Noita (Review)

Source: Cashmoneys
Price: £15.49 (£7.99 soundtrack, £21.13 game and soundtrack)
Where To Get It: Steam

Ahhh, Noita… Pixel by pixel simulation of object interaction. Want ice vapour to kill you? Don’t worry, particle by particle, you can do that! Want to put out that particle fire? Just hop in some particle liquid that isn’t particle oil, or sprinkle it on yourself! Want to shoot several particle streams of death, which then become more particle streams of death, and so on until your computer is screaming at you to stop? Yes, you can do these things, all of these things, so long as it’s through shooting things, bombing things, kicking things, throwing things, or spraying things!

Pixels! And many of them are currently very deadly!

You can also die in some extremely messy ways. And you will. Often. So yes, welcome to Noita, a procedurally generated roguelike in which you are descending into the depths of a mountain’s cavern/dungeon network, for… Reasons. I’m sure they made sense at the time, whatever those reasons were. It’s got some lovely pixel art, which, y’know, fits because of all those pixels that can be set on fire, slosh around, obstruct you and so on… And the music and sounds are good too.

It’s difficult, and at times twitchy, so if those are turnoffs, turn ye back now, and, as mentioned, it can get resource hoggy, so make sure your computer can handle it before trying it out!

Otherwise… Hot damn, the feeling of doing incredibly silly shit with your wands and potions, whether it works or not… No, really, it’s amusing to have thirty five arrows from a single cast, only for said arrows to bounce back at you because what did you expect when you fired 35 arrows in so many directions?

For this to be my situation on entering the level is a sign that maybe I should have run away. I did not. I died. I had a blast (and I got blasted.)

Well, you expected something amusing to happen. And you got it, even if you have to restart the game. But that’s okay, there’s probably even sillier things you can get up to! (There most definitely are.)

Any criticisms? Well… Apart from the game turning very resource hoggy when there’s a lot of stuff going on (and believe me, you can easily ensure a lot of stuff is going on, and so can some of the enemies), it’s in this weird space where the basic learning curve is actually quite easy… But the mastery curve is several sharp inclines, which, even with the potential for very amusing deaths, also creates some frustrating ones. Argh, why did I have to die just by getting shot? Boring! Also, some enemies, like the snipers, are… Oh god, they’re utter bastards.

Helpfully, the game now lists things you’ve found, and counts the secrets the game has. Yes, I mentioned secrets, and have found none personally. I know how to get them, I just haven’t tried.

But, overall, I love Noita. I love the destructive creativity. I love the war stories it can create. And, if you don’t mind a tough action roguelike, where you’re going to die in the first few areas a lot before you get further, you’ll like this one.

The Mad Welshman appreciates that wizards have no sense of responsibility. So consider sending wizards into this hellhole a chance for one of them to learn. Maybe.

Look, it’s enjoyable to send the bastards to their doom, alright?

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Necronator: Dead Wrong (Review/Going Back)

Source: Review Copy
Price: £14.99
Where To Get It: Steam

Okay, so… I’m hecka late on this release review, for which I apologise. Anyway, yes… Necronator, a tower defence game with a whimsically comedic evil overlord theme (such bright, cheery overlords, such big wallies for the lords we’re meant to defeat!), in which you go through a procedurally generated area, fighting tower defence battles, meeting events, buying cards (for lo, your units are cards, with a mana cost, a hand, and all that jazz), and just generally having fun and getting into trouble.

We got this. Go, my skeletal minions, go!

It’s a game that, I feel, respects my time, as I’ve felt previously. After all, there’s a heavy incentive to win quickly, as once that timer at the top runs down, the enemy castle will spawn much quicker, and it’ll be all that much harder to defeat them, or you could even find yourself on the losing end. So battles are quick. Maps are quick. And you breeze through, thinking on your feet, and, essentially, having fun.

Like, I’m not a tower defence guy. And I’m having fun. It’s easily understandable, tooltips are solid, the units are fun and interesting, and, pretty quickly, you’ll find yourself with three different commanders to play with, each with their own fun and interesting units. Aesthetically, it’s on point, some really cool pixel/voxel art, the maps are more clear than last time I played, the menus were good the first time round…

There’s other stuff beyond this, but it’s got less visual pop than “Here be the landscape you’re going to trample over!”

I can’t find fault with necronator, beyond the mild annoyance of “I can’t drag my card anywhere on screen to summon units, only the dungeon heart? Booooo…”

Have fun with three undead cuties on a fun murderous rampage. I’d recommend that, and, it’s a good introduction game to tower defence games. Not a bad combo, I’d say!

The Mad Welshman approves of women getting into evil overlording. Hopefully, with enough entering the industry, we can change the term, give it some extra kick. The committee’s still deciding on a good name, though, input welcomed!

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Sokodice (Review)

Source: Cashmoneys
Price: £4.79
Where To Get It: Steam

Dice puzzles are an interesting one. And yet… Minimalist just doesn’t feel right for it. But that’s what Sokodice went for: Simple, ambient, clean… A little sterile. And it doesn’t help that it feels like the keyboard controls change every now and again in terms of directions.

Insert ambient music.

Anyway, yes, Sokodice. The general idea is to push one or more dice to a specific point, with a specific number on it, face by face. If the number you need is on top, congratulations, you pass! If not, well, you’ll get it eventually. Or you’ll restart it over and over again until you hit par. Depends how much you want that, or just to screw around with it. So, for example, if you have a 6 at the “front” of your move, and a two on top, one direction would end with a 3, another with 1, another with 4, and one, obviously, would end in 6. So the opposing top would take two moves in any direction.

I suck at these things, by the way. But it’s not the difficulty (It’s a puzzle involving space, your mileage will vary) that I find somewhat dull. After all, it adds little wrinkles, things to watch out for, as a good puzzle game does.

It’s a little difficult to differentiate the ice from the snow, so it’s something to watch colourblindness wise. Still, nicer than clean, sterile white.

It’s the presentation. And the control weirdness. In essence, it’s better to play with the mouse then the keyboard, because it gets rid of “Which axis am I moving on again?” There is an undo, but save yourself the frustration if you get it.

No, it’s simply that this minimalism feels more workmanlike than an aesthetic decision. It feels lacking in character. Maybe I’m spoiled on that front, but still… Even when it gets into more colourful designs and tunes, it feels, as I’ve noted, sterile. Lacking feeling.

In any case, Sokodice is less than £5, so if puzzle enthusiasts want to give it a go, then it’s not a big investment, although I would say that dice puzzles are not a beginner puzzle set, so people getting into puzzle games may find only frustration. Personally… It just didn’t grab me.

The Mad Welshman is always sad when something doesn’t grab him, because the devs put in hard work to make their cool stuff. But… Can’t be helped.

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Disgaea 4+ Complete (Review)

Source: Review Copy
Price: £34.99 (Some “Time saving DLC, £2.39 max each, artbook £3.99)
Where To Get It: Steam

Ah, Disgaea. An SRPG series I’ve come to enjoy, in the short time I’ve researched it before taking on this review. Its world is an odd one, it has a mix of the dark and the humorous that intrigues me, and… Well, a game where a sardine loving vampiric demon lord takes on a corrupt government over Prinny rights?

What the hell’s not to like about that story setup?

This guy knows what’s what! (Although I’m more of a cod man, myself)

Before this continues, however, there is one important warning to players new and old: Autosave is on by default. Turn it off. Turn it off for your own sanity.

Okay, okay, the autosave is separate from manual saves, but you do want to get into the habit of saving early, and saving often. Even if you think you’ve bribed senators on votes enough, there’s still the chance you’ll be voted down and lose mana.

So, I’ve already gone over the basic plot, what the heck is this? Well, it’s a turn based strategy RPG, in which you summon units to your team, level them up, use them to kick the snot out of your enemies, and each area is about 5 maps, the last having a boss encounter. As to the details?

Well, yes. Until you inevitably slap someone with a herring, and you ruin your social media presence, warcatte.

Well, you can tell this is a transitional game between 3 and 5, because it has the most complex set of mechanics I’ve seen in the Disgaea series. From earlier games, the summoning that doesn’t have levelling built in, so you can improve stats (somewhat), but you have to level them up through fighting, leading to repeating maps or entering the Item World, a mechanic that exists throughout the series (go through a randomly generated dungeon, with bosses every 10 levels, to level up an item and make it more rare. Oh, and this game has branching paths in the dungeons every 5 levels too.) The senate, also, has a new wrinkle to it, in the form of evil dispatches. I haven’t quite worked that one out yet, to be honest, beyond “You can place buildings that have effects on surrounding tiles, the tickmark of which chooses the leader of the group getting the benefit.”

Haha, I bet you thought you’d see big numbers, didn’t you? Nah, this one only did 890 damage at the end.

Skills are learned through the use of mana rather than levelling, weapon levelling is gone for this installment, replaced by “You can only learn skills in your character’s weapon specialties.” Even in combat, there’s something new: Fusion. Effectively, two monsters of the same type can become one giant monster, for better stats, the ability to punt people, friend and foe alike, to one side, and, if you’re in the late game, you can magichange a fused monster (magichange being “Monster turns into a weapon, with a special ability unique to them.”) or dual wield magichanged monsters.

I could go on, and on, and on, but let’s wrap this one up. Aesthetically, it’s damn fine. My only gripe visually is the one I’ve had throughout the series, where you need to rotate the map to see certain tiles, and the things on them, and even that… Is not guaranteed if it’s a trough of some sort. You can also zoom out, but… That doesn’t really help much. The voice acting is good, from the Prinnies (we rock, dood!) to Valvatorez (SARDINES!) to the villains (some of whom become your allies.) The game is grindier than, say, 5, but not as grindy as the earlier installments.

The one casting this, by the way, is behind the wall. They’re a friendly, so…

I wouldn’t recommend this to people who don’t have a lot of free time on their hands, or people who get irritated by grind, but for SRPG players, or people with a fair amount of free time and wanting to get into SRPGs? Honestly, Disgaea isn’t a bad start, and this is certainly the best story in the series (although they’re all fun.) So yes, I recommend this one with those caveats: It’s got a lot of grind, it’s mechanically the most complex in the series, but… Well, the Disgaea series in general has fun, often silly stories (that sometimes turn dark and serious later, but there’s always a hint of the ridiculous), cool characters, and each installment has something to recommend it.

The Mad Welshman is totally not a Prinny, dood!

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Paradise Killer (Review)

Source: Review Copy
Price: £15.49 (£19.28 for game+soundtrack, £7.19 soundtrack)
Where To Get It: Steam

I love a good murder mystery. The twists, the turns, the red herrings, slowly being guided along a path. And sometimes… Being wrong. In a way, aside from all the other cool stuff, that’s what’s so good about Paradise Killer…

You’re allowed to be totally wrong. Even if you do need at least some evidence. And hell, even after a marathon session with one trial I felt was off, I’m still not sure I got the whole truth. Pieces were missing, strange pieces, but, considering how large the world is, I’d probably need a walkthrough to find the clues. But it’s okay, even if I feel like I shafted some friends in the process.

Regardless of right or wrong, the sentence remains… DEATH.

In any case, Paradise Killer is a first person exploration type murder mystery, with some visual novel elements (the interrogations, the trial, some of the puzzles) where the Council of Island 24 have been murdered just prior to the Island’s reality being broken down to make way for Island 25, Island Perfection (ha.) And you, Lady Love Dies, interrogator, investigator, and, when the time comes, executioner, must find out who did it. Maybe who plural.

Writing wise, it’s great, and aesthetically, it’s this strange 80s/90s vibe combined with urban fantasy, a paradise island with pyramids, some small hellscapes, obelisks, tenements… The supernatural and the “Normal” live hand in hand. The soundtrack’s great, the sound design is, except for the static in the second gate, good, and the VA pleases, very characterful.

I like Lydia. She’s down to earth, even in as strange a place as Island 24.

Now, mechanically… Ah, here’s where there are some imperfections. I’ve noted that you’re allowed to get it wrong, and this is good. But this is a fairly big open world, and, oddly, I feel that works against it in some respects. Hunt relics. Why? Completionism and a few quests, it seems. Hunt blood jewels. Why? Well, that’s more useful, unlocking a secret item needed for the best clues, unlocking fast travel points, and paying the toll for travelling from them.

But it definitely felt like a needle in a haystack at times, finding the clues. And then… There are the puzzles. Use symbols from a set to complete the image, except… I never used some. I never came across a lock that used some of the symbol elements. Maybe that’s by design, maybe not, but it kinda frustrated me on some odd level.

Yeah, ummm… Some of these, I didn’t use my whole playthrough.

Still, the mysteries kept me hooked, and the mysteries left are seriously tempting me to dive back in now that the review’s written, hunt down those final clues, and that, along with its aesthetics and writing, really nail it for me. Some of the platforming is annoying as fuck, but, overall, I would highly recommend this one, especially to murder mystery lovers.

May the million eyes watch over you as you play this…

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