Lumines Remastered (Review)

Source: Cashmoneys
Price: £9.99 (£9.49 for the Digital Deluxe DLC… Which is the soundtrack, some wallpapers, and avatars)
Where To Get It: Steam

Lumines Remastered is, on a basic level, exactly what it says on the tin. It’s the Lumines you may already have if you love the tetromino arcade puzzler, but with a higher resolution, some better menus, and some minor added features such as a versus CPU and multiplayer mode. Not a lot has changed, except that I find this version, oddly, triggers my epilepsy while the previous does not, and, as such, skins that were not colourblind friendly, remain unfriendly to those of us who have colourblindness of some description.

Although this does not look like a problem, the backgrounds are animated, and this seems to make this particular skin harder to differentiate.

So, for those of you who’ve played Lumines before, there’s your paragraph. For those who haven’t, let’s have a chat about feel and difficulty. Because the way Lumines works is quite cool, even if this remaster isn’t something I can recommend to my fellow epileptics.

Lumines, mechanically, works on three main elements. Matching squares with four tiles, of two different colours, into squares of single colours. A wipe bar, which, if you’ve matched a block while the wipe bar’s going across said block? Won’t fully count. And varying the speed of both block falling and the wipe bar to change the difficulty. Early levels are a normal speed for both, but then the block falling speeds up, and, every now and again, the wipe bar… Slows down. Which, considering this follows the usual tetropuzzle rule of “If you fill up a column and try to put a block on that column, you lose” , makes it harder, because matched squares don’t go away until the wipe bar’s fully crossed all the rows.

If you’ve got this many blocks this late, you have a problem.

Clever stuff, and a skilled player, despite being able to take it slower in certain stages, can take advantage of the slower wipe bar to build up some incredibly silly combos, and clear lots and lots of blocks. But mechanics alone doth not a game make, and Lumines also has a solid, clear aesthetic going for it. While, as I mentioned, some levels don’t differentiate the light/dark blocks terribly well, the majority thankfully do, and the music is a good mixture of catchy, dark, pumping, and relaxing. A medley of melodies, if you will. The effects of the game when blocks are cleared pleases my lizard hindbrain, and so, feelwise? It feels good.

Overall, if you already have Lumines Advanced, the only major selling points are the multiplayer/CPU mode and higher resolution graphics, but if you like tetromino puzzlers, Lumines has quite a pedigree, and hasn’t fixed what isn’t broken.

Mmmmm… Parrrrticles…

The Mad Welshman is not, despite the conspiracy theorists, actually a lizard. He’s a werewolf.

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Fighting Fantasy Legends Portal (Review)

Source: Gold Coins from Captain Skully Bartella.
Price: £7.19
Where To Get It: Steam

The Fighting Fantasy gamebooks, the majority of which were written by tabletop legends Steve Jackson (NOT THAT ONE) and Ian Livingstone, were an interesting part of the tabletop scene, although early books in the series were well known for gotcha traps, instant death paragraphs, and some highly frustrating collectathons. Looking at you, Warlock of Firetop Mountain, and your god-damn keys.

Ah, the heady days before “Mimic” became common parlance for anything pretending to be a chest…

They were also experiences that, like your linear, curated experience in a game, could be successfully completed on replaying… Through the notes you took last time, reducing the challenge of future runs.

Fighting Fantasy Legends Portal reduces the latter to a certain extent with its adaptations of the Deathtrap Dungeon trilogy (Gamebooks 6, 21, and 36, all written by Ian Livingstone), while… Faithfully preserving the gotchas, instadeaths, and collectathons.

As such, it can best be politely described as “An acquired taste.” Less diplomatic descriptions are usually long strings of vulgar language, interspersed with terms like “Garnet” , “Infinite Unwinnable Fights of Padding”, “Gotcha”, and “Black Imp.”

To be fair to the developers, they have taken steps to palliate this, with multiple difficulty levels and a lives system, allowing you to take multiple runs without losing your progress… To a point. Default difficulty has 9 lives, and, unless you are supremely lucky on those die rolls, and know exactly the path to take through the game… You will lose at least a couple of those lives. We’ll get back to that.

The Fighting Fantasy Experience, Part 1.

First, there’s something we’ve been missing this whole time: How have Nomad Games and Asmodee Digital adapted a set of Choose Your Own Adventure books? As a sort of top-down, tabletop like experience with dice and cards, with random encounters to both spice up the emptier bits of the dungeon, and replace one-off events that you’ve already dealt with. It looks pretty nice, with some good artwork, definitely nice looking maps, and music that doesn’t, generally speaking, outweigh its welcome. Menus are clear, and, while I would have liked some of the map segments to look a bit less muddy, clear icon signposts for direction choices and doors helps with this a lot. Text is in neat boxes, choices are clearly highlighted… It isn’t bad, in this respect.

But, amusingly enough, part of the problem is that it is a mostly faithful adaptation of the Deathtrap Dungeon trilogy. A trilogy which has some rather painful moments, such as, early in the Trial of Champions gamebook, six fights in a row, with minimal healing every two fights. Oh boy, I hope your skill rolls are good, my friends, because otherwise, even the generous checkpointing for this particular part (So notable because it’s more generous than, say, the entirety of Deathtrap Dungeon, which has precisely one checkpoint), you may well lose a few of your precious lives here! Add in some difficult, if not unwinnable fights with meager rewards in some paths, gotcha traps in both set and random encounters (Take 2 Stamina Damage. No, just take it, this isn’t a Skill or Luck roll like the others, you Just Take Damage), and some places where only memorisation will save you from unpalatable options there’s precisely no signposting for. Looking at you, rat staircase and arena fight in Deathtrap Dungeon! Looking… Right… At you!

It is, however, nice in that you do get to keep your items, and setpieces you’ve completed remain completed, even if you die.

The Fighting Fantasy Experience, Part 2. Albeit without the part where you skim through the book to find the paragraph number where you succeed.

Overall, Fighting Fantasy Legends Portal is, as noted, an acquired taste. So long as you’re okay with the fact that this digital adaptation only slightly pulls the punches of CYOA gamebooks from the 80s, with arbitrary game design moments to match, then you may well find joy and interest in this title. If this isn’t your thing, then y’know what? I don’t entirely blame you, as going back through this trilogy, swearing at various elements, and then thinking “Oh… Yeah, this was roughly how I felt the first time” was quite the experience. The game is also, at the time of writing, somewhat crash prone, although I’m sure that will be dealt with in time.

Still… It’s not often I both congratulate and curse a developer for correctly emulating the feel of an old property… Not often at all…

The Mad Welshman still remembers how his first experience with another CYOA series was the Deathlords of Ixia. He feels this may have had lasting effects…

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Omensight (Review)

Source: Cashmoneys
Price: £15.49 (Artbook £7.19 , Soundtrack £7.19 , Collector’s Edition £29.87)
Where To Get It: Steam

Omensight is, on the one hand, a game I quite like, set in a world I quite like, and spiritual successor (set in the same world, but some time/place else) to another game I quite like by the same company.

On the other, it’s a game where some of its options and choices are, to my mind, flawed and hamhanded. Still, let’s describe what’s basically going on. Because this will be the last time, both in game and review, it is basic.

Battle animations are fluid, and you can dash quite a bit round the battlefield… But then, so can some of your opponents.

Omensight is a spiritual successor to Stories: Path of Destinies (by the same company), and involves many of the same themes and mechanics remixed. There are time travelling shenanigans for our hero(ine. Being some form of spirit, gender is not assumed) , the Harbinger. There are fights to be fought against enemies using light, heavy, and special attacks in combos, with better performance leading to better rewards (And some enemy types being largely immune to some attacks.) There’s lore to collect, with the overall goal of solving a murder mystery: Who killed the Godless Priestess, whose demise has unbalanced the power structures of two warring kingdoms, and is about to end the world in a single night?

Problem the first: The solving bit is slightly inaccurate. What you’re doing is going through the last night of four individuals, trying to encourage them to lead you to both clues and, in the end, the solution via the cunning use of memories and following them. Sort of a Dirk Gently mystery. And the more efficient at solving the mystery you are… The less you get to know about the characters, the world, and the very mystery you’re involved in, beyond the core bullet points.

Twenty minutes after taking this screenshot, I accidentally ended up taking the path to the next chapter, through my desire to open locked doors. WHOOPS. This screen (Reminding of clues) is not available in “True Detective Mode.”

Equally, beyond a certain difficulty level in the detective mode, you lose out on a tool that can just as much remind you where you are after a break as supposedly give away the way forward. The same way forward that the Priestess will mention… The characters will mention… And… Look, as a murder mystery, it plays its hands too heavily, which means it’s very tough to miss out on the solution to each chapter’s conundrum. Which leads into the problem that you can, quite easily, miss the story collectibles because the game is too good at solving its own mystery.

Continuing on, there are four keys, and each chapter contains one of the titular Omensights, visions with which the plot’s direction… Changes. Funnily enough, the game does foreshadow its twists fairly well, even if, as noted, I don’t feel like much of a detective because its clues are heavy handed, and the four main characters are fairly well written. They play on you being a silent protagonist. Sometimes, as in the case of the cheeky (Yet brittle) leader of the Rat Clan rebellion, Ratika the Bard, they put words in your mouth. Sometimes, like when you’re collecting things, they speculate as to your motives. This can get annoying, but I also appreciate that yes, when the Harbinger, the being that both presages and is meant to prevent the apocalypse, takes a break to smash barrels for money, you too would wonder what was up with that. The voice acting is pleasant, although sometimes stereotypical (Hi Emperor as Grand Vizier! Hi Thug Bear With A Heart of Gold! ), and the music is good. Not always memorably so, but it fits well with its areas and its timing.

One of the titular Omensights, which the Harbinger will then show other people… To get to the truth in perhaps the messiest way.

Beyond the sound and story design, combat in Omensight is a little annoying, as, on any difficulty above the easy, quick reflexes are mandatory for the dodging, and being able to quickly visually identify your enemies is mandatory if you want to do well in a fight, as some enemies have shields (Meaning that light attacks will just bounce off), some have counters (Meaning you’d best be away as soon as the Angrier Exclamation Mark appears, or else), and some are flying, and so a pain in the rear end by definition (with the saving grace that all but one of these flying enemies falls down when hit, and can be coup-de-graced immediately after.) It doesn’t feel especially great, and, for all that there’s a lot of fighting in the game, it’s by no means the strongest aspect of it.

For all these flaws, Omensight still works fairly well, partly because it has a fairly strong storyline (Although it’s a downer… Apocalypses generally are), some solid, low poly aesthetics (Each area has a different feel, and I like that) , some good voice acting and music, and adjustable difficulty separated into the detectiving and combat end, so, if you really want, you can turn both to their lowest settings, and just… Enjoy the ride. That’s the nice thing about adjustable difficulty: You get to do you.

I’ll let you guess which clan is which.

The Mad Welshman doesn’t have a lot to say today. It’s incredibly hot at Chez TMW.

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OVERLOAD (Review)

Source: Cashmoneys
Price: £23.79
Where To Get It: Steam
Other Reviews: Early Access

Normally, I try to avoid making references to other games in reviews, not least because it can introduce expectations that shouldn’t be there (see the Moonlighter review from earlier today), but, in the case of Overload, Revival’s 6 Degrees of Freedom shooter… It’s Descent.

“M’lud, if I could draw your attention to Exhibit A…”

For anyone young enough to not know why this is a big deal, Descent’s big selling point was the aforementioned 6 Degrees of Freedom. Want to float upwards and downwards, strafe sideways (that’s 2) , but also rotate in all three axes and move forwards and backwards in a science-fiction setting of robots gone wrong, and your mission to rescue the victims of what would eventually turn out to be both an alien invasion and Evil Corporation Shenanigans? Descent, and its two sequels had you covered, refining the formula.

Overload, funnily enough, refines it further. Although this is less surprising when you consider that the two Revival founders, Matt Toschlog and Mike Kulas, three of the original trilogy’s musicians, Dan Wentz, Allister Brimble, and Jerry Berlongieri, and more have been involved heavily in the development. They’ve had time to think about this. So… What’s the result like?

Undeniably fun and tense, is the very short answer. Last time I looked at it, I mentioned that the refinements to the formula are, for the most part, more to do with level design and quality of life than, for example, major rejiggings. Multiple difficulty modes, with the nice touch that challenge leaderboards are separated by their difficulty. Looking at the map pauses, and, considering the general gameplay loop, this is a godsend, and, while the maps are indeed mazelike, I never found myself truly, hopelessly lost like I did in the original games. Although, equally to its credit, I’ve felt ambushed, claustrophobic, and tense, aided by the often casually oppressive sounding music, the almost-screams and growls of the Automatic Operators. Logs being short and sweet, upgrades, secrets… It’s an interesting mix of the more traditional and the modern, and it works.

Particle effects can, on the one hand, obscure what’s going on. On the *other* , it makes this Auto-Op about four or five times scarier, even after it’s dead.

Good example: This is a game that has monster closets, in the traditional sense of the phrase (Secret places that open on triggers, usually once you’ve done something, to reveal… SURPRISE ENEMIES, HAHAHAHAHA) , and… I don’t mind. You know you’ve done monster closets right when they feel natural… And, just as nice, they have an actual, narrative reason to be there. I won’t spoil it, but the overall idea is that a set of colonies around Saturn have gone dark, and, carried in your slower than light craft, you have to work out why robots have gone bad, why colonists have been reassigned, and why the hell the company’s founder, Gabriel Kantor, seems so certain he can burn his bridges and unleash death and destruction for a set of colonies that are nowhere near self-sufficience. It’s similar enough to the plot of the original Descent (hell, it even has references to the Evil Corporation of the original games, the Post Terran Mining Corporation), but the differences, and the explorations therein, short as they have to be due to constraints, pleases me.

In short, this is not only an excellent addition to the 6 Degrees of Freedom Shooter subgenre, it’s also an excellent Descent game, and well worth a look. Oh, and there’s a free level editor too.

The mood in these tunnels can be described with phrases like “Somewhat tense”, segueing quickly into “AHH DIE DIE DIE PLEASE DIE”

Yes, The Mad Welshman freely admits the possibility of rose-tinted goggles. He also admits the possibility that it’s just fun as hell to blow up robots in space.

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Antigraviator (Review)

Source: Review Copy
Price: £19.49
Where To Get It: Steam

As Future Racers go, Antigraviator is an interesting, but slightly flawed one. It’s trying something different, and I appreciate that, but that doesn’t really change that it doesn’t, entirely at least, work well.

I would like to apologise for being good enough at Future Racing games that this is the only mid-pack screenshot I have.

So, it’s a Future Racer, so there’s gravity hovercraft wot go fast, a lot of tracks in varying locales in tournaments of increasing difficulty, a boost start (Gotten by holding accelerate just as 2 vanishes and 1 is about to count), and… No context for any of this. Nope, this is a racing tournament, just a racing tournament, and that’s all good, with no in-game lore. Interesting move.

But, make no mistake, the tracks are very pretty. Even in the first tourney, you go from a “standard” city setting, to racing over the ocean, through a canyon system, and in orbit. It’s lush, and it’s fast, and it’s here we start to see this minimalist future racing game fight with itself, design wise.

It’s fast, and there’s a lot, I mean a lot, of blind jumps and turns, sometimes quite hard ones, sometimes in quick succession. But don’t worry, because only grievous collisions slow you down more than a tadge, and, unless you’ve gone for a low armour craft (more on that later), getting blown up by anything short of leaving the track (an instant explosion if you don’t land on the track, followed, in most cases, by respawn and loss of all speed you’ve built up) is quite tough. Okay, cool, these design decisions appear to have cancelled each other out for an alright, if odd baseline. But then we hit the Deathmatch mode of races, and they’re longer, and harder to lose, precisely because you have so much armour (and so do some of the other racers.) So, how do you blow people up?

Well, instead of weapon pickups, you have, at pre-determined points of the track, traps. Some are near-certain killers (like the reverse controls/magnet trap) , some are, basically, weapons (the missile), and the rest vary between fitting and slightly silly, deadly and slowing. Most require someone to be in front of you to trigger, give you a temporary immunity that usually gets you through the trap yourself, and have the good feature of telling you whether they caught somebody.

The first time playing, it goes straight to the mandatory tutorial. Not sure how I feel about that.

Unfortunately, they also require you and the other racer to be in a specific set of ranges to trigger, which conflicts, somewhat, with the other main mechanic, boost energy. See, going fast by collecting boost cylinders, and then boosting with the up arrow (2 cylinders per boost, and you can chain them pretty quickly) means that, funnily enough, you can end up first very quickly, so most of these traps… No longer mean much to you, especially if you stay far ahead enough that traps mean nothing. Even if, due to the fact the AI racers are fairly good, you’re not in first, you’re going quickly enough that, by the time the icon on the back of your ship lights up to show a trap has gone off, by the time it tells you a trap is ready, and by the time you look away from your real visual focal point of the track ahead of the ship (because you’re going very fast) … You miss your chance. The better a racer you are, the less you get to see or use a feature.

I’m not going to lie, I don’t have good answers for alternatives beyond the traditional, and I can also see why the traditional is being turned down here: It democratises things, to an extent, as the traps are track dependent, not based on loadout, or pre-genned track items, or a semi-random weapon pickup. The higher armour definitely helps ensure you can keep your speed (mostly) in track design that just wouldn’t work if, for example, wall and other ship collisions seriously hurt you, so the developers can use all those blind, sharp corners and jumps that normally, I would be crying hatred for, from the word go… Indeed, the final track of the second tournament, Michael’s Bay, earns my ire for being more hostile than the tracks bracketing it on either side, a solid and frustrating difficulty spike in a game otherwise able to mitigate that.

Finally, we get to the customisation options, and my greatest mystification. Scaling costs, I somewhat understand, but they’re applied inconsistently. Non-body parts, for example, don’t have nearly the steep cost rises that the two other body types (one tankier, one the “hard mode” craft that’s supremely fast, but has far inferior handling and shields), and… The colour schemes?

Accessibility note: The cost of the item should not be below the stat bar, and should be bigger than it is. The cost is 100,000.

No, really… The final colour scheme costs almost as much as the hard mode body part, and each colour scheme is more expensive than the last, because… I genuinely couldn’t tell you. I have no answer here, and it both confuses and annoys.

In the end, with the odder exceptions aside, Antigraviator is actually fun. It manages to be fun despite its design decisions fighting each other like design decisions were a cage match. Its online play has rankings, but remains fun, and the quick race mode means, unless you want to buy from the somewhat limited part set, you don’t have to engage with the tournament structure, just… To have a good time. Doesn’t change the fact it confuses me greatly, but it does make recommending it for what it is slightly easier. Worth a go to see something different being done in Future Racing, a genre that, amusingly enough, has been highly resistant to formula changes.

Spaaaaace. <3

The Mad Welshman likes walls, so he’s glad he’s been given so much leeway to grind against them in racing.

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