Scythe: Digital Edition (Early Access Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam
Version Reviewed: Hotfix 0.56.
Other Reviews: Release

Right now, Scythe: Digital Edition is pretty much what it says on the tin: A digital adaptation of a strategy and resource management board game. Which, accurate as it is, doesn’t really explain why I’m conflicted about it. So let’s get into how “Does what it says on the tin” isn’t, in this case, entirely a compliment at the present time.

Scythe is, at its most basic level, a competitive game in which six russian styled factions rush to achieve supremacy by… Ah, wait, intricacy has reared its intriguing, yet sometimes ugly head already, because no, getting 6 objectives doesn’t win the game, it merely ends it. What matters is a combination of power, popularity, resources, and territory, with multipliers for high popularity and building things over the tunnels that honeycomb the hexagonal, rural arena in which the six factions battle. And, in a normal game where you aren’t shown the score count, that’s a combined battle you’re not really sure you’ll win unless you’re heavily keeping track.

Spot the Rusviet Workers (DISCLAIMER: Difficulty determined by colour blindness type)

So, on the upside, the option to keep track and see this (Score Preview) does exist. For hotseat and single player, anyway. On the downside, this information pretty much requires you hover over the tooltips to remind yourself of the less common symbols. The… Rather small symbols. And the sometimes small text. Which is something else to squint at, as well as Rusviet workers on some of the backgro-

Look, I’m basically saying, rather clumsily, that this game could have done with some accessibility options planned from the start. While there is an option to change the colour of the map, this only actually applies when you’re zoomed out, which, not gonna lie, isn’t a view I tend to use, especially considering that the pretty faithful recreation of the models, the unpainted plastic mechs and heroes in six flavours, and the wooden, blocky workers, is visually appealing when colour issues aren’t making the latter (Arguably more important units than your mechs and heroes) somewhat hard to distinguish.

The event cards are evocative, albeit uncommon features. And some factions, the villains, get to pick more than once here!

The game is currently hotseat, with the option of bots, and, despite its cool boardgame aesthetic, and music with Russian instruments, this… Isn’t serving it too well. It’s definitely a game you want to play with friends, with the uncertainty, the diplomacy, and the nervous planning. As it is, the uncertainty over whether getting that sixth star is the best idea right now only exists when you deliberately avoid the option to remove that veil, and the diplomacy… Well, this is one of the few times I’d say hotseat makes a strategy game, tabletop adaptation or otherwise, less exciting.

It has a cool world, alas, mostly seen in the rulesbook (an outside PDF link), and hinted at in the game. It’s got a good aesthetic. But, at the current time, it’s a good example of how sometimes, you need a human face or two attached to a game to make it what it is. It’s definitely worth a go, and it’s definitely a faithful adaptation of an interesting game… But it’s a faithful adaptation of a game whose interest comes from the dual uncertainty of hidden scores and potentially irrational actors.

The AI victors, who would not have *been* victors if I hadn’t picked on myself. Alas, I didn’t win, I didn’t win, and I would have won if I hadn’t attacked myself.

The Mad Welshman, being a moustache twirler, is a rational actor. Death rays are perfectly logical and sensible time and money expenditures.

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Haimrik (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

Haimrik is a game with an interesting concept. What if you had the ability to take words, and use them to change the world? Not in a “Saying powerful things”, but literally picking the word Sword up, and bam… Sword. It’s a cool idea, and not having those words be entirely under your control (some words, after all, bite back, or are just hostile to you, personally) is also a neat touch.

It’s a shame then, that Haimrik feels so very constrained. Understandable… But also a shame.

I mean, to be fair, being attacked by an ice wizard on a day I was planning to write things for you wasn’t exactly expected for me either…

Protagonist Haimrik is a writer. Well, a scrivener. He writes books, in the hopes that they sell, and the only person who even reads them is his landlady (whom he has a thing for), while he’s behind on his rent, and a corrupt king supported by his Word Warriors rules tyrannically over the land. Enter The Book. Drop some blood onto it, and the narrative of the world can be changed. An artefact, and a power, that immediately gets him into trouble.

Nice concept, yeah? Unfortunately, less than an hour in, its prescriptive approach gets my goat. There are a couple of puzzles where there are multiple solutions, but a lot of the time, no, it’s just the one. And not always a terribly interesting one. Okay, yes, we plant the SEED (run to seed, hold down) in the FERTILE SOIL (Hold F, plant seed), and then we call for some RAIN (run to RAIN, hold down), and… Oh, crap, do we use FERTILISER or POISONOUS FUNGUS to grow the plant, considering the obstacle we can’t control, the SWARM OF LOCUSTS? Which, as a bonus to losing us the seed we need, will gruesomely kill us, just as we’ve gruesomely killed (and been killed by) several soldiers, some goblins, a rat, a snake, a crocodile, and an ice wizard by this point.

Ohcrapohcrapohcrap CODE VERMILLION TALON, I REPEAT, CODE VERMILLION TALON!

As you might have guessed by the description of this puzzle, and the accompanying screenshot, it’s pretty much an inventory puzzle of sorts, with nouns being the inventory in question. Occasionally, it becomes more interesting, such as the fight with Murdock the Ice Wizard, or the Dragon, which are… Well, they’re boss fights, with the twist being in the sentences they display. It’s a fairly good twist, to be honest, counterbalanced by Haimrik being… Kind of crap at fighting. Aiming is a somewhat slow affair, jumps in a couple of boss fights are tight, and, even with the fact that death leads to a scene restart, it can get frustrating quickly.

Narratively, it’s a story seen quite a bit before. Cruel king, young man raised in a rural town in obscurity, family and town gets brutalised very soon after he gains a magical ability… It’s not helped by the fact that, even toward the very end, Haimrik, as a character, is basically a punching bag, and so their Hero’s Journey seems… Flat.

But then, the game is trying to do several different things. It’s trying to be an old-school adventure game (Complete with “Ha-ha, what fool uses LEECHES without a BUCKET? Eat a death!”), a difficult platformer (Complete with deathpits), a gore comedy, and a traditional fantasy romp. But it doesn’t quite have the speed of many difficult platformers (Haimrik can best be described as “trundling”, even when his life depends on it), it doesn’t have a lot of charm behind its comedy, and part of that is because it’s also trying to go through the Serious Hero’s Journey In Fantasy checklist. Also, it doesn’t help that a lot of the comedy comes from “Ha ha, you died.”

See if you can spot which word would have saved me from YAHGD (Yet Another Horrific Gotcha Death)…

One of the few upsides is that it has a solid, consistent aesthetic, but that hasn’t stopped me from putting this game down again… And again… And again, out of frustration with the gotchas and sometimes nonsensical solutions.

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Jack B. Nimble (Review)

Source: Review Copy
Price: £1.99
Where to Get It: Steam

Sometimes, you get a pitch that you just can’t ignore. “Canabalt meets Castlevania” is, let’s face it, one hell of an elevator pitch, and that’s precisely how Jack B. Nimble was presented to me. An endless runner, but with a Castlevania-esque, whippy twist.

Why yes. I would like to hear more.

Ahh, good old Londinium, capital of Roman vampires, werewolves, and assorted succubi. Good party town.

And so I did. And… While it mostly works, that “mostly” is slightly annoying. So, let’s mention the good, because there’s a fair amount of it. The game can be played with one button (space) , one button (left click on the mouse), or, if you’re a smart aleck like me, played with two buttons (space and the left click.) Pressing it once while on the ground either hops or leaps, depending on the length you press, while pressing it in the air whips. This is important, because both the number of candles whipped, and the accuracy of your whip cracks figures into your score. The game’s help screen quite helpfully shows the formula as Distance x Number of Candles x Accuracy Percentage. So, for example, surviving 1040m, and whipping 22 out of 24 candles would get me 20973 points (1040 x 22 x 91% and some change.) Speed goes up over time, some things slow you down, some things speed you up, missing a jump kills you dead, hitting an obstacle kills you dead. Nice and easy.

Visually, the game is on point: A four colour palette, similar to the Game-Boy it’s so obviously inspired by, clear pixel visuals, and the stages look, apart from the fact there’s no stairs, and only one… cough… BAT (Restraining myself there) that flies by when you lose, like Castlevania stages. Add in unlockable characters, most punning on either Jack or Jill (Jack Frost, Jack O Lantern, Jill Nimble, as early examples) , and visually, the mood is spot on.

It may not look it, but… Nailed it.

So, it’s accessible while also being challenging, as Endless Runners generally are. So far so good. Now come the bits that aren’t gamebreakers, but are annoyances and niggles.

Musically, the game sticks to its chosen theme of “Castlevaniaesque” for two of the six stages for sure, and then goes for more generic, arcade platformer tunes for the third and fourth. As noted, it’s not a gamebreaker, but it’s a tonal shift that messes with the mood, and I’m not the biggest fan, even though the tunes for the third and fourth stages are not, in and of themselves, bad chiptunes. Alas, I can’t tell you about the fifth stage at the time of review, because, at the time of writing, I have yet to beat my current scores on any of the four stages (sub 500k with the exception of the first stage, in which I have 600k and some change), and, to unlock the fifth, I need to earn 500k minimum per level. For the sixth, that rises somewhat, to 800,000 per stage (for a total of 2 million and 4 million respectively.) So, unfortunately, I can’t really tell you if it gets that mood back.

Similarly, there are some niggles mechanically and visually, in that it the controls are precise enough that my run most commonly runs into two problems: Whipping because I hadn’t precisely landed on the floor, and thus faceplanting into whatever the pit of death is for the stage, landing on a crate and not being able to jump because I landed wrong… Cue faceplant, and, most heartbreaking of all, whipping as I try to leap off a crate, still successfully leaping, but knowing that I have to work harder to get that higher score. Again, not a dealbreaker, but it does happen, and it is annoying.

WHAT A HORRIBLE NIGHT TO EMULATE THE WONDERSWAN…

Finally, there’s the part I would just like to be a different colour scheme. You see, every now and again, IT IS A HORRIBLE NIGHT TO HAVE A CURSE (Remember that old chestnut?) and the colour scheme is replaced by… Crimson and Black. Aka the colour of the Wonderswan, aka “The Curse of Colourblind Unfriendliness From Satan’s Unwashed Posterior.” I don’t mind curses, but colourblind unfriendliness is, as longtime readers may know, a thing I bang on about.

Otherwise, though, Jack B. Nimble is a lighthearted, pretty accessible game that wears its retro sensibilities on its sleeve, without that retro bullshittery, and with an interesting addition to the otherwise basic formula of the Endless Runner. Which is nice, I like to see more of that!

Jack be nimble, Jack be quick, or Jack will never beat his personal best and unlock new colours for his universe. WHIP AND JUMP, PEON, WHIP AND JUMP.

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Touhou: Scarlet Curiosity (Review/Going Back)

Source: Cashmoneys
Price: £12.99
Where To Get It: Steam

The Touhou series has, even without counting fangames, gone a whole lot of places. Starting as a series of bullet-hell shooters on the PC-98, Team Shanghai Alice and collaborators have created Touhou fighting games and versus shooters, changing gameplay with many installments. With fangames, there’s visual novels, metroidvanias, megaman style platformers, RPGS, and, with Scarlet Curiosity, a collaboration between Ananke Spa and Team Shanghai Alice, there’s ARPGs. All set in a world where it sometimes seems that morning greetings consist of an all-out battle with apocalyptic magic between cute anime girls, some of whom are also Youkai or other folkloric nonhumans.

I mean… This might as well be called Touhou.JPG , for how emblematic this line of dialogue is.

Scarlet Curiosity is an odd beast, in many respects, trying to mix action RPG ideas with the bullet-hell gameplay of the Touhou series with… Honestly, mixed results. This is also technically a Going Back, because while this is the 2018 Steam release, the game was originally created in 2014, and officially localised by XSEED in 2016.

In any case, the general idea is that Remilia Scarlet, ancient and powerful vampire in the body of a young girl, is bored. Considering that she is, canonically, one of the more dangerous residents of Gensoukyo, this is already a recipe for disaster, but add in a Tengu tabloid monster hunt, and the fact that something largely destroys the Scarlet Devil Manor, and… Well, you have all the elements ready for shenanigans to occur.

Takes a while to get going, though, to the point that, at first, I wondered whether this really was a Touhou game, bullet helling and all. Fairies were unaggressive, giant centipedes a case of slashing while circling… This, combined with the game having some large and sprawling maps, and a lack of visual feedback beyond numbers and hit sounds, disguised the fact that, in fact, I was struggling to get through levels. Come the second stage boss, and this lack of feedback revealed itself, as I died again, and again, and again, before finally respecting their patterns. It took until the fourth boss for me to stop thinking that the jump button in the game felt like an unfair advantage (Allowing the skilled… IE – Not me… To dodge most early game bullet patterns entirely.

So… Large, sprawling maps (Each taking about twenty minutes to get through), combined with main level enemies that, like a Touhou shooter, don’t get terribly challenging until a little later on, combined with a lack of visual feedback for hits (and the fact that, like many bullet hell games, many bullet types can be nullified with an attack) doesn’t exactly paint the prettiest picture. In fact, it paints a somewhat clunky one.

I will never take away, however, how spell card effects like this one look… Awesome.

But there is good here. The models are well put together for the most part, the game does get flashy the further in you get, and the stages, while large and sprawling, are definitely not without their interesting features. Loading and saving is separate for the two main characters, Remilia Scarlet and Sakuya Izayoi, which is a nice touch. Five slots each is generous, and I appreciate this. Similarly, in addition to each character getting different types of Weapons, Accessories, and Armour, following the usual ARPG rule of “Bigger numbers, always bigger numbers” , they also get to switch out their specials and skill cards for different types as they level up, leading to a fair amount of variety that I appreciate. Heck, there’s even some difference to their basic styles, with Sakuya being a tight, melee focused character, whose jump attack is just that: An attack in the air, and Remilia being a more loose, more aggressive character, who has a hard to master, but very satisfying ground dive as her aerial attack. Despite some light value issues making the lighter enemies hard to see well at times, the game visually works, and musically… Well, the Touhou games have always been known for good music, and Scarlet Curiosity is no exception.

In the end, Scarlet Curiosity is an interesting addition to the series, but an acquired taste that is not without its flaws. Longtime Touhou players may find it slow to start, while folks new to the series may well find it frustrating, but I can definitely respect the experimentation with genre mixing going on here.

Alas, pink on translucent grey is, as a colourblindness accessibility sidenote, not a good pick.

The Mad Welshman feels, apart from the whole “Being a dude” thing, that he would fit in well in Gensoukyo. I mean, Death Rays, Death Ray Spell Cards… What’s the real difference?

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MOTHERGUNSHIP (Review)

Source: Review Copy
Price: £19.99
Where To Get It: Steam

Tower of Guns was an interesting game. A procgen first person shooter with, potentially, a silly amount of jumps, verticality, secrets, and guns, it lived up to its name. It also had an odd world. Now, with Mothergunship, the devs are doing it again, but this time in space. And it is good. And it is funny. And it is fast enough that I can’t give it any major points for accessibility. Even if it ticks all those other box type objects…

Boxes! That’s what they are!

Funnily enough, underneath the humour, the setting’s… Kinda bleak!

In any case, Mothergunship is a first person shooter with some procedural generation, a lot of bullets flying about, and the main selling point of being able to craft extremely silly guns from a whole bunch of parts. Of course, you have to get those parts first, by doing missions, buying them from a black marketeer, and the like, but you too, with a little hard work, can have a gun that fires slow moving rockets, mines, lightning, and lasers all at once, while reducing gravity. Somehow. With the tradeoff that the more bits you put in, the less you’re able to shoot it before having to wait for a reload.

And, considering Mothergunship’s enemy spawning and projectile philosophy is “More is better” , it’s fairly safe to say you want to pack the most bang for your energy bucks. Since the normal recharge time of around 5 seconds is an eternity if you haven’t made a dent in the boodles of enemies the game throws at you. Or the dirty tricks the Mothergunship’s armada has up its robotic sleeve, like lava floors, bouncy floors, bouncy walls, bouncy robots… It’s mean. Parts of it have adaptive difficulty of a sort (The more side-missions you successfully complete, the harder they get, and if you die in a side-mission, it eases the difficulty up a bit) , but the main story missions are a fixed difficulty, and losing a mission loses you all the gun parts you took to the mission.

This is a relatively mild example of a mid to late game room in motion. All-together now: AAAARGH!

I’m not entirely sure how I feel about that last bit, to be honest. While you have a very generous storage space (100 total connectors, barrels, and buff inducing “caps” ), losing your best guns is a frustrating experience, regardless of the inducement to experiment with different builds. Thankfully, Side missions lag behind in difficulty, and there are a few options for gaining back those precious weapon options, and, for those of us who just don’t like to lose their guns, there’s the Joe’s Arms & Armoury missions. Joe’s Arms & Armoury: Gun shaped solutions to mothergunship shaped problems.

Which is as good a segue as any into how crafting guns feels. Beyond my one minor irritation with the system (Switching between removal mode and attachment mode feels needlessly finicky), playing with that energy/part tradeoff feels good, and I’ve found myself affectionately naming some ideas. The Friendly Fire, for example, asks the question: What happens when you add a 20-40% chance of spawning lava mines to individual shots… When you have three chainguns? It doesn’t fire for long, but the damage over time helps while away the recharging! Similarly, The Finger, consisting of some railguns, damage multipliers, and bounce mods, generally means that anything obliging enough to stand in a rough line from where I’m standing… Definitely gets The Finger.

While this is a low intensity shot, I’d like to point out… This jump was 90% done with rockets. Not even your traditional rocket jump either. Just… Shootin’ those rockets downward.

So, apart from the fact the game is, if not twitchy, then hectic, which unfortunately shuts out some folks from the game, there’s a lot good about Mothergunship, but one last thing definitely deserves a mention: The farcical humour. Farce must be played with a straight face, and of the cast, only the long suffering AI Jasper consistently plays the put-upon straight man, with the overall result of a humour heavy, fully voiced dialogue through the story’s missions. The Colonel is a cheery, blowhard incompetent. Dr. Dove Simona, although arriving late to the story, enters it with bombast, arrogance, and… Look, I don’t think it’s the Colonel that wants a cigar (he has a lollipop, because who loves you, baby), it’s Dr. Simona. Wilkinson’s VO really sells the long-suffering woman techie, and even the side characters, such as Hylas, get their moment in the sun. Pretty good, for something where most of the dialogue involves characters we never see more than a portrait of.

As such, overall? Beyond its speed and difficulty, which, as mentioned, shut out some folks, there’s not a lot that goes against recommending Mothergunship. It’s funny, it’s silly, it’s bombastic, has only minor niggles with its core design pillars, and looks nice to boot. Enjoyable!

Dr. Dove Simona: Making damn sure you know she’s a top.

The Mad Welshman would like to state that he is not, in fact, secretly an Archivist Ship spreading Archivist Propaganda. Please step into the Not-Archiving Machine.

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