Doctor Who: The Lonely Assassin (Review)

Source: Review Copy
Price: £5.99
Where To Get It: Steam

Found thingumajigger type games can be interesting. When, that is, they properly open up. Or don’t tell a random person who found a random phone that they’re looking for a doctor who isn’t actually a doctor but travels through time and space.

Y’know, just normal found mobile game stuff, which wouldn’t result in the protagonist dropping the thing in the trash or handing it into a police station or… Look, there’s immersion breaking, and then there’s “everything about this feels wrong from very early on.”

Petronella…? Petronella, honey? UNIT is sort of meant to not talk about the Doctor so much, even if the Doctor talks about the Doctor the whole time…

None of the choices I’m given seem like something I would say in the situation. Some of the clues I’d like to pass on I can’t. I’ve been handheld for approximately 17 minutes (I’ll update as I go on.) For the first twenty minutes… I don’t feel like I’m solving anything.

It does, after this point, begin to open up. But… I still feel like I’m an observer of an observer, someone who’s more watching someone else click through a phone, listening to phone calls, talking to, as mentioned, someone who just casually mentions the Doctor like it ain’t no thing… A person I’m watching who doesn’t make sense to me. In fact, every time the Doctor comes up in conversation, I wince. Because, from the outside looking in, it feels so forced.

And, at times, I feel a frustration I haven’t felt in a long time. The frustration of having to go through all dialogue options to end the conversation in question, get back to the uploading of clues. And that’s forced in, most of all, when talking about the Doctor.

If they’ve bought the game, they know who the Doctor is. They know. They don’t need Petronella Osgood to forcefeed them.

Spooky! Scary! Neither of these adjectives actually held true for me!

It’s at this point that I feel I should point out that the history of Doctor Who games (and their quality) has been… Variable, but tending toward the lower end. Which is a massive shame, because it’s an interesting franchise, with some really memorable plots (and yes, some notable stinkers.) And yet…

It tries to jumpscare me, and I merely sigh. I see the staticky bits, and I tut, noting that this is not an epileptic friendly game.

And the mystery… After an hour or so, I stopped caring. I’m surprised I lasted that long, because apart from trips to jumpscare territory (and one unskippable video of a secondary antagonist, Mr. Flint), it… Didn’t feel like it was going anywhere. It was holding my hand for a fair few portions, and, honestly, it didn’t sell the concept it was trying to pull off at any point in that hour and a half. I come away disappointed, and the history seems on course.

I have more faith in Petronella Osgood than this, game, chatty though she may be…

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Nioh 2 Complete (Review)

Source: Review Copy (Which meant I had the DLC of ye original Nioh 2, and still died a whole bunch)
Price: £49.99
Where To Get It: Steam

Play with a controller. Make sure you get a comfortable right stick setting. Prepare to die a whole bunch learning this. This is your primary warning for Nioh 2, as it is unforgiving of mistakes.

I learned this… A lot. A lot a lot.

Meet your first exam. It’s a real killer.

So yes, Nioh 2 is an action RPG with slowish levelling, more requiring skill with equipment and your abilities than anything else (although what you can equip is limited by your stats, and you should definitely keep this considered), fixed attack animations (don’t be hammering on the attack keys), combat with a fair amount of depth, such as which stances to use, tactics, using your demon abilities well… You’ll get an exam on these real early on, along with the exam on “There are enemies you definitely shouldn’t fight unless you’re super skilled”, and the lessons will be painful.

Getting to your stuff you dropped when you died is not going to be easy if you died in a particularly nasty spot, and… Look, it’s a tough game with a steep early learning curve. Play the tutorials. Experiment. Be prepared to die a lot, or less if you’re already experienced in this. There’s a fair amount of timing to it, such as recovering your ki (stamina) by pulsing it at the right moment after a combo, which also serves the purpose of purifying an area, an important facet of fights with demons, because they can power up or use them.

I think I see why I’m being dunked on so mercilessly… I chose to play a nerd.

Aesthetically, it’s gorgeous. Lovely music, characters and monsters that really pop, taken from Japanese mythology and history alike, great sounds, and a clear UX. It’s good here. Writing wise, it’s stylish, and an early touch of the ghosts of your parents commenting on your character creation is… Okay, I teared up a little at hearing the character’s mother, who’d died messily not even thirty seconds earlier, say how we’ve grown so fondly.

But yes, it is tough as heck, and if that’s a turnoff, don’t bother, even with toning the difficulty down, mastering the systems I pretty much a must.

Beyond this, though, there’s… Not a lot for me to say. It’s good, and it has a lot of the stuff you’d expect from an RPG, with several different weapon types (I went edge, with a kusarigama and a switchblade, aka “It’s a scythe that turns into a bat’leth, deal with it, yokai.”), and… I enjoy it. Even if I die, and am going to die, time and time and time again.

This intro story shares a little with the story of the Red Oni and Blue Oni, but… I honestly just wanted an excuse to post a screenshot of a buff horny man with a big stick.

So, yes, if you’re either good at this sort of thing, want to struggle to play a cool game using Japanese mythology and history to tell a dramatic tale in a world of demons… This one’s good for you.

The Mad Welshman defends quick weapons to the death. Multiple deaths. Many, many deaths.

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Geneforge 1: Mutagen (Review)

Source: Review Copy
Price: £15.49 (£7.19 for hintbook and bonuses, somewhat recommended)
Where To Get It: Steam

Geneforge is a name with associations for me. The clunky charm of Windows 95. College. Being able to play 2nd Edition AD&D without wincing. Not all of these are dependent on the time it was released (Windows XP was the same year as Geneforge, and AD&D… Well…) But they’re associations for a reason.

Geneforge is what we would call “oldschool.” It only takes one look at the screenshots to see eras bygone in game design, and the game was, originally, pretty damn tough. Save early, save often.

Although difficulty selection is a wonderful thing, don’t you think?

“You feel a deep compulsion” are words you generally don’t want to be hearing in a tabletop game.

In any case, being an old school type RPG is both a strength and a weakness. It’s a strength, in that the developer has considered how classes might be seen by the NPCs of the game, different dialogue options exist for both classes and skills, and dialogue is rich with lore.

It’s a weakness because some design elements have never really been fixed, and combat can be brutal for the unprepared, although it does ease you in very well.

God, that UI. That UI has no scaling options, and so icons are very small, so very small. Text is not quite so small, but it’s still… This ain’t the most accessible visually, and, as an aside, you will be holding down Tab a fair bit to see what the hell is interactable, and even that won’t necessarily help you with items that are just on the floor.

But for all that, Geneforge is nonetheless an interesting RPG, with a very unique world. In it, biomagics, “shaping”, are a rigidly controlled, yet powerful magic, that has shaped its society. Small, pig like creatures with humanoid faces take the place of computers, created to be repositories of knowledge and scanners, meant to last a long time. Servant beings have been created, and…

Shapers: We make monsters for utility reasons. Also dickwaving reasons.

Look, Shapers are Not Nice People. It’s made abundantly clear early on due to the early dialogue, the matter of fact way in which the protagonist is so calm about magically created/changed beings, how he just assumes that the humanoids on the island are servants, but ones who have gone a long time without a master… What sets alarm bells in his head is the canisters, one of your prime forms of levelling up in the game. They change you, change you from the inside out, insert skills, powers into your mind, your essence. And would you look at that, they’re also Shaper creations, although banned, a dark part of the Shaper’s already dark history.

Aesthetically, it’s… It’s clunky. It’s unapologetically clunky, and clearly still made with small window sizes in full screen in mind. Nothing really scales, so at larger resolutions, like, y’know, the now common 2560×1440, it’s somewhat eyestrain inducing.

“I cast death” “Hrm, what kind of death do you cast?” “Particularly deathy death.”

Combat, well, it’s turn based, it’s action point based (you can do multiple actions in a turn if you have the points, if not, well… Boohoo), and it definitely has its nuances and interesting encounters, although it will often boil down to “Murder things horribly with the right elements.” But it’s still good, and I still like it.

Still, overall, this is, again unapologetically, a niche game. It’s for those who love the old 90s isometric RPGs, with all their jank and dialogue heavy funtimes. I enjoy it… But not everyone will, and I’d only cautiously recommend it because it’s a good example of its genre.

The Mad Welshman prefers to play with artificial life. Don’t judge.

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Atelier Ryza 2: Lost Legends and the Secret Fairy (Review)

Source: Review Copy
Price: £49.99 (digital deluxe £59.99, Season Pass (argh) £36.99)
Where To Get It: Steam

Ah, we’re back to the Atelier series, and so soon! So yes, as a quick refresher, the Atelier series is a JRPG series about cute alchemists doing cute alchemist things, meeting people, getting ingredients, beating up monsters, synthesising new things, and, after a relatively slow burn, saving the world. It’s usually pretty good stuff.

Doing this this early was a mistake. But a fun one.

Now, the other thing about the Atelier series is that it changes the formula up somewhat nearly every time. So, while time limits on the overall story still appear to not be here (yay!), the combat system is different from Lydie & Suelle, the alchemy system is different, maps are different… And I like most of these changes. One, in particular, I’m not a huge fan of.

There is a world map with shortcuts. There is a minimap both in the main city portion and the various biomes you encounter. You know what isn’t there? A minimap inside buildings. There is a fast travel menu in the city from the world map, but honestly, that feels a bit backasswards from the way Lydie and Suelle did it. I sorta get it overall, there are people who will have quests for you, so you need to be running through the city to meet them (and, as usual, alchemical ingredients can be found in town), but…

Oh dear. Oh dear oh dear…

Look, I get lost easily. And, to rub a little salt in, there is… A colourblindness issue with the door type objectives. Specifically, it’s difficult to tell what is a door you need to go through for the objective, and what… Is not. There’s a small difference in shade. That’s it.

Not cool.

Otherwise, though, Atelier Ryza’s second installment has a lot of cool stuff, the grind remains as mellow and, honestly, low key as ever, and the characters remain charming and interesting, from the folks you meet around town (oh, Ryza, why do you keep getting in trouble like this, huh?), to the main characters themselves. It looks damn pretty, the story is a little higher stakes from the beginning (as the ruins information rapidly makes it clear that yes, things are afoot in ye ancient ruins), the soundtrack remains as chill as seems to be the case (until it needs to be otherwise, and it’s alright at that too)…

Hrm… Yes. I see… Interesting… And other noises of academic interest fitting for the moment…

So, what about them lost legends, huh? Well, that’s one of the more interesting additions. Effectively, you’re piecing together the story of ancient ruins, with the help of a magic mcguffin and deduction, in order to learn more about the situation you’re in, and about the fairy wot hatched from an egg you got given at the beginning of the game. Called Fii. Who goes Fiii!

Shush, they’re extremely cute, I will hear no bad words against them. It’s honestly not a bad system, though, because it encourages exploration of the ruins themselves, and filling in blanks.

Gripes about the map aside, I can’t really think of any critique that would significantly improve the game. What little quality of life it lacks, is easily fixed, and the rest just… Works. It’s a solid game about cute alchemists doing cute alchemist things, befriending many, crafting stuff incessantly for various reasons, whaling on monsters for various reasons, with a relatively chill difficulty curve, and an equally chill lack of pressure. You take it at your own pace, and, so long as you don’t mind a fair bit of repetition in your routine, then yeah, this is a solid JRPG to play.

I really can’t complain when I can make a beatstick specifically for early enemies.

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Monster Sanctuary (Review)

Source: Cashmoneys
Price: £15.99 (£3.99 for Monster Journal, £7.49 Soundtrack)
Where To Get It: Steam

It’s unfortunate, really, that my opinion of Monster Sanctuary hasn’t really changed since I last reviewed it. So let’s kick this off with a disclaimer: This is, in fact, a well designed game, and monster battling folks and metroidvania folks should give it a go, because it mixes both well.

Ow.

It’s just that, for me, it’s still not hitting the right notes, and I can’t really understand why. Which irritates the hell out of me, because it’s a potential for constructive criticism… And also because I dislike understanding why I feel the way I do about what I do.

So yes, it is an unknown time, monsters fill the world, but monster tamers exist, and so, they effectively serve as rangers, keeping the wilds in check, while raising their monster pals. And obviously, you are one such tamer, joining the sanctuary as the latest novice in your prestigious bloodline.

It’s got the right elements, with sensible grind, monsters levelling up in your first six slots (your three battlers and your reserves), visible monsters, so that, if you know what the monster is, you can plan your formation around it, nice skill trees which balance well, a combo system that means the last monster in your battle does more damage than the one at the front…

There’s always a Goblin King… And they never look good in tights, except that one guy…

It’s got a fair few systems, yet they fit well together. It’s got nice pixel art, it’s got nice tunes, it’s got a pretty UI that’s clear, good teleport points, reasonable progression and difficulty curves, and cool monsters with their own special abilities that not only help you fight, but help you get around the world, like the yeti who can push blocks, or the phoenix (my starter) who can levitate you for a brief time.

So I think you can understand why it’s frustrating me that I can’t pin down why it isn’t gelling for me. Because it’s clearly well put together, and yet, it isn’t doing it for me.

Anyway, yes, it’s well designed, go give it a go.

Hrm and haroom…

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