Source: Cashmoneys Price: £6.99 Where To Get It: Steam
Way back when it entered Early Access, Besiege was a darling of streamers who loved contraption games. In a sense, I can see why they liked it. In another, it’s… Not the friendliest of games. But I can definitely see the appeal.
Okay, so, the unfriendliness is a good start, because, honestly, this is going to be the biggest turn off. UX wise, the menu options are tiny. And, apparently, UI scaling was at its biggest level when I ran it, so… Yeah, that needs a rework, folks. You can do bigger than that. Indeed, only by zooming into the planet menu was I able to see where the heck I was meant to go for the first world. Secondly… Building, and the tutorialisation thereof.
I get that it’s a toolbox to play with, and that experimenting is at least some of the fun, really I do. But how, pray tell, do I stop a bomb exploding instead of launching it? I don’t know. How do I aim a rocket well? I don’t know. How do I give my poor siege engine four wheel drive? This, I had to look up. Turns out you can rebind keys on individual parts. It ain’t the friendliest. You need boomy things to kersplode rock or brick. This, at least, I got.
And I will admit that finding an unexpected solution to an early
puzzle was amusing and interesting. You can see it pictured below.
Well, the aftermath, anyway. Basically, bomb on top, what was meant
to be a hinged holder for the bomb, with a piston to launch said bomb
toward the obelisk I was meant to destroy. On the downside, the hinge
tilted back, as it was meant to… And the entire machine exploded.
On the upside, the machine did not, in this particular case,
have to survive to do the job, as the burning, flying parts of my
machine formed a giant, impromptu shotgun blast, and blew the obelisk
to smithereens.
I don’t really see it catching on, though. Bit of an expensive
solution for a medieval civilisation, that.
But I’ll also admit that some levels were just plain fun. Kill
70% of a group of knights and archers? Well, I added a few saw blades
to the sides of my poorly steering machine (remember how I said I
wanted to know how to 4WD that puppy? Well, I hadn’t learned it by
that point. By the end of the fight, one of my wheels had fallen off,
but the knights foolishly leapt forward, and were torn to shreds. The
archers had been eviscerated just as they managed to shoot off one of
my wheels. Somehow. With arrows.
Aesthetically, its low poly look is appealing, as is the calm, relaxing, and ambient tunes that form the background of… Well, blowing shit up, stealing things with grabbers, building improbable machines, and generally causing objective based chaos. But it’s very much a niche sort of game, and the unfriendliness of it isn’t… Well, it isn’t making a friend of me, for sure. Still, it’s relatively cheap, it’s got a lot of levels to it, and you can, if you really work at it, make some utterly ridiculous machines. So it’s got that going for it.
The Mad Welshman, honestly, just wants to see his machines burn. That’s the best part.
Source: Review Copy Price: £32.99 for the base game, £9.17 total for the soundtrack and “time-savers” Where To Get It: Steam
Azur Lane is one hell of a phenomenon. It was, originally a mobile shmup gacha type deal that persists to this day. Gacha, by the way, means random drops, like the toy ball machines you sometimes see in cinemas and arcades, which are called Gacha Machines.
But over the years, it’s gotten an anime, several manga, a fan following that make doujin and headcanon, expanding on the world… And the developers, basing their shipgirls, or kansen (women who’ve been given magical girl powers from rebuilt battleships to fight an alien threat called the Sirens… Or to use that alien threat’s technology to be evil) on the battles and cruisers, destroyers, battleships and carriers of World War 2, even down to a plotline in the main game that closely matches that of World War 2.
It’s interesting stuff, and, prior to the release of this game, a
friend encouraged me to try out the original. So here I am, reviewing
a 3D, third person character shmup with players switching between
shipgirls of various abilities to achieve three goals for S rank: All
player ships survive. Bosses killed. And to do that in 2 minutes or
under.
And it’s honestly pretty nice! Very talky, and with a game loop
that’s a somewhat acquired taste, but the writing is good, and each
character shows their development, from Shimakaze, the protagonist of
story mode, a cute, but naïve shipgirl just coming into her own, to
Amagi, the sadistic, dominant, and extremely thirsty cruiser who was
the villain of the early arc of Azur Lane, along with her adoptive
“sister”, Kaga, who is a much more quiet character who merely
appreciates the art of battle… And is a grumpy dork. There’s even a
particularly humorous section in Chapter 4 of the game, where one of
the bigger bads, the Siren “Purifier”, attempts to fight the main
character, with a big, dramatic build up… And then all of that, the
dramatic music, the stormy clouds, the evil laughter and dramatic
monologue… All fall down as she’s told Shimakaze is in the middle
of a friendly match with another character.
“…What.” I laughed, just as I laughed at several moments up
until then.
Mechanically, while the main loop of “Sit through a ton of events,
have some two to five minute battles, maybe grind some earlier
battles to make sure you S rank, collect loot boxes, then do it some
more” may turn folks off, the battles themselves do have their
interesting parts. As with the original mobile game, there are up to
three frontliners, and three support ships, which provide abilities,
covering fire, that sort of thing. But you can switch between the
characters, and when you do… The character you were using heals, a
subtle encouragement to switch characters to use their special
abilities (such as Shimakaze’s speed boost), their lock on attacks,
and their own weaponry, with strengths and weaknesses. My one crit so
far is that while moving forward to the next objective is clearly
marked with a green arrow, it could sometimes be simpler, mission
wise, if the enemies just… Spawned in, rather than wasting time.
Maybe a personal preference thing.
Meanwhile, the keyboard is not recommended for this one, as there are
directional controls, camera controls, two attacks, two specials, a
dodge… That’s tough to keybind well, and I had trouble before I
went to controller to carry on playing.
Aesthetically, Azur Lane in general has been known for its music, and
it’s no different here, with some good tunage, solid sound and voice
work, and the visual novel/overworld map elements are well done. The
UX is pretty clear, and, while the 3D isn’t top notch, it’s still
pretty good, and I do like the water, unrealistic though it may be. I
dunno, maybe it’s because it adds a touch of stylisation.
So, overall, I enjoy Azur Lane: Crosswave. It’s definitely one fans of the original should check out, and, if you like these sorts of genres, there’s going to be an element of the game, at least, that will be enjoyable to you. It knows what niche it’s aiming for, and it lands it, and… Well, I appreciate a well written game!
The Mad Welshman curses the day his friend got him to Azur Lane. It’s killed his productivity…
Source: Cashmoneys Price: £27.99 Where To Get It: Steam
Ah, the games that try to give us the Pokemon experience on PC. The hunting of cute creatures, the training of cute creatures, the, er… Well, let’s skip over one of those points to the charm of gym leaders, the worlds, and the cartoonishly villainous antagonists. Yeah… And Temtem, in Early Access right now, is one of those, and is also… An MMO.
That’s
right, a massively multiplayer game, in which you can, at times,
interact with other trainers. Suffice to say, I am an internet
hermit, so I shall most likely end up talking about that on the next
Early Access review. For now, though, let’s talk about interesting
differences, nice touches, aesthetics, and, of course, how it feels
to play.
Pretty
much from the beginning, there were interesting things that quickly
became apparent. Now, before we talk about that, the way it usually
goes for the new folks: You are a monster tamer, catching monsters in
some form of digital storage (cards, in this case) after weakening
them enough, and using them to fight other trainers, most of whom
will pick a fight with you first. The wild temtem only exist in
bodies of water and tall grasses, for the most part, and, once a
fight begins, you engage in a turn based battle, which is where the
first differences crop up.
Some
things stay the same. Your Temtem all have types, and those types are
strong against one or more types… And weak against others. But
here’s an important difference: Once you run out of stamina, the
resource each Temtem has for using moves, it’s not “Oh heck, that
move’s useless now.” No, you can do one of two things, both of
which have different risks. You can rest that Temtem for a turn,
which means you’re losing out on damage, but get stamina back… Or
you can still use the move, but take the overflow of stamina loss to
your hit points, then have to rest a turn. If you have healing
items, and that move makes a win that turn likely, odds are high that
one’s going to bring you the higher reward.
Even
better, once you have a Temtem caught and registered in your
codex, the game will colour code the target ring around the Temtem a
bright green (for super-effective), or a dark red (for weak.) Value
differences, people: They make a lot of difference. It’s by no means
the only set of changes, which make for a more streamlined, nuanced
experience, but it’s definitely one you notice straight away. Finally
on the interesting and positive differences front, there is Temtem
Essence, effectively, a full party heal and revive that can be used
once, until you return to the nearest healing station. Cool.
Aesthetically,
the game is cartoonish in nature, with cel shaded 3D models, nice,
orchestral style music (I do love the cheery violin number you first
hear when travelling the first route), and the writing… Well, from
the moment you look at the Fire starter, and you hear the professor
mention he won that starter in a pub brawl, you know the writing’s
going to be a little more mature, and I appreciate this step. So…
There’s a fair amount to like. What’s not so hot?
Okay,
it’s only a few things so far, and I’m sure that, later in Early
access, the devs will handle some of them. Balance wise, the first
area is a little tough, and I had to rush back to the healing console
a few times before I got to the first town, because some of the
trainer fights (for example, the fight where there’s a level 11… I
already forget the name, but it’s a bigass piranha.) are somewhat
tough. Not unbeatable, for sure, but there’s some you’re definitely
not coming out of without a Temtem being knocked out. Which neatly
leads into another minor niggle… Unless you’re talking to
everybody, you may not realise which of the three consoles you come
across are the healing one, the storage one, or the vendor. It’s not
a big problem, as experimentation quickly shows which is which
(it’s the left one for healing), but it is an annoyance. But,
on the other hand, it’s a definite improvement that there’s no
unskippable speech, and the animation for healing is pretty quick.
Very nice quality of life thing, right there.
Finally,
the things that are interesting, but whether they please is to taste.
Firstly, that some Temtem start without offensive moves when they’re
caught. That one usually resolves itself relatively quickly, but in
your first area, levelling up requires them to be in a fight to get
experience, for at least one round. And secondly, that evolution
levels are not “This level, full stop”, but “This many levels
after the level you caught it at.” Personally, I found it an
interesting touch that doesn’t overly affect my experience, but
others may get turned off, so that has to be mentioned. There is also
the fact that any one Temtem only has a limited number of breedings
in them, and, when bred, the child has the lower breeding
limit of the two parents. That one can, potentially sting.
Anyway, overall, I’ve had a pleasant time so far, now that the rush of the first few days has gone down. It has quite a few quality of life features (more than I could explain in my usual review size), interesting mechanical changes from its spiritual inspiration, a nice aesthetic, and, of course, playing with your friends. I can appreciate this a fair bit.
The Mad Welshman is a hermit, it’s true. But in his time in the mountains, he learned well the art of swearing at a monster-capturing device to make it work better. A valuable skill.
Source: Cashmoneys Price: £34.99 Where To Get It: Steam
Digimon, Digital Monsters, only certain ranks of Digimon are the Champions, as it turns out, doesn’t quite have the same ring to it. But that’s besides the point, we’re reviewing one I missed, because the budget’s never great: Digimon Stories – Cyber Sleuth, Complete Edition. Bit of a mouthful, but I appreciate that it is. Even down to the “Timesaver” bonus content. Whuff.
So
yes, the general idea: It’s the future of our world, virtual reality
that doesn’t make you motion sick (or need to move physically) is a
thing, people quite literally “go on the internet”, and cyber
crime still exists… Except using Digimon, which humanity, as a
whole, seems to be unaware are actually living beings, albeit in
digital form. And two protagonists, along with their friends and
mentors, discover Great Events in the offing, as they gain the
friendship of Digimon, and the Digital World and the Human World
entwine and bleed into each other all the more.
It’s dramatic stuff, and I appreciate how the main plot’s kept me coming back, what with corrupt corporate businessfolks I love to hate (Well, no, I just hate, to be honest), Digimon of various personalities, such as one that simply wants friends, but goes about it in precisely the wrong way (and other, darker individuals), and, of course, friends, characters, their own stories. Nice. It’s also aesthetically pleasing, mostly, with a mostly clear UX. We’ll get into that mostly in a moment. But how does it play?
Well,
beyond the basics, which are a little more involved than Pokemon (You
have two sets of types to consider: Vaccine/Virus/Data/Free,
and element types. And yes, both of them factor into damage,
so if you have precisely the wrong matchup, prepare to have that
Digimon knocked out very quickly indeed), the devil’s in the
details of which story you’re playing in the game: The Hacker’s
Memories, or Cyber Sleuth. The Hacker’s Memories involves different
kinds of battles, and seemingly no use for the Mirror Dungeon part of
the DigiLab (where you do various things starting with Digi- to
Digimon, such as Digivolution, the changing of a Digimon into a
different Digimon, or back to give a little more of a level benefit.
A thing that’s required for certain kinds of digivolutions.)
Meanwhile, Cyber Sleuth has more of a real world map. But both
involve… Look, I would be here for a very long time if I were
talking about mechanical differences, and the Digivolution process,
so let’s talk about how it feels… And the negatives of the game.
Positive wise, we shall leave it so far as “Mostly good aesthetics,
mostly good UX, a fair bit of depth and complexity, without being
overwhelming, and puzzle areas that didn’t make me want to
tear my hair out at the roots.
Feel
wise, I’m feeling myself drawn into the story and its characters,
enjoying the boss battles, and finding the world interesting. It
dripfeeds the lore, only as it needs to, and, for the most part,
doesn’t go “Hey, did you know about ‘World thing?’” unless it’s
genuinely something the character wouldn’t know, or is unclear about.
Good! The random battles… Exist. Maybe I’m overlevelled a lot of
the time, maybe it’s just that way once you get any sort of decent
team, but it’s only either when I’m in a new area, or am just
starting out that I don’t seem to be one-shotting Digimon that
I’m not weak against. So… The random battles feel a little like
busywork as a result, especially due to the digicapture system (yes,
a lot of things being with digi- . Deal with it.)
See,
you have to beat up a certain number of Digimon of a species to get
enough data to hatch one yourself. And then more data, up to
200%, to make sure your Digimon is the best of its kind it can be.
This can be eight fights with a digimon of a type (25%-30% each.) It
can be ten. And it can be 14 fights. I haven’t found anything below
15% Data from each fight yet, but… Yeah, getting Digimon can be a
grind. And some, you have to either feed in the Digifarm a lot, or
have along with you in fights, to raise their CAMaraderie to the
level you need. Rare Digimon can take a silly number of levels, plus
special items to make, but… That’s rare ones, I’m okay with that.
What
I’m less fine with is the type-match colouring when you select an
enemy to hit, which is Red (Good damage, but not necessarilygreat damage, because, as you recall, there are two
sets of type matchup.) which is fine… White for normal, which is
fine… And blue for bad, or, more accurately speaking… Cyan
for bad. These last two colours are very close together, to
the point where even a fair few folks who aren’t colourblind
can’t tell them apart, so… Bit shit, that. And no, there is no
colourblindness option. At all.
Equally,
there are two minor niggles. The dungeon animations, or animations
where your group is both running and bigger than 2, get weird,
because the monsters can easily get caught up on you (stilling their
animations, although it doesn’t restrict their movement), and are
always pointed toward you when they’re running, which looks
janky as hell. It’s not a dealbreaker, and nor is the fact that audio
options don’t seem to take effect (or can even be set) until you
start a game or continue it (the first time you play, you set them,
and can change them in game.)
Overall, I’ve had a fairly good time with Digimon Stories, and it’s probably one of the games I’ll actually new game+ , in my large backlog. As a monster collecting game, it’s solidly designed overall, its story is drawing me in, and, apart from these problems, I’m having fun, and would recommend it to other fans of RPGs, especially those who are into the monster collecting gig.
I’ve appreciated having two months in a row where I’ve had nice monster collecting games. Now if only I had the free time to play them…
Source: Cashmoneys Price: £8.23 (Soundtrack £7.19, Deluxe Edition £13.72) Where To Get It: Steam
Sayonara Wild Hearts fits in an interesting place in my mind. It’s somewhat akin to Audiosurf, in that you’re collecting things to a musical track, but it is, at the same time, less and more than that. It’s a game that rapidly, often to the point of disorientation, shifts gears on you, from floating to flying to quick-time fighting (space only for that, no worries on that front), to moments where you just enjoy that sparkle of things being collected and… Oh, yeah, photosensitive epilepsy warning, folks, because there’s a lot of flashing. The hearts flash, the world can flash, the fights are flashy in both senses of the word…
But
it can’t be described with reference. Because it’s its own thing, and
that thing is an arcade music video. Or, more accurately, an arcade
music movie, sort of like Interstella 555 (Go watch that if
you haven’t, it’s pretty good.) The multiverse used to be a cool
place, full of love, and ruled by three of the Major Arcana. But then
five of them decided to get up in everyone’s business and break
those hearts. So they used the pieces of a broken heart to create a
magical girl, a magical girl who’s going to heal the hearts of those
broken hearted Arcana.
If
you guessed there was a queer as fuck subtext here, you’re wrong.
It’s text, and it’s fucking amazing. Biker girls, wolf
girls, literal sword lesbians… And the music starts
bittersweet, and, while it gets lonesome and bitter in places, that’s
the point. You’re fighting that. You’re fighting, by the end, an
avatar of homophobia, and then? Well, you get to do it again, this
time with the goal of beautiful smooches, now you’re a proven Magical
Girl Heart Mender!
And,
as you might have guessed from the idea that it’s a music movie, yes,
the aesthetics are gorgeous, the tunes vary quite a bit, but
they’re all good (I happycried the first time I went through some of
them), the visuals are… Ah. Yes. Let’s talk about the heartbreak
for me, and probably some other folks.
You
see, even though the game is forgiving in terms of forgiving deaths,
and having low score barriers to finish the main story… As
mentioned, the game flashes a lot, there’s a level where it’s
twisting in a way that’s guaranteed to set off somebody’s
motion sickness, and when it gets twitchy, it gets twitchy. As
in “You have precisely 0.1 seconds to reorient yourself, because
here’s a narrow corridor/sudden obstacle/need for a turn-pad very
quickly after another one” twitchy. The QTEs are actually just
fine. They’re friendly, they pause for a short, grey moment before
you screw it up (and don’t let you screw it up because you pushed it
before the prompt even appeared. And the game takes itself in
directions with little notice, from race-collecting, to shooters, to
even a Space Harrier or Panzer Dragoon like experience where you’re
locking onto enemies to shoot them.
The
controls, thankfully, are accessible, and twitch was expected in a
game like this, but, even with that forgiveness, it can get brutal,
and I had real trouble getting through the aforementioned twisty
level, the second Moon level against the Howling Moons Gang,
precisely because it was fucking me up. And I will also
mention that this disorientation is only fitting, considering
it’s a coming out story, set to music, and narrated by Queen Latifah.
Shit’s disorienting, and things can come at you from unexpected
angles… It is fitting!
And
so, while I’d heartily recommend it to the quick fingered and strong
stomached, and while I would less heartily recommend it to folks who
are at least strong stomached (Because, as noted, you’re going to
finish the levels regardless, and getting bronze is definitely
do-able on each level), I find myself reacting to its cuteness,
coolness, and positive, bubbly nature like the disaster bisexual I
am: Longing for mutual fulfilment, yet finding myself gunshy about
engaging, because… What if it rejected me or hurt me?
Like I said, even though it’s a recommendation with some heavy qualifications, it is a recommendation. I just wish it didn’t seem so out of my league, y’know?
The Mad Welshman is, in case you hadn’t noticed, pro queer rep. So to see this was a balm to an otherwise terrible month for him.