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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Goblin Shop (Review)

Source: Cashmoneys
Price: £7.59
Where To Get It: Steam

Running a shop is, barring the social aspects, mind numbingly dull. Customers come in, they look at things, maybe they try and steal things, and sometimes they buy things. Then they leave.

Times my “helpful” employee has fallen asleep today: 15.

Goblin’s Shop tries to add things to this basic formula, in much the same vein as games like Recettear, Nono’s Magic Item Shop, or Moonlighter, but… A lot of what it seems to be adding is annoyance. Okay, yes, Employees potentially make things easier… But just as often, they’re going to fall asleep on the job, requiring you to punch them awake. The music is sparse chiptunes, and as such, they pall quickly. And adventuring… Well, have good enough folks, you can easily win through. Don’t, and you’re just leaving to come back later. There’s no real stakes to it, and…

…Well, it all ties into a core problem. Much like actual retail, a lot of this feels more like busywork. I don’t need every single material on the adventure map. I need newer ones. But it’s there, why not pick it up? Money? Money hasn’t been a problem the entire time. After a certain point, it just… Stops becoming important. Selling kit to adventurers to equip them seems like a good idea, until you realise that you have to solicit them, multiple times, to get the silly beggars into the shop to buy something basic like a potion. And the “multiple times” is there, not just due to failure chance, but because they may not actually buy a potion, despite you knowing that they’re going to need one, and soon.

This is about as exciting as adventuring gets.

There are some minor nice touches to Goblin’s Shop… Finding monsters is the way you both diversify your party and get more customers, and sometimes, when you sell a nice item to a customer, they’ll give you extra enchantments to work into your items (randomly.) When you defeat bosses, you actually have the chance to be merciful, which nets you kit, and can improve the humans’ opinions of you. But finding new recipes is slow and annoying, getting to new adventuring areas is a matter of going through adventuring again and again until you beat it… This is without getting into odd control decisions and hiccups, like WASD having menu functions in the shop, but not in adventuring, or the character stopping moving (Considering that your character’s only option when he doesn’t have backup is to run away… Not so good.)

In short, there’s a whole lotta grind here, not a lot of stakes, the music helps it feel grindy, and while there’s a lot in the game, there’s not a lot of cohesion to it. And that’s a big old shame.

The Mad Welshman takes no pleasure in being a downer on goblincraft. But sometimes, it just makes him too green.

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Desolate (Review)

Source: Cashmoneys
Price: £19.99 (£22.30 for game and soundtrack, £4.79 for soundtrack)
Where To Get It:
Steam

It’s always dangerous on the Island, and it’s important to know when to creep, when to crawl, when to duck, when to jump. People have nice words for all the things that happen on the Island, pretty words like “Gravitic anomaly”, “Anomalous Localised Weather Phenomenon”, and a whole bunch of others, most of which translate to “Watch out for this, it can kill the unwary.” The traders are Uncles and Aunts, familial names for the vultures who claim to watch out for you while taking the lion’s share of your spoils, and eager scientists want to add to their store of pretty words… But not at their own risk. No, that’s for the Volunteers.

If there’s anything Victor Ognin’s gonna pay for, it’s this. Damn him.

If this is all sounding a bit like the Strugatsky Brothers’ Roadside Picnic, then you’ve correctly noticed this is a heavy inspiration for Desolate. Although STALKER would be a closer comparison, considering that the disaster on this island, the strangeness… Is at least partly the fault of scientists being over-eager about Things Man Was Not Meant To Wot. Specifically a man called Victor Ognin. So, a scientist to hunt, strange abominations, bandits and madmen, anomalies… All the while worrying about the strange effects of the Island, keeping yourself alive.

It’s such a shame then, that it feels more hollow than its inspirations. There have been moments, it’s true: A camp, surrounded by Zapper anomalies (electrical anomalies, that, like most anomalies except the “Black Hole”, hurt, but, like all anomalies, can mostly be seen just fine, especially during the day) made for a tense few moments (Although throwing rocks wasn’t really needed), and some of the enemies (From the not-dog Dorg to the whatever-the-hell-vaguely-quadruped Sapsy) are visually and aurally well designed (Others, such as the Wanogah, just made me sigh gustily. Really? Naked vomitting teleporting zombie lady with an oxygen reducing cloud of flies? Bit cliché, wot?) Sometimes they fight among themselves, which is interesting, although sometimes comical (A Dorg, for example, failing to catch a fleeing Gorlan (Some kind of prey/food animal that got changed by whatever the Event is of this world)

He’s permanently angry. Although, to be fair, nearly everyone seems to be.

But this is a Zone that, moments aside, doesn’t really feel that alive. Nor does it feel that desolate, as you can’t go twenty or thirty feet without running into a Dorg or some other beast, immediately crouch or run away, and… Well, back to scavenging. But, for all the subtle worldbuilding (Here be a bunch of zealots holed up in a church. Here be the Basecamp of Uncle Misha, from where you’ll be spending a lot of your time foraging and questing. Here be the spooky ghost who may have a big role in the plot, but mostly pops up to give you jumpscares), it’s lacking… Something. Maybe it’s that the enemies have very predictable AI, or are relatively easy to hide from (or run from) in the early game. Maybe it’s that there’s not a whole lot of conversation going on, beyond plot requests and the occasional bit of dialogue (most trading, for example, is simply “Hit E. Start trading.”) But quests don’t seem to have that same spice, being mostly of the “find X things to fix Y thing” or “Go to X potentially interesting place to kill Y thing” variety.

I will indeed find the dome once the moon co- oh, no moon? Well, when morning comes.

When night comes, it’s black as pitch, and, while your flashlight never runs out of battery (Oh, thank the heavens for this!), it nonetheless… Ends up detracting from what is actually some interesting scenery. The radar domes, the inexplicable pod of beached whales, and other such sights just kinda vanish (Not literally, I mean they’re so much harder to see and appreciate), without, due to the aforementioned “Relatively easy to hide/run from” thing, upping the tension significantly. The game, meanwhile, runs on a single save system with options for “Open” play (Haven’t tried it, not a social Volunteer, thanks) or solo, and death… Well, death is mostly an annoyance, because it means you have ten minutes to reach all that equipment you gathered (Be it in a dangerous area or no), or… Well, it’s back to trying to regain some semblance of the equipment you lost, perhaps a bigger frustration.

Maybe it’s something that will grow on me. Maybe, somewhere over the next hill, I won’t feel like trudging halfway across the island to kill another hellbeast or investigate an anomaly for masters ignorant (deliberately or otherwise) of the danger is more than “Just another day.” Maybe that’s the point, and I’m missing it. But DESOLATE, unfortunately, doesn’t scratch my itch. Next time, Stalker, next time!

The Mad Welshman doesn’t have a lot to say here. The Island kinda speaks for itself, one way or the other.

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Uagi-Saba (Review)

Source: Review Copy
Price: £11.39
Where To Get It: Steam

Uagi-Saba is one of those games I really want to like. An interesting, if bleak world, technically doomed. Music and aesthetics that match its dim dankness quite well. A relatively simple upgrade tree.

“You are 20 degrees short of the necessary heat to safely raise a Mystic and falling…”

One of its biggest problems, however, is that “doomed” part. See, a procgen world, made of discrete blocks with resources where you have to carefully balance whether you want the resources within, or a room with important functions, is, on paper, a great idea. But it’s something where you have to have some reassurance that the player will spawn vital things at appropriate times, or its a long, slow death that doesn’t entertain.

The visual style is simple, but arresting. Well, of the world, and its Inhabitants.

For me, this problem comes in the form of heat. More specifically, the fuel I need to get that heart up to levels where I can actually progress. It’s not the only time I’ve come across resource scarcity leading to a Dead Man Walking scenario, but it’s certainly the most egregious, as opening rooms lowers the temperature… But to find fuel sources (Smog vents), you have to… Open rooms. And heat is vital for both the third stage of the game (Raising a Mystic, one of the leaders of the community), and for staying in that second stage (Keeping Inhabitants, who require a lower, but still higher than ambient temperature to stay comfortable.)

This, to be honest, is a basic flaw. Add in that, while the visual style and workmanlike HUD are fairly good accessibility wise, the HUD’s size makes things busy, the tooltips do not stay around long enough to remain useful, and windowed mode is a fixed size… Make for added flaws. It’s a game that goes at a relaxed pace, but, unfortunately, that also makes a death spiral such as this that much more tortuous.

Typo aside, I actually quite like this introduction.

As such, as much as I want to like Uagi-Saba, I really can’t recommend it. Great on paper… But sadly, the implementation just doesn’t stick.

The Mad Welshman sighed, and shivered a little. It’s cold, out there…

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Mutant: Year Zero (Review)

Source: Review Copy
Price: £29.99 (£47.99 for Deluxe Edition, £18.99 for Deluxe Content DLC if you already have the base game)
Where To Get It: Steam

A good post-apocalypse is equal parts absurd and terrifying. Myths arise from casual misinterpretations, nomenclature is taken more seriously than perhaps it should, and yet, this is because death waits around every corner, just itching for the unwary. Why, then, would you not be afraid of something called a “Boom Box” with a red button on it?

“What are ya, survival-inept? DON’T TOUCH THE RED BUTTON!”

And that, apart from maybe a tale of tactical combat gone horribly wrong, is perhaps the best introduction to Mutant: Year Zero, a tactical RPG that moves relatively seamlessly between realtime isometric exploration, and turn-based tactical combat. A game where myths of survivors, that Safe Haven, put an already established community in danger. Perhaps more than even it’s aware of.

Mutant: Year Zero is also an interesting game, because, underneath all the glitter, there’s… Not actually a huge amount, mechanically speaking. There are relatively static shops at the Ark, your homebase. The turn based tactical combat is easy to get your head round if you’ve played anything with turn-based tactical combat… Two actions a turn, shooting ends your turn (generally), special abilities have kill based cooldowns, and ensuring enemies die quickly, and in a good order is the key to victory. A lot of it is writing, and mood, and aesthetic, all of which it pulls off… Quite well.

Reality: Probably were out for Brewskis when the crap hit the fan. What we see? People who couldn’t hack it in this dangerous world.

For example, the map and loading music reminds me very much of the iconic theme to John Carpenter’s The Thing, and, for those who haven’t seen that movie, its understated bass line, simple and rhythmic, has associations. Of death, of horror, of tension and mistrust. And it mostly plays that tense theming throughout, to good effect. Similarly, the two main characters, while ridiculous if you sum them up by their base concepts (A warthog and a duck. They stalk the Zone for the good of The Ark), are grounded, played straight to good effect. They sound like they’ve lived their concepts, and that suspends disbelief enough that you care about these two irascible, but otherwise alright folks. The world has enough to make it feel alien, while the familiar is seen through both our own eyes (Awwh heck, those poor folks, dying while camping), and the funhouse mirror of how the world sees them (Not understanding it wasn’t as threatening back then, the campers are derided for camping in a now-dangerous area.)

While relatively short, the game packs tightly, and if I had one critique, it’s that the relatively small seeming improvements can give an unwarranted sense of complacency. I hadn’t even realised I was halfway to a sensible level for taking on the next leg of my main quest at one point, and, at another very soon after, cursed that I hadn’t gone back to the ark to get those seemingly unimportant single damage points. Those seemingly unimportant single damage point armours. Just one extra heal. Those single points don’t seem to matter, but, as it turns out, they’re the difference between a stealthy kill of an outlier… And an extended firefight in which everyone dies. It’s a finely tuned game, but this also means that yes, those upgrades are important, although there’s obviously a little leeway.

Scoping out the area before you go hot is a good idea. I thought I was being smart, starting with a grenade. See that little arrow to the left? That’s the medbot who screwed it all up.

Finally, there’s splitting up. Mutant: Year Zero emphasises stealth, the picking off of outliers, because you’re always outgunned in some fashion in a straight up fight, and it’s an interesting risk-reward calculation to leave someone in a better position, micromanage outside of the enemy’s view, so you can ensure the best outcome.

So, an interesting world, seen through a funhouse mirror of post-apocalypse confusion. Solid writing, good music, a good aesthetic… And doing interesting things with genre mixing and the rote formulae we know and “love.” It’s tough, but it’s also fair tough, tutorialises well, and I’ve been having an enjoyable time, in the “Tense gripping of mouse and very quiet swear words when things go wrong and I know it’s my fault” sense. Well worth a look.

The Mad Welshman would probably be a top-hatted Corgi if he was a post-apocalyptic mutant. Cliched… But also CLASSY.

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