My Hidden Things (Review)

Source: Cashmoneys
Price: £6.19 (£2.09 for soundtrack)
Where to Get It: Steam

Dreams can be powerful things. Many believe they can tell us about a person. Their hopes, their fears… But the meaning is nearly always hidden, sometimes just by being personal, sometimes by being heavily symbolic. And, although it’s not always coherent… They can tell a story.

And that symbolism, finding it within a chaotic landscape, is what My Hidden Things is about. As well as a number of other subjects, like grief, finding yourself, dementia… All in a hidden object game where the objective is to make the objects from other ones, based on silhouettes. Not that you always see what you’re meant to make in the later levels, but… That’s your basics.

A good start. And a teddy bear of a loving dad. <3

A black and white art style ensures most elements are easily visible, and colourblind friendly, although when it ends up black on black or white on white, it… Is annoying at best. And that does happen, occasionally. But mostly, it’s accessible, with minimalist music that nonetheless fits the mood. Sometimes it’s dark, sometimes it’s contemplative… But the simple stories are what got me.

Vignettes of lives, sometimes intertwining, and… One in particular being dark, the aforementioned dementia vignette, where you can see what they’re having trouble seeing, and understand where it’s going… Until Xary, your guide through these dreams, tells you… There’s nothing more you can do here.

Yeah, it’s… This particular story was hard on me.

I looked and felt a bit grim after that one… But I went the full rollercoaster with another, earlier one, where a child tries to come to terms with her dad being ill, and… Well, it has its rough spots, but the feelings aren’t all negative. Indeed, there’s most usually a mix of emotions in each little vignette.

This is a short game, but it knows what it’s aiming for, and I appreciate that. It wants to tell those stories, for you to see the symbolism, both in the objects you’re making (or what they turn into), and the rest of it. I would recommend this one to hidden object fans who want something a little different.

Generally speaking, I take a bundle of words and another bundle of words, and mash bits of them together to create a review. So I’m experienced in this sort of thing.

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Wicked Willow (Review)

Source: Review Copy
Price: £15.49 (£17.70 for game, OST, and art book, OST and art book £2.09 each)
Where To Get It: Steam

Magic has a Price. This is a common theme in fantasy fiction, especially in magical realism or urban fantasy, in which yes, magic takes a toll, isn’t always predictable, and sometimes… That price is too much. And when you are only just starting out? Well… A beginning is a delicate time.

…A delicate time that involves an axe murderer. Uhhh…

Good thing you’re able to go through it over and over again until you know what’s going on, know the consequences, and are maybe… Maybe able to deal with them.

And I’ll admit, the first few endings I got, I was… A little disappointed. I fucked things up royally several times, got myself in a coma… But eventually, I found other endings, the good ones… And I appreciated it for the good, queer funtime that it can be, when you get that happy ending.

One straight ending, and a whole lot of gay ones, including a transgender character. Yep, fair! Still… The writing, and the voice acting…

Valid.

They are… Alright. The premise is a good one, a groundhog day of a witch whose magic always has an unintended price, with a shady organisation (or, more accurately, way of life, the One Right Way) behind the scenes… Mostly… Still, the One Right Way speech, by the nominal villainess, is an interesting one, and unsubtle. People do often go through the world thinking there is One Right Way of living your life. One Right Type of Relationship. One Right Way to look at it all. I can’t really say more without spoiling things, but alas, the character who represents ORW, and their philosophy is… An unsurprising choice. Still, seeing some trans-euphoria happen in a story is definitely nice, so… Another good reason to like this.

Cheerful British Cat Called Shadow is my new band name.

Aesthetically, it’s a clear visual novel, it’s voiced, its progress checkpoints are both a system I rarely see outside of, say, the wild rides of Kotaro Uchikoshi (look them up, I’ve reviewed Zero Time Dilemma and 428: Shibuya Scramble here, as fine examples), and well represented and checkpointed, letting you know where you can find more endings…

Overall, I must say I’ve enjoyed my time with Wicked Willow. It’s writing may be a little stiff or overdone in a few places, but overall, it is, as the technical term goes, “Dat Good Queer Shit.”

Yes, “Dat Good Queer Shit” is a technical term. Don’t @ me.

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Last Regiment (Review)

Source: Review Copy
Price: £15.49
Where To Get It: Steam

“Are you sure you want to leave this awesome game?” Well… Yes, because I have reviews to write, food to cook, life to live, etcetera, and… You’re sounding a little confident there, game!

Satyrs, goblins, yeti… Probably elves too… (there are elves)

Nonetheless, although The Last Regiment is in Early Access, although there are things I dislike about it, it definitely shows promise. Some stuff, however, it needs to work on, before I could give something approaching a thumbs up. So let’s summarise what it is, and get the stuff it needs to work on out the way fast.

So, The Last Regiment is a fantasy turn based strategy game, in which… Ehehe, the units are represented by cards you draw from a deck, with the addition of some building only cards you can draw from occupied buildings, but it’s… Only sort of a deckbuilder. More accurately, the cards, be they units or abilities you get in a campaign mission are pretty set, but in Skirmish and Multiplayer modes, you can pick and choose to make a deck consisting of twelve types of cards, 1 set rare (1 each in the deck), 1 set uncommon (2 of each in the deck), and 1 set common (3 of each), limited still by the faction you pick. It’s not a bad idea, honestly, and it seems to work just fine.

An example of a prebuilt faction character for skirmish mode.

However, that UX is definitely something that needs fixing. The menus are fine. But when you get into battle, and you can juuuust about see those tiny action buttons in the bottom left corner, that’s… No, that needs fixing, or at least be scalable for people who aren’t perfectly comfortable with the concept of eyestrain. Otherwise on the accessibility front, colours seem okay, elements, apart from the size relatively clear, tooltips are alright, and it starts with subtitles on, which should be a god-damn standard.

Play wise, well… The idea that cards are randomly drawn, on top of the usual resource management inherent to a turn based strategy game like this, isn’t nearly as bad as you’d think, because there are things that make units last longer, even if they’re still limited in what they can do. They can assault, rather than just attack, minimising damage (but not stopping, say, other attackers from engaging in a normal battle with the unit), fortify, buff, upgrade no matter where they are… It’s a game where I can see myself exploring it and not feeling cheated by worse than average odds, because I can even them out some, buy more time to build up defenses, or sneak around to capture things.

Tiny buttons, aka “A sin against god and man.”

I’m less fond of the campaign being fully linear, however. There’s multiple factions, and while I appreciate that the story’s meant to be shifting from one to the other as things go forward, it just feels needlessly limiting, and I have to go to skirmish mode to explore a faction before I play their campaign, and experience their story. This is, however, a personal taste thing, as is finding some of the Live2D animations a little off.

Overall, though? This shows promise as a strategy game, and worth a poke.

Props on having goblins be the first faction, though. Goblins need more love.

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Wintermoor Tactics Club (Review)

Source: Cashmoneys
Price: £11.39 (£6.39 OST)
Where To Get It: Steam

Our hobbies don’t define us… But they sure as hell can bring us together, and tell others things about ourselves. I love art, and roleplaying, and generally, creative stuff. I love writing these reviews, and being critical and informative as best I can. And clubs… That’s where many people had their formative experiences, for good or for ill. Finding belonging, or exclusion, finding friends, ideas… Sharing.

Yes, the clubs are cartoonishly represented. But each one deeply connects with their hobby. And each other.

But what if, for some completely arbitrary reason, that club was shut down? How would that make you feel? Even if there was a reason, even if you didn’t lose the friends you made from those clubs, you would have less of a chance, less time to share that love of your hobby with your friends. And all because of something arbitrary.

And this, in a sense, is the core conflict of the Wintermoor Tactics Club, where the principal, for some unknown reason, begins holding a snowball contest between all the clubs of the school. The stakes? The club that loses each battle gets shut down. For good. All to find… The Ultimate Club. The Club of Clubs.

Look, I wanted to add this one in instead of a second tactics picture because it’s a Devo reference.

There is a reason for it, but, for the majority of the game, it’s going to feel arbitrary as hell, and corny when you do get there. Well played corny, with good writing… But even as a tabletop player who’s played some corny scenarios… Corny.

Anyways, yes, power of friendship, power of shared interests, a theme of tabletop tactics, because our protagonists are the members of the Wintermoor Tactics Club (plus folks who join the club after defeats, for various reasons), and the game is a cool hybrid of point and click adventure, visual novel, and turn based strategy. When you’re outside of battles, you do quests, talk to people, look at items for often humorous dialogue (love the library!), and progress the story in some fashion or another. And then… The battles. They’re all turn based and tactical, usually with three or four characters (sometimes more or less), but sometimes, they’re snowball fights, sometimes, they’re adventures to help the characters think, or to bring someone new to the group, sometimes, they’re progressing a character’s adventure to give them swanky new abilities. It’s solid stuff!

This is the kind of player character naming I can get behind…

Some of them are challenge maps with fixed stuff, which I know is a turn off for some folks, but, overall, it’s got give in how you play and which characters you use.

Aesthetically, I love it. Solid, cartoonish and expressive artwork, fitting and, in places, quite stirring music, a good, clear UX with solid text sizes and easy tooltips… And, as mentioned, some pretty solid writing, with very little tonal whiplash. When things get heavy, they get heavy. When things are meant to be light… You get the picture.

This is a solid game. It’s not a hugely long game, but it doesn’t need to be. I’d rather have something like this, tight, well written, and with elegance, over some bloated, over or underdesigned monstrosity. Turn based strategy newbies may well have a good time with this one, as it’s a nice, gentle introduction to the genre, with a good difficulty curve, and giving you useful information, such as who is going to attack who and why. Which is something you can exploit.

The Mad Welshman does 2 Psychic Damage for a nerdy tabletop reference. It may inflict confusion, or do extra damage if you are weak to Nerd.

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Kingdom: New Lands (Going Back)

Source: Cashmoneys
Price: £10.99 (OST £13.59)
Where To Get It: Steam

I’d actually been eyeing Kingdom for a while, but… Something put me off. I think, honestly, it was the tower defense aspect of it, for, as long time readers of my work may know, I’m not the biggest fan of tower defense style gameplay.

The Greed is attacking… And they’ll only become stronger the more I linger…

But, while there are aspects of that to Kingdom, and indeed, defending the kingdom is a core element of what’s going on, the other aspects are what keep me going to it. The decisions, for example. Huh, I’m short on coins… Do I create some farms? Do I chop some trees? Pay the merchant? Two of those can have consequences, if you aren’t careful. Chopping trees pulls back the forest, which is great if you want more land, more walls between you and the Dark Portals of Greed.

Not so good if you want to carry on recruiting people to become bowmen, knights (later), or farmers, maybe keep the merchant, or get a steady supply of deer. Creating farms is fine if you can defend them, or your temporary farms aren’t too far away from your settlement… But risky business nonetheless, because a slow citizen is a lost citizen, their tools stolen, trudging sadly back to the forest because you’ve failed them…

I am a queen who leads the way for my people… Such… Such as they are… Am I the bad queen, for leaving them behind?

…And, of course… Do I spend money on the main goals yet? Because there are two, or, more accurately, there’s one, but the second may be necessary to get the other. Building a ship to carry the King (or Queen) to a new land, and destroying the portals, the source of the dark Greed. The capital letter because it’s become an anthropomorphic force, rather than just, y’know… A lust for money or things you don’t have.

It’s an interesting idea. Story light, but it brought me back, quite a few times, to explore it. To take risks as the King (or Queen), because, for the majority of the game, there’s a lot you need to take a direct hand in, like distributing that coin to various projects, dropping coins beyond the battlements to maybe keep the Greed away for just one night, recruiting people by giving them coin… Riding out from the settlement, and god help you if you’re out at night, because if you don’t have coin to drop, to distract the Greed, they’ll take your crown. And if they take your crown, it’s all over.

This wasn’t the smartest idea. Somehow it panned out. Somehow.

Aesthetically, it’s good pixelwork, some cool music, fitting the theme of a kingdom lost, a kingdom renewed… A kingdom threatened… And gameplay wise, it’s got depth from simple elements, resource management and tower defense… I like it. The tower defense aspects, the slowish pace, the almost roguelike nature of “You will fail to learn the systems”, and the ramping difficulty may turn folks off, but the original game, the proof of concept, is available much cheaper than this for you to try (£4), and, if that grabs your attention, it may be worth taking a look at this one, which adds various features.

The Mad Welshman would make a terrible monarch, or any sort of ruler, really. He’s more the “Laser his name on the moon” type.

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