Endless Space 2 (Early Access Review)

Source: Cashmoneys
Price: £26.24 standard, £33.73 Digital Deluxe
Where To Get It: Steam
Other Reviews: Release

Since the inception of Amplitude in 2011 (An event I remember with some small fondness), the studio have experimented with 4X genre constraints with their Endless series of games (With a little side trip into the roguelike/tower defense genre with Dungeons of the Endless.) They’re an interesting studio, with an interesting model, and, as a result, their games are often interesting. Not always standing the test of time, but often putting new ideas into the game development community.

Political Parties, new to Endless Space 2!

Endless Space 2, so far, is shaping up to be no different in that respect. As such, it’s already a somewhat different beast to the original Endless Space, taking what they’ve learned from Endless Legend to fiddle with the space 4X formula. And the five factions currently available, a mix of the rejiggered old, and completely new, demonstrates this quite aptly.

It also demonstrates that sometimes I don’t get on with aspects of the experimentation, as the first new faction, the Vodyani, demonstrates.

In the Endless Universe (Now rebooted, in a sense, for Endless Space 2), the Vodyani are one half of the uplift philosophies of the two “Endless” precursor alien groups that have left their mark on the universe, the Virtual. Virtual beings seemingly made of flame, the Vodyani are slow burners on the game front, due to their core mechanic: Both population growth and colonisation are tied to Essence, which can either be extracted from Dust (Tying up your production queue) or from other life forms (Tying up your military and souring diplomacy pretty much everywhere they go.) They can move from system to system with their Arks (Heavily armed and armoured space Titans), and it’s only when they attach themselves to a world that they colonise it. Or, you can go with their slow as molasses population growth

Dun Dundrrrun dun du-du-du-dun DAA DAA DAA DA DA-DAAAA DA DA-DAAAA!

But when they do, unlike other races, each counter of population applies to each planet they can colonise. They’re this strange mix of strong and fragile, as I discovered when I found the Ark… Couldn’t defend against a ground invasion. Cue one lost game. One of many.

I’ve had a much better time, by contrast, with the slightly more conventional factions: The United Empire, The Sophons, and the Lumeris (I’ve never been good at playing Cravers, but they seem largely unchanged from ES1, in the sense that being penned in is the worst thing that can happen to them, and conquest is the major victory type.) Each one has a different focus (Industry with the UE, Science with the Sophons, and Dust with the Lumeris), and each faction in general has something to bring to the table. For example, the Lumeris buy their colonies, and can trade them if they so desire, while the Sophons research faster if nobody else has the tech yet, allowing their research to… Far, far outpace their industry, if you’re not careful. The main problems right now (I’m almost certain this is subject to change) is that the AI is a little timid once you’ve built up enough force, and doesn’t seem to play the Rock-Paper-Scissors game with beam, energy, and missile weapons so well… Although they’ll still kick your ass on a ground assault without the numbers on your side.

The United Empire: Now much more clearly Not Good People.

It’s entertaining, there’s no doubt about that, as the questline feature from Endless Legend is applied adroitly to each faction (For example, the UE is about the paranoid emperor trying to find and quash dissent), and the new political system, if your economy goes well, can allow for some drastic shifts in focus, although I often find, due to my playstyle and the fact that war empowers them, that the Militarist party is most often in power regardless of faction, although minor races having their own political affiliation helps. The UI is simple and clean, the battle mode has some clarifications and upgrades (Although not full ship control, which I know turns some folks off) …

… But right now, even though I’m finding it fun a fair amount of the time, it’s also oddly frustrating in portions. When a game goes badly, it goes horrifically, depressingly wrong, but when it goes well? I find myself running out of things to do, to build, and so, by about turn 100 on a good game, I’m finding myself hitting the End Turn button twice, once to try, and once to confirm that yes, I’m not building anything in those five or so core systems because my industry has outpaced my research, or there’s nothing that I particularly need at this point. Your mileage, obviously, may vary there. Something that may get fixed before release is that the battles seem to calculate slower as the game goes on, and this can become a bit annoying, and, as the final screenshot shows, some of the faction colours may be a problem for colourblind folks to read.

Still, the writing of the game so far is pleasant, if somewhat stereotypical in places (Space Shark Mafia are quite literally a Mafia, Crime Families and all, for example), the art and ship designs are gorgeous, the music is calming for the most part, and the rebooted universe of the Endless still, somehow, feels fresh.

I just wish I really understood how the Vodyani played, even if I love Sciencing the crap out of people as the Sophons.

The Sophons know, like all good space-dorks, that Science Is A Verb. 8D

The Mad Welshman fully understands the Sophons’ joy. I mean, there’s nothing quite like writing your name on the moon with a giant death laser, is there?

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Clockwork Empires (Review)

Source: Early Access Purchase
Price: £22.99
Where To Get It: Steam, Official Page
Other Reviews: Early Access

Clockwork Empires is meant to be a survival management game (Like Dwarf Fortress, Rimworld, or the like, where orders are indirect and resource/building management is important) set in a lovecraftian, jingoistic steampunk world based on a satire of Victorian Britain. Unfortunately, not all of that satire on drudgery and misery is intentional. So… Let’s talk about housing. And cabinets.

Pictured: A sensible decision - Harder biomes need you to succeed in less hard biomes.

Pictured: A sensible decision – Harder biomes need you to succeed in less hard biomes.

Mood is an important factor of Clockwork Empires, as happy labourers and overseers will work an extra shift, whereas despairing ones will slack off, and fearful or angry ones will be actively counterproductive. Obviously, this at least partly means housing them, and making that housing appealing. The workplace must also be prettified, or production will suffer.

There’s just one small problem with this, and the game doesn’t bother to inform you of it: Cabinet Tax. Let us assume, for a moment, that you have 2 labourers, and give them a 3×3 house with 2 windows, a door, and a bed. They aren’t happy with it, they aren’t unhappy with it… But you may have noticed the population count go up by 6. Because each of those houses can add population. So, when those labourers inevitably turn up, you build 6 more of these houses. And now you have many more labourers than you know what to do with, eating your food. Each building has a Quality Level, and this is, effectively, based on cabinets (and shrines for houses) in the early game. So, building individual housing? That’s… 12 cabinets to build to make them happy. The situation then becomes more clear when you turn to the workplace. Let’s use the carpenter as an example. You need a workstation (for cutting wood, making paper, etc), an assembly station (To build other workstations), and a décor station to build wood decorations. Y’know, like cabinets. But each of those workstations beyond the first reduces the Quality of a building, making workers unhappy. And when you try and build your first labourer housing more efficiently (7 beds, for the two workers you have, and the 5 you’ll eventually get.) you realise that this applies to houses too (For lo, the bed is a workstation as far as quality goes. I can understand why, few folks enjoy bunking long-term.) So your efficient solution still requires 12 cabinets for maximum happiness (6 for the extra beds, 6 for max Quality)

Not only have we a rare example of a nasty thing happening, you may note I don't have enough cabinets.

Not only have we a rare example of a nasty thing happening, you may note I don’t have enough cabinets.

So, for a good, efficient first labourer house, you’re looking at at least a 14 x 10 building (Space for beds, and space for at least two windows, and 12 cabinets/shrines. After that, it’s a little easier, as you’re only catering for 4 or 5 labourers at a time, but as it is, you have a minimum “happiness tax” on all your buildings of 1.5 logs x (Number of Workstations/Beds -1) , and, obviously, the extra time and labour to make them. And no, you can’t just make more work buildings of the same type to get around this, due to the Overseer system, limiting both your number of workshops, and the number of job types you can do at any one time. Labourers just allow for more of the same job type once assigned, or, in the case of single jobs like mining or farming, doing it quicker. And yes, individual farms count as a job.

The in-game help hints at some of this. Specifically, the overseer job limitation, the fact that mood is affected by decorations, and that houses have conditions (That you won’t know until you build them) on extra population counts. Gee, I hope you found some sand, or can trade for it, because otherwise you’re in big trouble later on!

…Or, of course, you could not know this, and play for several hours, and an in-game month, and watch as your labourers and overseers become less efficient, before you realise what’s going on. It’s not very intuitive, and it may take quite a while for you to realise how badly you’ve made mistakes. Considering that a month of in-game time took me something like 3 or 4 hours to play out, it’s the kind of unfriendliness that turns me off playing for the long periods of time the game obviously wants me to play.

This is what happens when you don't have enough cabi- No, not the communism, the *Despair* ... Can't blame communism on the means of production, friend!

This is what happens when you don’t have enough cabi- No, not the communism, the *Despair* … Can’t blame communism on the means of production, friend!

And this is a damn shame, because the game is visually kind of nice, the music fits the mood very well, changing with events. Unfortunately, the game is best described as “plodding”, “unintuitive”, and “frustrating.” I can’t select things behind buildings, even with the walls visually turned off. If I want to know what kind of mine I can build on a survey point, and there’s anything in the way, well… Good fucking luck without clearing the obstruction, mate!

And eldritch things and events. Oh, how those make me sad. Just before release, I had played a full month, and, while some eldritch things did happen, such as an invasion of moon-balls, another of eldritch cuboids and polyhedrons, and at least seven or eight obviously occult things dug up, the one death was from… Bandits. And that was because I hadn’t switched to my better weaponry because I hadn’t properly understood that 1 set of stone pellets equalled about 100 rounds. Meanwhile, the entire time, said eldritch gewgaws, such as a canopic urn that was actually a klein bottle, sat happily vibrating or lurching awkwardly in spacetime in between the maize chowder, some planks, and some coal that had eventually been put there by my heavily depressed people.

It's such a shame that their normal reaction isn't "Try and break it" or "Try and worship it", but "Put it next to the paperwork." On the one hand, very British. On the other, very little drama until *much* later on...

It’s such a shame that their normal reaction isn’t “Try and break it” or “Try and worship it”, but “Put it next to the paperwork.” On the one hand, very British. On the other, very little drama until *much* later on…

When the game goes well, it goes really well, and you can build up some serious cities in the limited space allotted to you, researching cool things, arming your soldiery with lightning guns (Leyden Weaponry) and clockwork armour, oppressing the fishy natives, and generally being the colonial asshole you may have dreamed you are. But to get there, you have to struggle with odd limitations, an AI that isn’t entirely sure if it’s coming or going, and a UI that makes the increased busywork from more colonists more and more a matter of hitting pause and checking things, slowing the game’s pace even when things begin to get interesting. And I’m really not certain I’m up to that.

The Mad Welshman liked his new Shining Trapezohedron. It set off the Crystal Egg, the Green Soapstone bookends of unknown providence, and the Eldritch Tomes he’d been collecting from the book club. Just another day…

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Clockwork Empires (Early Access Review)

Source: Early Access Purchase
Price: £22.99
Where To Get It: Steam, Official Page
Version: Beta 54.
Other Reviews: Release

I love me some Lovecraftian fiction. Yes, he was racist as hell, and a lot of his horror stories were based on that, but they’re enjoyable nonetheless. Similarly, I love me some fictional jingoism. Real life jingoism? Sucks. I mean, you only have to turn on the news to see sabers being rattled to see that. Finally, I love me some Steampunk, despite the fact that, often, it’s classist as hell. You rarely see the working man in such settings, only the rich idle going on adventures. But it’s an interesting aesthetic done right.

As such, your first instinct, considering Clockwork Empires contains all three, would be to say that I like this game. Eeeeeehhhhh…. Sort of. It’s like a banana-curry-chocolate cake, in that it contains things I like, but the whole? Not so much. Let’s start with the fact it’s somewhat unfriendly to new players.

There's a lot going on here. Not a lot of it is explained well.

There’s a lot going on here. Not a lot of it is explained well.

Now, yes, before you say anything, it’s a survival strategy game, those tend not to hold your hand, but while the tutorial does indeed teach well (This is your early game order, etc, etc), the UI… Needs work. For example, you may wonder, if you play the game, how to stop seeing a farm’s statbox. Farms are, apparently, offices… So it’s the office button next to “Work Crews.” Some things work just by mousing over, such as the population and food button, others stay up until you left click the “Cancel” button that appears at the top, and there don’t appear to be keybindings in the Beta of Clockwork Empires.

Basically, it’s busy, it’s not very well explained, and as such, it makes a game in a genre that’s already quite slow even slower with all the pausing I’m doing. On the upside, the people are fairly readable. If they’re clomping around, they’re particularly annoyed. If they’re doin’ the Strut, they’re happy, if their heads and arms are down, they’re sad, and if their arms are waving and they’re on fire, something has probably gone wrong. Y’know, as it often does in such games. Of course, all that stops when they actually start a job, which is a shame… But at least you have some warning.

Visually, it’s much like the UI: Busy, lovely to look at in places, but not overly readable as a result. This, by the way, is nothing to do with the colourblind function (Which is a nice touch), but just the sheer amount of things and textures on view, and how a fair amount of it actually is useless. Add in the houses and workshops, and the fact that you can’t click on colonists “behind” them even if you have the walls off, and you start to have problems. Happily though, the music is fairly calming, and helps lower the irritation factor. Somewhat.

"We need Graveyard Space [But we decided to stop flattening terrain because we're workshoppers now...]"

“We need Graveyard Space [But we decided to stop flattening terrain because we’re workshoppers now…]”

In any case, as you might have guessed, the game is all about tough choices. Day 4 of my colony saw a bandit group incoming, and I was several days away from a Barracks for soldiery. I was a few weeks away from giving them decent weaponry. So I decided to let them raid a little. In other games, I made friends with fishmen (Which is bound not to go sour when home finds out, eh?), discovered an ancient idol, and had a meteor from the moon disgorge… Something. Which thankfully, was beaten off by a warlike Overseer with a stick.

Of course, being a complex game in Early Access, bugs are bound to happen. One to watch out for currently is the infinite workshop job bug, where having more than one workstation in your workshop with the same job can mean that one job correctly registers the job being done, while the other… Doesn’t. In the case of “Minimum X of items”, this can mean you’re building planks forever and ever, whether you need them or not.

I feel kind of sad, actually, because there’s a lot of interesting events, and yet… Bureaucratic bumf and a flawed system bar me from getting to those interesting things. For example, I currently have a bandit corpse lying in my kitchen (Most unsanitary, I think you’ll agree), and yet… I can’t build a graveyard because it has a set space requirement, and nobody seems to want to flatten the terrain. Being a pastiche of Victorian Brits, the workers take a break at tea-time, do not burn the candle at both ends, and, once assigned a job, seem to pursue it with a single mindedness that bars common sense. And, of course, when it rains, it pours, as a day later (Corpse still there, ground un-flattened), the grass and rocks start singing eerily, which may have nasty effects if I don’t clear the ground nearby (A different job in and of itself.) This, basically, is to do with the Overseer system. Rather than have jobs be individually between workers, there are Overseers (Who pick what job there is) and Labourers (Who are assigned to Overseers.)

Bandits and Selenians. The only time I've ever seen a colonist attack something rather than gesture angrily at it.

Bandits and Selenians. The only time I’ve ever seen a colonist attack something rather than gesture angrily at it.

It’s a very management heavy game, even for a strategy survival game, and, honestly? It’s leaving a bit of a sour taste in my mouth, as everything appears to be going wrong. A little late, I realise… Oh, yes, becoming a Workshop Overseer disables all other jobs. A rhythmic “Whud… Whud… Whud…” floats across the colony, mixing with the sound of flies buzzing around a corpse, and the eerie singing of rocks and grass. It’s the morning of Day 8.

In the afternoon, a bandit raid occurs. In the evening, a grimoire is uncovered while trying to make room for the graveyard. Ohhhh boy…

Right now, Clockwork Empires, sadly, feels clunky, unintuitive, and unfriendly rather than challenging. Which is a shame, because I’d like to see more of these strange events and cool things, but the game itself seems to be resisting any pace above plodding with some very hard limits on what can be done, and a lack of useful explanation for many of its systems and trees. It doesn’t help that some systems appear to have more than one “method”, and it’s unclear which works (Is hunting via the Naturalists’ Office, or via the Hunting labour? And are we not able to hunt before we achieve some sort of iron ranged weapon and the ammunition at all? I wasn’t able to find a clear answer.)

Cue nothing happening as a result of this. No, really, it's still there, in the graveyard, an in-game fortnight later.

Cue nothing happening as a result of this. No, really, it’s still there, in the graveyard, an in-game fortnight later.

The Mad Welshman sighed, understanding why the jolly old bureaucrat at the Foreign Office was so delighted to send him on this job. He whiled away his time thinking of synonyms for “Feckless”, “Moaning”, and “Children of Low Breeding” these days…

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Master of Orion: Conquer The Stars (Review)

Source: Early Access Purchase
Price: £22.99 (£29.99 for extra lovely stuff, including the first three Master of Orion games, an art book, and the TERRAN KHANATE [Evil Humans])
Where To Get It: Steam, GOG
Other Reviews: Early Access

I’m going to start this review with what will most likely be an unpopular opinion about the older Master of Orion games: They’re dated. Yes, you heard me, I, a fellow 4X player, just told you he thinks one of many games that laid the groundwork for the space 4X genre is dated. Maybe not as good as you remember it. Still good. Still one of the games that laid the groundwork. And I hold this opinion for two reasons.

It isn't *too* likely you'll have this many ships in one fight. But god-damn, it makes for a lovely intro!

It isn’t *too* likely you’ll have this many ships in one fight. But god-damn, it makes for a lovely intro!

Firstly, I’ve played enough of it, and recently enough, to know. Secondly, because comparisons are inevitable, and it seems some comparisons are being played up… And others down. Let’s start with what seems to be played down. Let’s start with how much attention has been paid to the feel of how grand Space Opera should be, and how it tries very hard to be more accessible this time around.

Just a brief look at the IMDB page for this game leaves no doubt that vocal talent was a focus of the game. Michael Dorn narrates, leaders and advisors alike are played by such luminaries as John Kassir (The Cryptkeeper), John De Lancie (Q, among many others), Mark Hamill (Do I even need to say?), Nika Futterman (Asaji Ventress, among others), Kari Wahlgren (The english voice of the Fate series’ Saber), Kat Cressida (Dee Dee from Dexter’s Lab), and Sumalee Montano (Arcee [Transformers] and Katana [Beware The Batman], among other voice roles), and each one seems to be giving their all. Similarly, the music and art direction (David Govett on music, and a talented art team including Bill Willingham… Yes, Fables Bill Willingham) show a deep love of the genre, with gorgeous landscapes, solid, characterful animations, and music that, my first time hearing it, I’m not ashamed to say I happy-cried. So the game is undeniably beautiful, both in sound and visuals. The UI, similarly, is well designed, simple, mostly self explanatory, with few interactions required to get to any one feature, only rare occasions where a tooltip will obscure a thing, and, of course, visual consistency. Similarly, there’s a lot of good writing in there, showing each race both as it is seen, and as it sees itself.

GNN... Bringing you the clickbait for the New Diaspora!

GNN… Bringing you the clickbait for the New Diaspora!

Accessibility wise, on top of the UI, everything is visually distinct, and the game is highly customisable in terms of difficulty and length. Don’t want to spend 10 hours on a game? You can up the tempo. Finding a full medium galaxy too tense in the early game? Knock down the number of opponents, make the galaxy bigger, tone down the difficulty… The choices are there, and they definitely have an effect. Myself, I don’t tend to do well in a crowded universe, so I knock the opponents down to 3 rather than 5, although I tend to prefer a medium universe. As in previous Master of Orion games, you can also create your own race, in much the same fashion as Master of Orion 2. And the tooltips are genuinely helpful, and the advisor interruptions are by no means unwelcome in the clear information they give. These are two factors that open this game up to newer players, and I think that should quite rightly be praised.

Now… I mentioned some things have been played up, and all of them have the same, dubious core idea: That Master of Orion: Conquer the Stars (To use its full title for the first time this review… Most folks I know refer to it as MoO2016) is somehow more simplistic or easier than the older games. As someone who has now, since release, been bumrushed several times by races absolutely itching for space, who have obviously been concentrating on the shipbuilding end of things (That, or redlining their taxes), I would quite heartily disagree. In MoO2, I could quite happily spend 60 turns, or even 100, just slowly building up, sometimes without meeting anybody at all. In a Medium galaxy, populated by 5 other races, on Normal difficulty? The early game gets surprisingly tense, and I’ve often had to shift gears quite quickly. Knock the players down a bit, and it calms down a bit. Knock the difficulty down a notch, and similarly, it calms down a notch. As to simplicity? It’s a somewhat refined version of MoO2’s rules. Not a huge amount of changes, not a huge amount of additions or subtractions. Mostly, it’s been refinements, and y’know what? I’m okay with that.

An early game buildup...

An early game buildup…

Finally, there’s the combat system. I don’t mind it either way, as it retains elements of the older, turn based system that MoOs 1 and 2 had (Complete with ship customisation elements), and the rock-paper-scissors of Energy/Missile/Mass Drivers remains, but with the real time strategy elements allowing skillful micro to outplay a superior enemy, or, if you so choose, being able to sit back and watch the combat resolve itself automatically… But more cinematically than just hitting Auto-Resolve itself.

Now… Overall, I’ve been positive, and if you’ve read my work before, you’d know I will always try and balance things out, even if I’m not always successful in doing so. Master of Orion is not without its problems. For example, selection of craft can get finicky at times, as it sometimes seems to want to drag craft as an interaction rather than the old “click select, click [if you want to select a specific ship], click move.” The AI’s primary interaction before you establish embassies is to be extremely aggressive toward everyone else, and production, in Classic pacing, feels a bit of a slog. I’m not going to accuse the AI of cheating with its builds, but I am going to say that their emphasis mostly appears to be on the Conquer side of the Paths to Victory rather than others, especially in the early game. As with many 4X games, once you get to the end game, you will probably be able to pick and choose which of the six paths to victory you go for, rather than having to choose. Those are a select few criticisms.

Overall, though, MoO2016 seems a good introduction to the Space 4X genre, and a well crafted one in the artistic sense to boot. Also, I can confirm that the art book expands a little on the lore of the galaxy, and has a fair amount of cool concept art. 😉

...Followed by an early game beatdown from some extremely irascible Russian Space Bears. I will never mock the Bulrathi again.

…Followed by an early game beatdown from some extremely irascible Russian Space Bears. I will never mock the Bulrathi again.

The Mad Welshman is now idly wondering whether anyone can do a similarly good job with other strategic games set in space such as Ascendancy, Millennium, or, just maybe, Emperor of the Fading Suns.

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Dungeon Kingdom: Sign of the Moon (Early Access Review)

Source: Cashmoneys
Price: £13.99
Where To Get It: Steam

If it weren’t for my party, I think I would have given up on Dungeon Kingdom: Sign of the Moon long ago. They’ve revealed dungeons to me, told me about buttons, and, in at least one case, showed me where a puzzle was that I absolutely needed to progress (And hadn’t found in any of the previous updates.) But I can’t help but think a middle ground between “Tell me where things are (occasionally)”, and “Give me one line in dialogue and another in a book to clue me into a puzzle’s existence” would be helpful. That this is true for more than one aspect of Dungeon Kingdom is, sadly, damning with faint praise.

Ninja, Warrior, Priest, Wizard... Where have I seen those before... *Think*

Ninja, Warrior, Priest, Wizard… Where have I seen those before… *Think*

For all that a lot of effort has clearly gone into the environments themselves, with lovingly rendered caves, temples, and towns, and again, work has clearly gone into the various character portraits we encounter, a game is the sum of its parts, and what fills these environments and character portraits is less than impressive. My last session was a couple of hours, but in that time, I had progressed from a kitchen knife to… Er… A slightly bigger kitchen knife, wailed on rats and bees for what seemed like hours, gained four spells (Three of which I had discovered simply through experimenting), and kicked myself as I missed out on a bashable wall, before reminding myself it took several swipes to knock it down.

I’d also met a high priestess Bavmorda, who was obviously up to no good. This shouldn’t be too surprising, considering the naming seems to be geek reference heaven. The priestess Eilistraee, taking a break from being the deity of Good Dark Elves and Hunting. The dark knight Astaroth, in no way a duke of Hell, honest! The list goes on, and… This reminds me of how the game goes on. And on. And on.

This is the oddest problem… A step-based RPG that feels too slow. And it’s obvious there’s time pressure, as the developers have taken leaves from the Dungeon Master book pretty much wholesale… Character recruiting is the Recruit/Resurrect mechanic from both Dungeon Master games, the classes are exactly the same, the emphasis on puzzles is exactly the same… And both food and water meters are present. Oh joy. Oh joy of joys. And yes, that was an incredibly tired and sarcastic “Oh joy”, because, outside of a setting that demands it (Dark Sun, for example), I do not like water meters. I haven’t seen a desert, and don’t think I’m likely to. In any case, that’s your time pressure, as while water is largely unlimited (Making it just added tedium), food isn’t. I have yet to see a “Create Food” spell. So the game is, much like Dungeon Master, very much a case of “Save Early, Save Often” (And use different saves, obviously.) At the very least, you’ll want to save before hitting the inn to avoid the long walk into town.

No, really. Bavmorda. Luckily, we're all pigs anyway, by virtue of being adventurers!

No, really. Bavmorda. Luckily, we’re all pigs anyway, by virtue of being adventurers!

This, in essence, is my main problem with Dungeon Kingdom right now… That there is potential, but it’s also got a lot that has me saying “Meh.” I hit things, and honestly, only the bashable walls react. Throwing things, oddly, involves physics where good placement is often important. The music is generic, and what voicework there is, is often flat or poorly directed (“Big… Trouble…”) There are awkward moments where it’s not very clear what to do, even with very simple instructions (Stand facing the entrance, and I will come back. What this means is “stand in the next tile along for a little while, which is facing the entrance of the place you have to go, and I will come back. Nowhere else counts, nor does any other direction), and the story… If I didn’t know Bavmorda was evil, or at the very least suspicious, I would have to find confirmation in… Everyone’s private quarters. There’s no consequence for looking at them, there’s no challenge in looting them, but you have to know, ahead of time, that this is old school enough to expect you to do this. The game also assumes the main hero(ine), chosen by being… The first character you pick is a man in the intro. Whoops!

Dungeon Kingdom: Sign of the Moon is undeniably pretty. Some of its puzzles are actually quite good (Which races don’t bow down? Oh, I get what you mean there, haha!) and the developers have made strides in making the game somewhat more accessible with the aforementioned Party hints, a map system, making the food and water meters go down more slowly (Yes, I did notice, and am grateful.) But it feels slow, it seems to progress quite slowly, and it seems to be learning the wrong lessons from Dungeon Master and its ilk.

Monsters will attack, but not always consistently. They generally won't respond to being hit until they die.

Monsters will attack, but not always consistently. They generally won’t respond to being hit until they die. Also this is a ghost bat. I thought I’d best mention that.

The Mad Welshman peered myopically at the scroll… Damn these fantasy worlds and their lack of Opticians!

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