Daily Cthonicle: Editor’s Edition (Early Access Review)

Source: Early Access Purchase
Price: £1.99
Where To Get It: Steam, Itch.IO (also contains the freeware demo), Official Homepage (Contains donation link if you wish to support the developer directly)

I like a developer who keeps tabs on things. I like a developer even more when they take feedback and criticism well and fix the things that are broken. Matija Kostiya (Sinister Systems) is definitely the first, and may well be the second… Time will tell. But of course, we’re here to talk about Now, and The Daily Cthonicle, a game where you are the editor of the aforementioned paper, an Occult and Paranormal Broadsheet. This may seem strange, until you realise that in the world of the Daily Cthonicle, the paranormal is very much real. It’s you, and your six journalists, against the horrors that lurk Beyond.

Vampires: Even Fledglings are Jerks.

Vampires: Even Fledglings are Jerks.

It is safe to say that you don’t always succeed. In fact, in the case of certain monsters, I’ve found, it’s very safe to say that you don’t always succeed. Vampires, in particular, are jerks. I’ve never lost more journalists, or racked up a bigger expense account in any other situation. I don’t entirely know why.

And this aptly leads to one of my main criticisms of the game as it stands, and, thankfully, at least partly a goal of the Early Access: Clarity. Certain things in Daily Cthonicle are not clear, and don’t consistently work. For example, scrolling down on documents can be done with the mousewheel… But not all documents. The UI sometimes obscures things. Some combat items can be used in Investigation events (Such as the Crowbar), and it is only made clear in the manual that, if you have equipment that could be used in combat… Say, a Gatling Gun you really wanted to save for the final chapter… It will be used, and vanish from your inventory. Some of this is explained in the online manual, but more isn’t. Yes, artefacts don’t get explained… But you also don’t really get an idea of what they do even once you’ve used them. At best, “This was very helpful [in this specific encounter]”

On the successful completion of a chapter, you print a Special Edition. As you can see, the text is somewhat barebones, but imagining how it all went down can be fun. ;)

On the successful completion of a chapter, you print a Special Edition. As you can see, the text is somewhat barebones, but imagining how it all went down can be fun. 😉

Now this may give the impression, so far, that I do not like Daily Cthonicle. This is by no means true. I think the base idea, and some of the game ideas (The EVP minigame, for example) have merit. I like that more advanced features, such as laboratory work (Crafting better potions, and divining information about the things and people the samples were taken from) are not necessary in the two lower difficulties. I like that it has both a normal game mode, and a “Skirmish” mode, where you have lots of money up front, and the goal is to eliminate all threats, rather than uncover the web of mysteries. I like that the difficulty balancing appears to have been considered, and appears to be under revision based on feedback. There’s quite a few things I like.

But the game isn’t very new player friendly, it isn’t very clear at times, and while I have confidence this will change somewhat, it’s very much a case of “If you like the idea, and you want to support the developer in refining it, please do so.” at the present time. I think it has a lot of potential, but obviously, time will tell.

The EVP: A recent feature that's still being refined somewhat.

The EVP: A recent feature that’s still being refined somewhat.

The Mad Welshman gritted his teeth as he saw this month’s Sanitarium bill. Sighing, he flipped the “Last Eldritch Horror In The Work Environment” counter to 0.

Become a Patron!

Zombie Night Terrors (Review)

Source: Cashmoneys
Price: £9.99 (£13.59 for the Special Edition, £4.79 to upgrade to the Special Edition)
Where To Get It: Steam, Humble Store, Green Man Gaming

I was tired of zombie games. So very tired. But that’s all in the past now, as NoClip, developers of Zombie Night Terror, seem to have found a formula that works with those washed up symbols of capitalist greed… By learning lessons from the past. With only a few quibbles so far, I am suitably impressed on both counts: Making me like zombies again, and learning from game design history.

Aaaaah, look at 'em scream and run. It warms my... Okay, that's a lie, but it *does* make me feel hungry...

Aaaaah, look at ’em scream and run. It warms my… Okay, that’s a lie, but it *does* make me feel hungry…

Which game? Lemmings (1991, Psygnosis.) After all, Zombies are much like the lemmings of that old classic, in that they keep going, singlemindedly, and, left unguided, would probably fall off tall things, stride into the Marianas Trench with nary a care, and mindlessly wander into soldiers’ kill-zones. Which, of course, is where you come in… Zombie Overperson. Or Queen, Lord… Pick a suitably macabre title. I definitely won’t judge, as High Zombie Human Resources Overseer.

Ehehehe. “Human resources”

Now, what I find interesting about this game is that it tutorialises quite well, while still remaining a challenge, and having a fair difficulty curve… In the first chapter. Each time you learn a new power (Or new combination of powers), you get a short intro to them, just to show you what to expect, with unsuspecting victims. It was a little disingenuous not to allow me to break down doors on the first level (As normally, that’s what you can do), but that’s a minor quibble, and part of the challenge for the first level in any case (Make sure you infect everybody… A laudable goal for a zombie horde on any rampage.)

There’s no shame in screwing up a level, by the way, as restarts are easy, and you’re going to be learning things in any case. A good example would be the Subway of the first act, where the challenge is to kill everyone. This is pretty tough, as there are lots of fatal drops (Even for zombies), and blowing up the wrong zombie at the wrong time is going to lead to a restart (Because it’s so early, I’m going to helpfully illustrate this.

See this? This is not quite the smart move you may think it is.

See this? This is not quite the smart move you may think it is.

It’s a challenge I haven’t beaten yet, although beating the level itself only took two tries (One where I cocked up in a similar fashion to the screenshot above, one where I got a zombie to the end, finishing the level.) Of course, from Chapter 2 onwards, the gloves are off, and the Lemmings inspiration shows itself more clearly. Along with some of its problems.

I like that the hitbox on the Overlord (Your main combo zombo) is large, because, due to the fact that selecting zombies in a horde to do things can be tricky (Just like Lemmings), getting someone facing the right direction to do the thing can be difficult. I also like that they’re highlighted, as that eases (But does not eliminate) the problem.

I don’t like that using certain abilities unpauses the game. No, folks, I do want to select several zombies as runners beforehand without unpausing, because timing is kinda important. Oh, speaking of which, timing and micromanagement become important from Chapter 2 on, and that can be a pain, especially with that unpausing.

See those zombies in the lower left? I got things slightly wrong, and now they're all dead instead of across the way. BOO.

See those zombies in the lower left? I got things slightly wrong, and now they’re all dead instead of across the way. BOO.

Finally, I don’t like that the menu is unclear. Subtitles on mouse over would help me know that yes, the brain is the options, for example. It’s clever, but it needs to be a little more clear. (EDIT: It’s actually the statistics screen. See? SEE?!?)

Anyways, if you’re looking for a puzzle kick, Zombie Night Terror is a good choice. It’s got good visuals, good music, eases you in before baking your brain, and the cutscenes are blackly humorous. If you don’t like the idea of, essentially, leading brainless minions to nom on brains, this probably isn’t for you.

Braaaaaaaaaaaainsssss (Translation: The Mad Welshman endorses this game. No, not because he is a zombie now, but because he likes it. Now bend your head just a little, please!)

Become a Patron!

Battlefleet Gothic: Armada (Review)

Source: Review Copy
Price: £29.99
Where To Get It: Steam, Official Store

Battlefleet Gothic: Armada (or Armada, as it’s going to be referred to for the rest of the review) is an adaptation of Games Workshop’s spaceship battle tabletop game where, in the grim darkness of the future, there are only chiselled jawlines. It preloads, and this can, in some cases, take a while (2 minutes at best, 10 at the worst I’ve seen it), but once you’re in the game? It’s fairly entertaining!

Well, *one* of us isn't relying on just his faith to win the battle... Idiot...

Well, *one* of us isn’t relying on just his faith to win the battle… Idiot…

As such, however, I want to get the bad out of the way first. The game does not tutorialise terribly well, as the campaign focuses on the Imperium of Man (As 90% of GW licensed properties in 40K have done), and so getting a handle on the other three factions currently in the game (Eldar, Ork, and Chaos) is a matter of experimentation rather than being shown. Occasionally, the camera will refuse to co-operate until you reselect a ship, for reasons I have yet to discover. And the multiplayer needs work, with some factions requiring more micromanagement using limited Tactical Cogitator time (Slowdown, basically), and matchmaking needing improvements. Thankfully, these are at least on the development roadmap.

Now to the good: The campaign is well presented, and teaches some skills as it goes along, such as boarding actions, auto engagement, and the fact that losing a mission is not, as in many strategy games, a game over, but more of a setback than anything else, so, while savescumming is do-able, and a valid way to play, it’s by no means necessary. Of course, being 40K, it’s both dark and silly at the same time, so the second campaign mission, involving Ork Freebootaz (Orc space pirates, basically) is introduced by a cutscene that begins with… Gretchin (Space goblins) being fired out of a large gun, and being surprisingly pumped about either impacting another ship at high speed, or missing and asphyxiating in the cold bleakness of space. That image alone… Is actually a pretty good summary of 40K. It also provides an excellent example of how defeat will make your job harder, as losing the convoy in this second mission adds more rebellious worlds in the area, as, unsurprisingly, people get unhappy when they’re starving.

Warhammer40K.JPG

Warhammer40K.JPG

Aurally, it’s a treat, with a lot of good voice acting, some suitably dramatic music, and some impactful sound effects that really make space fighting fun, and visually, it can be quite cool, although often, you’ll be too zoomed out to truly appreciate the majestic ships and barrelfuls of dakka, and the Tactical Cogitator filter… Slightly detracts. But as far as adaptations of Battlefleet Gothic go? It’s priced fairly for even the campaign, and, so long as you don’t mind using Skirmish to get a handle on the ships of non-Imperial factions, the multiplayer’s quite fun too.

Unsurprisingly, things go horribly wrong sometimes. This will soon be one of those times.

Unsurprisingly, things go horribly wrong sometimes. This will soon be one of those times.

The Mad Welshman checked the Holy Manual of Shooting Things Very Dead. The instructions were simple, and, once his visex had… What do you mean, the terminology’s all wrong?

Become a Patron!

Mars 2030 (Review)

Source: Cashmoneys
Price: £5.59
Where To Get It: Steam

Space, it seems, is similar to War, in that it’s longish periods of nothing happening, followed by moments of pants wetting terror. Also of not knowing who your friends really are. Both of these, it seems, tie in to Mars 2030, a game which has apparently hit full release.

I will survive *this* Solar Flare. The next 9? Perhaps not.

I will survive *this* Solar Flare. The next 9? Perhaps not.

I say “apparently” , because, honestly? It doesn’t feel quite finished. For the £5.59 you pay, you get a greenscreen styled Oregon Trail type game, in which you load up, try to travel to Mars, and get assailed along the way by various factors like asteroid belts, solar flares, medical problems, and… Computer virii. Which made me blink a bit. So far, so fine, and in fact, ignoring certain factors, it’s entertaining, in a relaxing, “Something I can play while I’m wanting to relax” sense.

There’s just one problem, or rather, a series of small problems making one bigger one: I can’t ignore those things. Not just because I’m a reviewer, and not mentioning these things would be bad, but because they have an impact on the game from the very start. By which I mean picking supplies, because this is, essentially, Oregon Trail… IN SPAAAAAACE!

You’re not actually told what you get for picking, say, “10” food. It’s certainly not 10 food. It’s definitely not just ten bits of ammo for your mass driver. And that’s a problem, because part of the fun of Oregon Trail type games is taking risks, or, more accurately, gauging risks. Beyond knowing that more than 10 food would appear to get me all the way there… I don’t actually know for certain. Likewise with, er… Everything I have. Meds, Food, and Ammo are fairly obvious, but Circuits, Panels, and Wires? Well, they’re possibly something to do with shields and system repairs, but it’s not very easy to tell.

Just a week before release, this could happen to dead crew members. I *think* that's fixed... But I can't be *certain*...

Just a week before release, this could happen to dead crew members. I *think* that’s fixed… But I can’t be *certain*…

Similarly with the crew. I know, from experimentation, that my Software Engineer is the only one who can fix virii, and my Hardware Engineer fixes the shields. My gunner, I’m assuming, does gun things. Sod knows what the fourth crew member does. And sod knows, from the overlays I have, who’s still around to do these things. Because it doesn’t tell you, anywhere I can see. And once someone’s seriously laid up in the medbay, say from radiation poisoning thanks to Solar Flares, they don’t do their job any more. Which I also don’t know, because the game doesn’t tell me.

I don’t know what a virus in the Auto-Nav actually does. Or the Disposal System. And sadly, I suspect the answer to both is “Nothing.” But the fact I’m not being told these things, things the game presumably knows, is a massive black mark against it, especially since I know the developers have been informed. I would, I was one of the people who told them.

And then there’s the little things. Little things, but telling things: The “Repair” button sometimes blanks out just after I get the window back to do the thing, and also just after I’ve re-opened the ship status window because being told I had a thing to do, for some reason, closes the window. It’s pretty easy to pin down why it’s happening: Because you can’t do anything while the crew are having an event, or just before, and the game, just after giving you a thing to do, then checks to see if anything else happens, stopping you from doing the repair while it checks if something’s going to make your day more complicated. And that one little thing, combined with the other little thing, makes for frustration in an otherwise relaxing game.

A bone headed death, and my fault. Not all of them will be.

A bone headed death, and my fault. Not all of them will be.

Oh, there’s also a lackluster minigame you can play, in which a defense satellite goes up and down, and you have to time your shots to defeat never ending waves of enemies. Whoop.

So, despite it having some nice ideas, some nice visuals that are inspired by, but by no means replicating the 8-bit greenscreen of my youth (Too smooth in places, too small in others), and the same with the visuals, I really can’t recommend this, because it claims to be finished, and feels like a beta still, with bad tutorialising, and promises that seem a bit empty about “crew status” being the next feature… Which is baffling when you consider this “Big feature” is literally adding a segment to the ship status UI, and using that same code to, er… Print some variables. Which… Somehow hasn’t been done in two months. There may be crew members still “with[out] activated game content”, and I don’t, neither as player or reviewer, know. I’m informed, just as I was informed a while back, that support will continue through 2016 for the game, but as release states go, this isn’t great.

The Mad Welshman looked up at the bright eyed, bushy tailed astronaut candidate. “Space Walker? So… No software, no gunnery, no hardware? YOU’RE HIRED.” He grinned, as another useless waste of human resources was sent into space.

Become a Patron!

Master of Orion (Early Access Review)

Source: Cashmoneys
Price: £29.99
Where To Get It: Steam (NB – Comes with the original 3 Master of Orion games)
Other Reviews: Release

This isn’t really going to be an article reviewing how much game there is. It’s pretty obvious, at this point, that while the game is playable, and victories can be achieved, it’s incomplete, and there is more to come, including balancing of units and the like. This is about another important question: Do NGD and Wargaming “get” Space Opera?

The planetary environments, while the same canned anims that you'd see in the original MoO, are gorgeous.

The planetary environments, while the same canned anims that you’d see in the original MoO, are gorgeous.

Judging by the tears leaking down my face from the opening theme, with its violins, choirs, harps, and wind instruments? It’s a good starting sign. And the game is already showing heaps of promise. Let’s start with the races. So far, every race is presented fairly neutrally. Nobody is unequivocally a “good” or “bad” race, from the proud Alkari, to… Okay, maybe the Mrrshan are a little dickish, what with the “They’ll sometimes even attack their allies for the fun of it.” For those who don’t know Master of Orion’s universe (First seen in 1996 with the titular game by Microprose), there are 10 races, 6 of which are available at this point in the Early Access: The psychic, four armed scientists, the Psilons; The preening birdfolk with elite piloting skills, the Alkari; The tough Space Bears of Nature, the Bulrathi; The ruthless matriarchal catfolk with a penchant for ground combat, the Mrrshan; the reptilian, quickly colonising Sakkra Brood… Oh, and Humans, who have, in Space Opera tradition, formed a Grand Republic. Somehow.

Well, that’s why they call it Space Opera, really… Grandiose in view, and not a little implausible at times. Nonetheless, aurally, it’s an almost constant, and pleasant assault on the senses, from the sweeping orchestral score that quickens the blood and sets the mood well, from combat to colonisation, to the smooth tones of the voice actors and actresses that make the star studded cast. Most are immediately recognisable, such as Michael Dorn (Narrator), John De Lancie (President of the Republic), and Kat Cressida (Mrrshan Empress), while others take a little more work to identify, but no less enjoyment, such as Nika Futterman (Mrrshan Advisor, and, once they’re in the game, Darlok Advisor), John Kassir (The Alkari Advisor, whose squawks, shrieks, and excitement slay me with laughter.) Visually, similarly, it’s all gloss, from the tight UI design (Minimal, but stylistically fitting) to the ships (Each having their own character, and some customisation options, such as 2 model styles per class, and several preset colour schemes.)

The last thing a Space Pirate is going to see in the Early Game: The Missile Lock Indicator.

The last thing a Space Pirate is going to see in the Early Game: The Missile Lock Indicator.

It’s pretty clear it’s had a lot of cash spent on it. So how does it play? Well, it would be a disservice to say it plays exactly like the original Master of Orion, because there are definitely refinements, but many of these are subtle at the present time, and I don’t think we’ll see a whole lot of rocking the boat in terms of gameplay. It is, nonetheless, its own entity, with some changes to areas such as research (No more does every tech lock you out of something, for example), tactical combat (Which is now real time, although still, as far as I can tell, on a level plane. Also, you can get a rough estimate of how your chances are against a fleet or space creature), and pollution (Which, instead of being a Fact of Life, can now be reduced via the build menu.) There is also, because the game is still in development, a bunch of missing features (Such as Tech victories, Economic victories, four races, custom races, and miscellaneous bits and bobs like a full Volcanic Planet description) and the odd typo, but right now? The game is definitely playable, and, if you liked, say, Master of Orion 2, it’s an enjoyable play.

That isn’t to say there aren’t some things that don’t feel a little off to me. It’s important right now, for example, to make sure you hit the “Randomise seed” button for your galactic maps, unless you feel like playing the same map over and over again, some voice clips fail to play at times, and, to be brutally honest, I’m not overly fond of the Mrrshan, although their portrayal is consistent, and makes sense. No, I’m not particularly offended by Mrrshan Sideboob. I’m more annoyed that everyone else seems to be characterised more neutrally, including the Alkari, who are, as far as I recall, bigger assholes as a race. Psilons? Yeah, go out and study things! Bulrathi? Let’s Protect Nature (Any Way We Can)! Sakkra? We’re lookin’ out for our kids! Mrrshan? Yeaaahhhh, more shit to fight, fuck yes! If we don’t find anyone else, we’ll smack our allies around for the fun of it, yeaaaaahhh!

The Mrrshan have pretty ships, but are the least pretty faction, tonally.

The Mrrshan have pretty ships, but are the least pretty faction, tonally.

However, aside from these few hiccups (One of which may well just be me), it’s early days yet, and to see polish and promise this early on makes me feel fairly confident that, even if Master of Orion doesn’t break new ground, it’s already got character, it’s got atmosphere, and if it continues to improve and refine, it’s going to do well.

The Mad Welshman grinned as he stared at the holovisor. GNN had voted him “Most Dashing Tyrant” for the second year running, and… The proximity alarms blared as he scrambled to the console. “Oh no… ALKARI!”

Become a Patron!