Crest (Review)

Source: Review Copy
Price: £6.99 (£9.99 Supporter Edition, £1.59 each for Art book and Soundtrack)
Where To Get It: Steam
Other Reviews: Early Access

Last time I looked at Crest, the indirect god game in which you set commandments for your tribes (and they try to weasel out of them as soon as they humanly can, using their faith as a bargaining chip) , food was a bit of a problem. I am, on the one hand, happy to report that this is no longer the case for the majority of your early to mid game.

At times, priests of cities will travel to others, to spread their version of The Word. In this particular case, I suspect the villagers were confused about this mention of berry bushes, although “Nookie” was understood.

Sustainability, on the other hand, is a bit of an issue, and, as you might have guessed… I mainly think it’s because my followers are a bunch of gits. My own fault, I suppose, because keeping your followers happy, and keeping them sustainable is, as it turns out, a bit of a struggle.

“Feed thyself!” , I cried. “Go forth, and plant many berries!” And lo, they did, and, for a while, it was good.

“Go forth, those of you with children!”, I declared. “Go forth, multiply further, and be fruitful!” And lo, they sort of did, grumbling a bit because they were currently into gathering as many resources as possible, not all this babymaking business. But eventually, and for a while, it was good.

“My children, now that you know about these Antelope things I have created, go forth, and eat well (But sustainably!)” I called. And lo, they went to that one with gusto, and, for a little while, it was good.

“Spread further, and learn more of this world!” I proclaimed. And funnily enough, not everybody was happy with that one. Or the one where I asked the folks near metal to mine it so they could grow strong (and maybe defend themselves against what I knew, in my omniscience, to be Lions, but they hadn’t quite gotten the picture yet.) At various points, these turned into things like “Let us make more children if we already have them!” , “Let us hunt ostriches if we’re near antelopes, because we’ve suddenly decided we like ostriches more!” , and, most odd of all, “Let’s expand this whole Desert thing until everybody can share in our bounty!”

And yea, did WelshGod look down upon what he had wrought, and mightily he did facepalm.

I hate to break it to you, my (sometimes, conditionally) loyal ones, but that doesn’t spread metal, gems, or even ostriches. So, er… I did nix these commandments, as far as I could with the faith I was given, and lo, faith in me did drop, so they did what the hell they wanted for a short while, until I had another bright idea.

“Young of the world, socialise with thy brethren, learn more of thy neighbour!” And lo, that one went down rather well. Of course, by this time, the antelope were looking a little thin, and the lions (they’d finally learned what they were… Painfully, in at least some cases) not very thin at all. Hummm…

“Go forth, those of you near lions, go forth with all that metal you have, and bang it loudly near the lion, to scare it from you unto the territory of those people you dislike!” I spoke. Well, more generally than that, working in Noun Verb Noun isn’t exactly a science, but they at least looked like they had the idea.

But, apart from, like, *one* war, everyone was talking, so most people were at *worst* apathetic! <3

And lo, that wasn’t very good at all. In fact, that’s the story of how a deity managed to kill the second city its followers had ever built, in under 10 minutes. Of course, by this time, I’d also taught my followers all but the final tier of words, which would have included useful things like “Ocean” (for sending my followers far, far away, to new lands), and firmly reached the point where, beyond keeping my followers alive and (relatively) faithful, there wasn’t really much of a goal.

Still, it was a fun time, being a deity, even if I was well on the way to cocking it up royally by the time I started writing this review. A shortish time (It takes only a few hours of judicious commandmenting to get the majority of words), but one I enjoyed a fair bit, due to a fair tutorial, an improved word discovery system, the fact that followers now fed themselves (and procreated, once they got the idea), and the lovely, low poly aesthetic of a sub-saharan world where survival very much meant living in balance with nature.

I didn’t get the hang of that bit (or rather, was heading toward the point where it was clear I hadn’t got the hang of that bit, not the point of no return), but for all my mistakes (and the aforementioned weaselling of my followers) , I can tell you this: Unhappy was a word they never learned. Also, annoyingly, Gems. But I’ll take the fact nobody knew they were unhappy as a win.

Mere days (minutes, in DeityTime) before the final follower of the village realised a single villager is not, in fact, scary to a lion that’s already eaten so many delicious humans.

The Mad Welshman is gonna be a god, he’s gonna be a naughty god…

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City of Brass (Early Access Review 2)

Source: Cashmoneys
Price: £18.99
Where To Get It: Steam
Version Reviewed: 0.5
Other Reviews: Early Access 1, Release

City of Brass, last time I looked at it, showed promise. A game of quickly executing your plans in order to progress further into a city cursed with greed and everlasting life (of a sort) , it was already drawing me in, luring me with its traps, its enemies making for interesting, emergent challenges, and its middle eastern setting.

Mmm, the sweet smell of incense on the – oh, that’s burning undead? Huh, learn a new thing every day!

With blessings to match the burdens, further customising difficulty, I’m somewhat happy to say that the game has, overall, improved on its original promise. Even if some things remain roughly the same. Specifically, the Gatekeepers, bosses of each of the game’s five areas.

Before we get into that, though, let’s recap what remains good. Aesthetically, the game is on point, from its lush setting that subtly changes as you get further into the city, its musical and sound cues, and the clarity of everything. This is a treasure, I can tell by the noise, and the sight. This is a windtrap, clearly identifiable from even a fair way away, which is important if I want to know what not to randomly back into for instant death funtimes. That noise signifies I’ve been spotted by a sorceress. Not an archer, a sorceress. Maybe I can use that. I can, with the knowledge I’ve built up over three areas of the game so far, use a lot of this, if I play my cards right. And this is definitely a strength of the game.

Keeping the core gameplay simple, and challenging, is also of note. While items may affect, for example, the strength of your throws, or lure treasure to you, or change something about your basic weaponry and armour, you still know, roughly, what to expect: Here is your whip, for pulling and shoving enemies and items, triggering traps, and swinging off things. Here’s your sword, for walloping things. Here is your armour, and, normally, it will sort of protect you. Sort of. Three levels per area, three wishes you may or may not wish to spend (Including using all three at the beginning of the game to shortcut to the third area), it’s all simple to understand, and explains itself well. Similarly, blessings make things easier, but deny you a place on the leaderboard, burdens make things harder, and give you extra gold or XP.

Wishes, if not used on skipping areas, can sometimes change the tactical landscape greatly. A good case in point are the trap genies, who now serve… ME.

The only wrinkle to this is that, once you get used to enemies and traps, you’re inevitably going to reach that third level, and find yourself facing off against something rare, that’s simultaneously harder to learn, and less likely to give you lots of chances to learn it: The Gatekeepers. Based on enemies previously encountered, the Gatekeepers are a leap in difficulty, and I’m thankful I have the option to skip three of the five with my wishes. Because oh boy, they’re hard. Take the first, the Sorceress analogue. Okay, so sorceresses are a pain. They don’t let you get close for long, take about as many hits as a guardsman (three) , and fire ranged attacks that, if they hit, hurt. They’re still something you can work with. The Sorceress, on the other hand, is, like her Gatekeeper Brethren, a gimmick enemy of a sort. No hitting her until her shield’s down, and how do you knock that shield down? Whipping homing projectiles back at her.

On the upside, you don’t have to hit them directly back at her. On the downside, you will, every few seconds, have to whip, block, or run the hell away from those projectiles, and you never have many hits with which to do it. It’s not insurmountable. It is a leap in difficulty, so these Gatekeepers are aptly named, skillgates of sorts, where, while they don’t take many more hits (not counting shields and the like), the difficulty is in getting those hits in.

These shutters, thankfully, block some of the projectiles, and give you a temporary chance. Make the most of it.

Despite this, I still feel City of Brass definitely comes out more positive than negative. The developers have been very thoughtful in providing means of skipping some of these once they’re beaten for the first time, and the addition of blessings, in order to provide an easier experience, are a godsend. The game is clear, lush, and, for the most part, teaches its world and rules very well, and I continue… To look forward to what’s coming next.

After writing this review, The Mad Welshman had a run where he got to level 10, using the Extra Health and Damage blessings. They make a Big difference!

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Where The Water Tastes Like Wine (Review)

Source: Cashmoneys
Price: £14.99 (£19.96 w/soundtrack, Soundtrack £7.19)
Where To Get It: Steam

History often ignores the smaller stories. This isn’t to say that it doesn’t tell some of them, but they can often get missed, in the grand tides of nations, governments, and movements. And yet, stories are one of the main ways in which we shape our lives, and those of others. Here’s the Engine that was Naughty. Here’s the story of how tragedy turned to comedy with old Uncle Jimmy. Here’s the story of how This Person Is Weird, Stay Away. Not that all stories are trustworthy, of course, it’s as much the teller as the tale. And stories, passed around, grow in the telling.

Hoo boy… This hand has a story attached to it, y’know… Which is why I got a baaaad feelin’ , son…

Where the Water Tastes Like Wine is, in one sense, the story of the Skeletal Hobo, and his Service to the Devil-As-Wolf. In another, it’s a collection of vignettes, short stories that paint a picture of life in America’s Great Depression. In a third, it’s a story… About stories, and how much we want to hear them.

To describe it mechanically, amusingly, strips some of the mystique away: You walk, often slowly, sometimes quicker if you whistle, across America. Travelling from place to place, collecting and telling stories. Sometimes, you influence them a little, by taking part in them, and along the way, you hear the bigger stories, hunting down characters to tell them the stories you’ve heard, to share enough of a connection that they open up to you, and finish their own stories. Hear all the stories, spread enough of them around, and you’re done.

The pace of the game is sometimes slow between stories, although recent patches have improved this somewhat with better rail and bus travel the further you get, and the mementoes from completed stories allow you to fast travel. Some have said this slow pace is a detraction from the game, but honestly? I like it somewhat slow. It fits the mood of the character, where whistling a merry tune quite literally speeds your travel somewhat. Nonetheless, the option is there, and it adds a little extra choice for those who want to play through quickly, rather than savouring, remembering, and thinking over the stories as you walk.

Some of the stories may seem tall tales, it’s true… But hey, you lived ’em, so you know best, right?

…What was the deal with that white deer? Was there anything I could have done? Ohhh, that poor vet, come home with no reward save the cold road, and what reward is that? The kids these days, and that woman, I do hope she’s alright, and not dead like the tales suggest… Maybe I should swing back that way, see what’s up with that, when I have a spare moment from this grave and onerous task? Ah well, the road lies ahead, and it isn’t gonna get any shorter from me thinking about it.

Time to hunt down the next tale, be it tall or short…

As y’can see, friend, got a ways to go for the next tale to gather. Hand me that flask, and let’s sing a lil’ tune as we go, eh?

The Mad Welshman would like to note that the game’s editor, Laura Michet, has written a detailed post-mortem of the game, available here. It’s an interesting read.

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Hacktag (Review)

Source: Review Copy
Price: £15.49
Where To Get It: Steam
Other Reviews: Early Access, Early Access 2

Even after release, Hacktag remains an odd sort of beast to me. It is, and, at the same time, isn’t my sort of game. It remains recommended because, despite my own problems, it is, nonetheless, an interesting and fairly accessible take on co-op stealth/hacking games.

Oops… I see trouble in my future…

Goodness me, that was a bit of a mouthful. Let’s back up a sec. Hacktag is, at the same time, competitive and co-operative, involving an anthropomorphic (that’s animals as people, in this case) world of corporate espionage, in which two players steal data in one of three mission types, either as a stealth operative, or a hacker. The gameplay in each is different, but has the same base idea: Do the things, don’t get caught, and if you do get caught, hope your friend (or you, in the case of Solo play) don’t get caught trying to bust you out. Occasionally, you do things together, and, overall, it’s a tense experience.

Aesthetically, the game works fairly well. Clear visuals, some good stealthy music, ramping up to fever pitch when, inevitably, something goes to hell, and its icons and tutorialising are pretty clear. The controls are understandable, and it comes in the three flavours of multiplayer (friends or random players), local (Two players, one machine), and solo (switching between controlling characters with TAB, the majority of my experience with the game.)

Mainframe hacking is the mission type added for release, and it’s a long, tense haul…

I’ve already mentioned that I find it a little odd that, despite its co-op nature, players are scored (and level up) separately, especially as co-operation is, in at least some cases, mandatory. Indeed, part of the tensions comes from situations like one player trying to unlock the way ahead for the other, to run into a situation like the alarm trap, which requires both players to deactivate (Indeed, one of the pictures of this review is a fine example of when this happens.) Nonetheless, unlockables, co-op play, an interesting visual style… There’s a lot to recommend it.

It isn’t, as it turns out, my particular cup of tea, but if you’re looking for something new in a relatively small genre (at the present time, anyway), this may well be worth a look.

As far as I am aware, while this deeply resembles a lootbox, Coins are earned in-game. Nonetheless, I did get a little skittish when I noticed this…

The Mad Welshman isn’t, as it turns out, much of a multiplayer feller.

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Into The Breach (Review)

Source: Review Copy
Price: £11.39 (£16.18 w/Soundtrack, £4.79 for Soundtrack)
Where To Get It: Steam

Minor paraphrasing aside, Into the Breach sums up, in its own title, how I’ve felt while reviewing it. Once more, unto the breach, dear friends! ONCE! MORE! I’m less enthused about the part where I close up the walls with the English dead, but that’s mainly because I don’t have all that many to close the walls with, and I’m pretty sure most of my mech pilots aren’t English to begin with…

OOPS. Welp, back to the time machine, folks!

…Still, Into the Breach is Subset games’ latest foray into their particular brand of tight, replay dependent strategy, in which three mech pilots (One of which, at any given time, is a traveller from a future where things went horribly wrong) try to hold back an insectile menace, mostly without backup. It’s turn based, and with the clever gimmick that, due to time travelling shenanigans, you already know what your enemy is going to do. Well, to a certain extent. You know what they’re shooting at (and are capable of), and you can take advantage of this to, for example, shove one of them with artillery or a punch in such a way that they actually hit their bugfriends this time around.

As such, it’s a highly tactical game with a lot of depth, which you might not realise looking at screenshots, as every mission is an 8×8 map. On its most basic level, there’s always at least as many of them as you (unless you’re super good), so simply doing damage isn’t enough. In fact, at least some of the time, you’re merely going to be concentrating on avoiding housing damage, as, with enough loss of life, that’s it, the Vek have reached critical mass, time to bug out and maybe find a timeline where you did better (taking one pilot with you.) But then, it adds layers. Pushing and pulling enemies as well as hitting them. Status effects. Synergies. Environmental considerations.

Ahhh, nothing like saving the day by setting things on fire, and then shoving things *into* fire. Or acid. Hell, just plain water does well sometimes too!

Since explaining everything would most likely be rather dull, let me focus on a team that I never thought I’d like… And yet, they consistently get closer to victory than any of my other mech groups. Heck, even their name (The Rusting Hulks) and their price to unlock (a measly 2 coins) doesn’t exactly inspire confidence. The fact that one of their units doesn’t even hurt enemies seems, at very first glance, like the waste of a unit. But this is where it gets fun. Because, you see, the other two units drop smoke. Smoke which, to them and them alone, also electrocutes enemies at the beginning of their turn, on top of what smoke normally does in this game: Stop you being able to attack if you’re in it.

This may not seem useful, but consider this: An enemy not attacking, and taking damage, is a net plus. An enemy that can’t fly shoved into water, or two enemies with 1 HP being shoved into each other with violent gravitic force is not only a plus, it’s being classy as hell. I don’t need powerful beam weaponry, giant fists, or superscience shenanigans. I have smoke and mirrors. What with the different teams each having an interesting style of play, the ability to play with random mechs, and the ability to pick and choose teams, with achievements (and thus further team unlocks) for experimenting? Now that’s what I call encouraging replay and diversity of play, friends…

It hasn’t taken me terribly long to get to the point where things have slowed down a little (A straight night of play has earned me all of the islands, most of the pilots, and some of the teams, with two almost wins) , but, even with everything unlocked, I see the potential here for me coming back. What if I have an all-shoving team? Or having to watch my collateral with highly damaging beam weaponry? Hrm. Hrrrrrrrm!

Smoke and mirrors. Okay, and riding the lightning too, but let’s not go overboard here!
…Okay, let’s go overboard.

It helps that the music is tense, fitting, and atmospheric, the sound solid, the visual aesthetic similarly tight and consistent, and, best of all, it tutorialises fairly well, and is pretty clear. I would consider this a pretty strong purchase for strategy fans, and another fine example to add to my collection of designing clearly and tightly to goals. Props.

Burninate the towns… Burninate… Oh, wait, no, that’s the opposite of what The Mad Welshman is meant to be doing! Sorrrreeeee!

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