a cute robot, but a cute baby chick. The game is no less fun for this, however, and I’m quite happily bouncing my balls.

...Okay, so I'm not getting this trick shot. Who cares, I already won this one!

…Okay, so I’m not getting this trick shot. Who cares, I already won this one!

Wait, maybe that came out wrong. So let’s talk Billiards for a bit. Billiards has often been touted as the mathematician’s favourite ball game. The Billiards table has no pockets, unlike pool or snooker, and less balls, but this is because the object of the game is to hit both the sides of the table and at least one “object” ball, then the target ball. There’s at least a few variations, but the basic idea is that, the more things that you hit before successfully hitting the target ball, the more points. It’s tough.

Kumoon is both more and less than that, in a sense. Much like Billiards, if you can somehow consistently hit the targets with a minimum of three bounces, you’re world class. But you have to do it in 3 dimensions. And the “cushions” aren’t always on the outside. Oh, and there’s often more than one target. Usually lots. It’s not, it must be said, a game which is terribly difficult. So long as each target you hit is, on average, 3 or 4 bounces, you’ll defeat everything, and you have a lot of balls to work with. The real challenge, and indeed, the real fun, is in trying to set up those perfect shots. Not the two or three bounce hits… The nines. The tens. That all too rare fifteen bounce hit. It’s a game where most of the challenge is the one you set yourself.

Your avatar, while not as cute as a chick, still glories cutely in the chaos they've caused.

Your avatar, while not as cute as a chick, still glories cutely in the chaos they’ve caused.

And when you manage it? It feels good. Okay, liiiine ‘er up, and… Off the sloped wall (+1), into the air, on top of another sloped wall (+1), off the back wall, thankfully a score wall this time (+1), onto that green ball I find so hard to use just right, but feel so happy when I do (+2), just skimming off another sloped wall (+1), and finally, into the stack I was aiming at… 5 target bricks, all knocked over with the same blow, each worth 6 sweet points each. 30 god-damn points, hell yes!

Of course, even when you don’t, it can be amusing to just fire those balls off, just to see where they go. Phunk, phunk, phunk, phunk… Within a few minutes, you’ve got balls lying all over, at least a few bricks are knocked down, and whether you’ve scored enough (or even hit anything) or not, there’s a quiet amusement to watching the balls fly all over. Meanwhile, pumping electronic beats… Actually kind of conflict somewhat with the cute aesthetic of the main character, and the somewhat unserious game, but hey, you can’t have everything!

Sometimes, you just need to get things done by shooting balls *everywhere*

Sometimes, you just need to get things done by shooting balls *everywhere*

In summary, it’s amusing, it’s somewhat short, but it’s £4, and if you like setting challenges for yourself, the playtime can be extended a fair bit. If you don’t like physics puzzling or score attack, this may not be for you.

The Mad Welshman chuckled as he bounced a steel ball off one of his robotic henchmen. “That isn’t a valid cushion!” , they cried… Wait, who was worrying about valid? He was having fun!

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Energy Cycle (Review)

Source: Review Copy
Price: 79p. Yes, you heard that right. £1.99 with the artbook and soundtrack.
Where To Get It: Steam

Never let it be said that developers don’t know what works for them, at least some of the time. Once again, Sometimes You creates something cheap, simple, and logical, involving making things add up. But don’t worry, math phobes… This time, it’s colour matching, not equations. And I say that this is okay without a hint of sarcasm.

This is an example of how you start a puzzle...

This is an example of how you start a puzzle…

Essentially, there are rows and columns of coloured blobs. Clicking one of those rows or columns changes the whole row or column, and you want them all to be one colour. Nice, simple, easy to understand. It’s enough to make a critic’s hair come out in clumps. After all, it works, it’s cheap, it’s fun. That should be ideal, right? I can even point to it and say “This is for people who like logic puzzles, don’t need to worry about story… Oh, and digital art of some flavours of sci-fantasy abstract cats of varying quality is in there too, so… Maybe cat fans?”

But we love our words. We love having things to say. What, in the end, can we say about a game so simple, so deadly simple, that if the developer fucked it up, we would feel pity? Oh, they didn’t, by the way. Last time, I talked about aliens and their strange foibles. This time, I think, we shall meditate on colour blindness.

...And this is a particularly nice finish, and a particularly growly cat. Go me. Go cat.

…And this is a particularly nice finish, and a particularly growly cat. Go me. Go cat.

Colour blindness afflicts many of us. It makes certain games unplayable, and developers either know how to deal with it, or they find out they have to learn, quite quickly. Games have lived or died on the colour blindness vote. Energy Cycle, I am happy to say, is distinctly colour blindness friendly. A black background, with swirly bits. The plasma balls that form the puzzles are one of (at the beginning, at least), three colours, all very distinct in terms of hue, all brighter than the background by far, all fairly saturated. The only part of the screen that isn’t terribly clear is the little menu button in the top right, and I fully expect that can be fixed quite quickly. I even trust Sometimes You will do it, too… They seem quite considerate like that.

Musically and visually, the game is, in a sense, dark as heck. The plasma balls aren’t, but the digital cats are all ferocious, the music pumping with square and saw waves, dark pieces of electronica that pulse to a seemingly authoritarian beat. Combined with the swirl behind the level select screen, it seems to cry “OBEY. OBEY YOUR CAT OVERLORDS.” I laughed, when I realised what dirty tricks the designer had put into level 6, which has almost every single little ball affecting both a row and a column, as clicking intersections shifts both by one colour. And I understood the logic behind it. 18 clicks, fuckers. I reckon that ain’t bad. Similarly, there’s a time attack, a level editor, and they’re all really accessible.

There... Really isn't much more than this, so have another cat, this time from the title screen.

There… Really isn’t much more than this, so have another cat, this time from the title screen.

I like Energy Cycle. It’s hard not to, because it’s cheap, it’s simple, it’s accessible, and the developer still had room to put their own little stylistic touches in that I can say, without any fear, are theirs. For its price, for what it is, I’d say the game is exactly right. Fair dos, it’s not often I get to say that.

The Mad Welshman is totally not a front for your secret cat overlords. Meow.

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Going Back: Antichamber

Regardless of your position on the worth, correctness, or validity of Art Games, Antichamber is a game I would defend as “An Art Game” to the death. It is, in its sense, art. It is most definitely a game, with challenges, obstacles, and mechanics. And it is a utopian game.

Wait, what the hell is a utopian game when it’s at home? Read on, and I’ll try to explain.

There's a lady who knows... All these puzzles are gold... And she's sung in the title of the puzzle.

There’s a lady who knows… All these puzzles are gold… And she’s sung in the title of the puzzle.

Antichamber is a game without a fail state beyond you giving up. Now before you think that’s boring, let me point out that that doesn’t mean you’re not going to fail to solve a puzzle. But you’re not only always going to be able to have another go, you’ll be able to travel between most puzzles without a care in the world. Nothing is going to kill you. Nothing is telling you you’re shit at the game. In fact, quite the opposite: The game’s signposts are basically life advice, generally quite chill life advice at that. And it’s often pertinent. For example, there’s a bridge of sorts, and the signpost for both crossing it successfully, and falling off it reference a tightrope. The game shows you what happens if you take that bridge too quickly beforehand, and what doesn’t happen if you take it slowly (It won’t disappear from under you unless you deliberately step off it or speed up at the wrong time), so… It’s basically an analogy for tightrope walking, which is generally best done at a relatively sedentary pace. Another has a sheep leaping off a cliff, after you followed an instruction to, er… Jump off a cliff. Something something cliff something something everyone else something? I’m sure, if you’ve even encountered fictional parents, you can fill in the something somethings there. It’s a thing parents like to say.

Antichamber owes a lot to… Well, a lot of things. Life is what the game is an analogy for, but it owes bits and bobs to Portal (As it uses a sort of non-violent, puzzle solving “weapon” with multiple functions unlocked as the game goes by), to M C Escher (As it plays with perspective, direction, and space being a bit bendier than usual), and to logic puzzles (As everything has internally consistent rules, and so you can deduce, reasonably, how doing thing A will affect problem B with at least good accuracy most of the time.) You are… Well, you, really. And you’re in a maze. A maze that is life. You start with no tools, no knowledge, and a fleeting sense that you don’t have enough time (Because, at first, it appears you are on a timer, and it’s not a long one for a sprawling puzzle game.) As the game goes on, you accrue knowledge (Certain walls go away when you do one thing, this part of the maze acts like this), tools (One of four cube guns, each one adding an ability to your arsenal, from the ability to take individual cubes and put them somewhere else, to the ability to make nigh infinite cubes, to the ability to make walls of cubes, moving them around), and, along the way, you discover… That actually, you can take the game at your own pace. Just like life, Antichamber is not a race to the end. Stop. Enjoy the flowers. Or, in this case, a picture of a man with his trousers off, and the associated life lesson.

You may be mistaken for thinking this is an easy puzzle. It still has challenge. Because everything except those crates is lava. To that brick.

You may be mistaken for thinking this is an easy puzzle. It still has challenge. Because everything except those crates is lava. To that brick.

The thing being, of course, that you are, in this game, trying to get to the end. The game tells you what a bad idea it is to try and race there. It shows you little easter eggs, misdirects you, tries to slow you down with increasingly more skill intensive puzzles… But you’re curious. There is something that eats light. Something to which doors are no obstacle. Something which seemingly eludes you at every turn. And… When you catch it… It’s all over. That’s right… The game ends, and oblivion results. That something, that nebulous, slightly ominous thing you’ve been chasing for no reason you can determine beyond the goal… Is death.

It’s rather clever. But it doesn’t stop there. Everywhere you look, there aren’t only puzzles involving perspective, there’s the overriding message that hey, maybe… Just maybe… If you look at things from a different viewpoint than the one you’re used to, think sideways? Things will go better for you. You’ll expand your mind. You won’t only get better at the game, you’ll get better at being you. It’s a positive message. In fact, the only negative messages in the game are that you shouldn’t really hurry (The antithesis of many games), and that you won’t get through things consistently by just bulling your way through (And you won’t.) Like I said, utopian. No danger unless you actively seek it out. No challenge that you have to accept (There’s often another way until near the end, when your choices narrow due to… Well, having solved everything else!), and you can always, always go somewhere else… Maybe play with an old puzzle just for the heck of it. You just have to remember how to get there.

It's kind of clever, really. Normally, this room is actually quite well lit.

It’s kind of clever, really. Normally, this room is actually quite well lit.

Finally, it’s tightly designed. There is no HUD. The options, as well as the map and your collection of signposts are all in a single, easy to return to location, and whenever a new mechanic is to be introduced, you can guarantee something’s going to either be nearby to show you how it works, or you’re going to come across something that teaches you sooner or later. Good example, Eye Walls. Eye Walls are terrible at staring contests, fall asleep, and vanish when you stare at them for a time (The time being dependent on the door.) There’s a crossroads at one point early in the game, a door that won’t open if you look at it, and directly opposite that door? An Eye Wall. Walking slowly backwards, you’re guaranteed to see it close. Or, another, sharper example happens when you enter a room with a tantalising hole in the ceiling. Inside the hole? “Don’t Look Down.”

Well… Whyever no- AAAA EYE AAAAAAA FALLING AAA WHERE DID THE FLOOR GO?

And then you land harmlessly somewhere new. Because the game’s cool like that. And you’ve learned a new thing.

So, Antichamber is tightly designed around a theme. Good. It imitates life (Via analogy). Good. It is, indisputably, a game. Cool.

So it’s an art game. And it’s well worth checking out.

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