R-COIL (Early Access Review 2)

Source: Review Copy
Price: Approximately £3 ($5 USD, option to donate more)
Where To Get It: Itch.IO, Steam Page (For the Beta)
Other Reviews: Early Access 1, Release

Allow me, if you would, to unburden for a second…

…AAAAaaaaAAAaaaAAAAaaAAaAaA!!!

…Aaand now I’m dead. LET’S DO IT AGAIN.

…Much better. This is what you might call the “Executive Summary” of R-COIL, a take on Asteroids that I’d covered previously. An interesting take, because the thrust and weapon systems on your little ship have, through terrible circumstance, been fused together. And, as it turns out, weapons have a lot of recoil in the largely frictionless depths of space. Cue the main challenge of the game.

Visually, the game is quite polished, quite clear, quite accessible. Taking from the vector drawn school of old arcade games, there’s nonetheless colour and pizzazz to the game, and the ability to turn off various jitters, jumps, and deliberate aesthetic glitchiness if it hurts the eyes is a very pleasant feature. The sound, similarly, has improved quite a bit since last time, keeping that 8-bit aesthetic while not being painful to the ears. So far… So good.

In other changes… Well, it must be noted that mouse and gamepad play are, due to their control scheme, somewhat different experiences. A gamepad is highly recommended, as it affords more granular control over, say… Aiming than the mouse, due to the fact that, with a gamepad, you’re turning in the direction the left stick is pushed toward (and the rightmost face button shoots or thrusts), while, with the mouse, left and right movement turn the craft, and the left mouse button shoots or thrusts.

Er, that’s Boomerang. Screenshots don’t capture quite how chaotic this can get, sadly.

Overall, though, it’s one heck of an interesting experience, albeit a twitchy one, where even powerups can be double edged swords. Yes, okay, the Cloak means enemies won’t specifically target you, because you’re invisible. Of course… You’re invisible, relying on your thrust and bullets to see where you are. Hence the screaming at the start of the review.

Better weapons are good, but often have more recoil, while different shields… Ah, there comes a real balancing act. Do you rely on the tatters of your rotational shield, hoping for something better to come along, or do you take that front deflector, good at blocking front shots, but absolutely useless at protecting you from one hit death, and the loss of one of your three lives, if you’re not paying attention? Other shields exist, but each has their ups and downs. Sound worrying? Don’t worry, there’s also a Stress Free mode, in which you can die as many times as you like, and still get to grips with things… Or just have fun blowing things up and being blown up in turn!

And that, in a nutshell, is R-COIL. While not officially on Steam until next February, there is an open beta of the game available both on Itch.IO and Steam, and, if you like interesting, hectic twists on older formulae.

I *knew* I shouldn’t have gone for the cheap cabling between the guns and engines!

The Mad Welshman is still screaming. Maybe just a little. But it’s a good kind of screaming.

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Dead Cells (Early Access Review 2)

Source: Cashmoneys
Price: £13.99
Where To Get It: Steam, Humble Store, Itch.IO
Other Reviews: Early Access 1, Release

It’s funny, sometimes, the things you have to think about in a game like Dead Cells. After all, sooner or later, the player’s going to have trouble getting new blueprints, or collect them all. Thankfully, I have discovered that yes, Motion Twin have thought of both aspects, while continuing to improve a game that I’ve already been liking so far.

See… I *told* you I’d get closer to that goal of getting all the lovely bubbly vials of cool things! Soon, my pretties. Soon.

When last I looked at Dead Cells, quite a few months back, it was already shaping up to be a characterful, clever 2d platforming slash-em-up with a lot of depth, paths, and ooey goo to enjoy. And since then? There’s been a lot of changes. And you know what? They’re good. The new levelling system, for example, balances a concern that the older system had, where you could go for damage, health, or ability, but could level yourself into a corner. This time around, every upgrade path gives you some health, and there’s good reasons to take any particular level up, from damage boosts on killing enemies, to improved parrying with shields. Similarly, some upgrades allow for selling things you don’t want on the spot, reshuffling the shop (for a price), a Daily Challenge mode where you try to balance getting through a level quickly with murdering the Best Monsters, and new areas galore.

For first time players, the level design hints at things that you can achieve, or get. Glowing sarcophagi. Weird blobs, strange sigils… Where I’m currently at, ability wise, I’m looking at walls too tall for me to climb, and I’m not thinking “Oh boo, an area blocked off”, I’m thinking “Hrm. Somewhere, currently out of my reach (but not forever), there is someone I’ll defeat to get wall climbing or jumping. And then, my pretties… Oh yessss, theeeennnn…”

When a plan comes together, and enemies go SQUISH, it’s a good feeling…

It encourages with its blockages, rather than feeling like a limitation. Sounds like a contradiction, I know, but somehow… It works. Similarly, Elite enemies are a thing you can choose not to engage. Hit ’em, and you fight ’em. Avoid them, and, okay, you miss out on some lovely Cells for unlocking new weapons and abilities, but you wouldn’t be avoiding them if you didn’t think that maybe they’d be too much for you right now.

The things I’ve said previously, about the cool, disgusting sound design, the goo, the interesting visual design, and the twitch, remain the same. The aesthetic is awesome, the game mostly lets you deal with it on your own terms, while encouraging weapon experimentation with synergies and special abilities, and… Well, I liked it then, and I still quite enjoy it now, even where I am, pretty late in the collection game and hunting for the next step forward.

The briefest of glimpses of an area recently added, the Clock Tower. Suffice to say, it was brief because I was murderised shortly thereafter.

The Mad Welshman is running and running to stay in place, oh, what a mixed up world this is!

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Shadowhand (Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

Ah, the noble highwaypeople, secretly nobles or derring doers! Oh, wait, no, that wasn’t quite the way it went, generally speaking. But there is a vast literary tradition of the noble turned criminal for Good Deeds, and this, generally speaking, is what Shadowhand is about. Also Solitaire.

See? Corruption. ‘Sright there, and we’re gonna fight it, as Lady Cornelia Darkmoor, aka… SHADOWHAND.

Shadowhand is an odd mix, and one I’ve only seen occasionally in the past: A solitaire game, with RPG progression, inventory, and special abilities, and, because RPGs do, generally speaking, need a story, a story about a noblewoman who, at first, dons a highwayman’s costume to find her maidservant, but then gets drawn into deep intrigue, fraternising with the criminal element, mystical ladies in caravans, and grave-robbing, to name but a few moments.

However, enjoyment of the game will really, really depend on how much you like Solitaire, that card game of trying desperately to beat random chance by putting a card 1 higher or lower than the card you have drawn into the deck until there are either no cards left in the layout (Go you, you won!) , or no cards left in the deck (Aw, boo, you lost!) Because it is very much the core mechanic here. There are elements that make it easier, harder, or more interesting in those aforementioned RPG elements, like Luck, a double edged stat that presents a percentage chance of any move you make getting rid of a second, random card that you could have picked, but it remains a little bit chancy that any layout is solvable.

That’s less of an issue with combat, as combat is effectively “Try to get chains while preventing your opponent getting chains, so you can wallop them harder than they wallop you.” A thing which becomes more of an issue when the hit-points and defense keep going up, the weapon damage keeps going up, and when a chain really hits, it hits… Either way. Attacking ends a turn, but that, also, becomes a consideration when items that give extra turns, or punish you with bleeding for taking your turn come into play.

This, er… Fine gentleman managed to get me to hit the retry button something like 4 times. This was near the end of the second.

So… There’s depth to this whole Solitaire shebang, but it’s depth that becomes rather frustrating early on. Yes, okay, I can infinitely retry pretty much any segment of a chapter until I ace it. But, the further I’ve gotten, the more I’ve been hitting that retry button (and, occasionally, taking advantage of the bit I’m thankful for, being able to change my equipment before I actually start each combat, search, or gimmick level.)

You might be thinking, at this point, “Wow, he really doesn’t like this!” Not… Exactly. What I’m trying to get across here is that, yes, it’s a solitaire game with depth, some nice, relatively static visuals (Combat has short animations, and cards have short animations, but character dialogue is the static image of a character and textbox we know and love from Visual Novels and the like), some okay music (It fits the theme, it doesn’t get in the way, but it’s not terribly memorable, either), and a story (Which we’ll come back to in a second), but Solitaire, however it’s dressed up, given depth, or the like, remains a game that frustrates the hell out of even those of us who enjoy Solitaire from time to time.

Which, finally, brings us to the story, such as it is. It is not, strictly speaking, a bad story in the broad strokes. In fact, it’s one we’ve heard a few times: A noble accidentally ends up a highwayperson, finds some corruption (In this case, her family fortune is being embezzled in some larger scheme), and decides to lead a dual life in order to halt this corruption. It’s mainly that, as sometimes happens, the story takes a backseat to the game, and the tone of the story thus suffers. Oh no, dark deeds are afoot in the graveyard, and our heroine must find a treasure map by graverobbing, while also defeating Thug, Other Thug, and the boss of the area, mean ol’ gravekeeper Doug Hole! This is kind of a shame, as, like I said, the broad strokes are the bones of a good yarn. But it’s a yarn that doesn’t flow, tonewise or in terms of pacing, and that makes me kind of sad.

Never let it be said that Lady Shadowhand doesn’t take advantage of the finest of the Regency Roguery line!

Overall, as I’ve pretty much been saying the whole time, it really depends on how much you like Solitaire, whether you like this or not. If you accept Solitaire’s flaws for what they are, then you have a perfectly fine Solitaire game that adds depth to the basic formula, wraps a story around it, and has some interesting additions. Myself, I’m not that big a fan, so I only see myself coming occasionally back to this.

The Mad Welshman would like you to step down from the carriage gently and hand over your valuables. He also thanks you for your custom.

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Reigns: Her Majesty (Review)

Source: Cashmoneys
Price: £2.09 (£2.09 for the soundtrack, 79p for the Book of the Queen, £6.99 for a bundle of both this and the original Reigns, with all the mod cons)
Where To Get It: Steam

I can say, having played Reigns: Her Majesty, that I have been a lesbian queen torn to shreds by the adoration of her populace. I’ve also been a bisexual queen burned by the church along with the unborn heir to the throne, a heterosexual queen who had a dalliance with her hunter, then turned off the sun, an asexual queen who burned the treasury on pretty things, but, in all of these stories, there has been a common thread.

Uggghh… The worst part about Queen PLC is the bleedin’ Marketing Department, I swear.

Some incredibly shifty (and often shiftless) men trying to tell me how to live my life. Not to mention a couple of folks, men and women, trying to tell me what is proper for someone of my station. Even if, as it turns out, a lot of that “proper behaviour” was bollocks. It even got me killed, in one early case. Reigns: Her Majesty has things to say, about medieval perceptions of gender, pagan faiths versus state religion, all sorts of clever stuff under the surface.

I’m loving every minute of it.

Much like its predecessor, Reigns, you are a monarch, destined to die and live again, until something happens. Instead of being cursed by the Devil, however, you are an Archetypal Queen, seemingly created by the Lady of the Wood for… Reasons. Although there is an amusing nod where you ask your pet cat Rex if they’re the Devil in disguise. Any which way, your reigns are generally short and brutal, due to the balancing act you have to make with binary choices (Swipe left, swipe right.) You can’t be too popular, or not popular at all. You can’t have too powerful a military, or a nonexistent one. Obviously, there has to be money in the treasury. And you can’t piss off the Church too much. There are goals, but more than baby steps are unlikely, due to just how fragile the kingdom really is. The crown and Church battle. The King can’t be bothered with most administrative tasks. You’re not, in a very real sense, allowed to be yourself. You have to be The Flawed Queen, not perfect (Because you’ll die), not terrible (Because you’ll die), just… Walking the tightrope.

NARRATOR: As it turned out, no, she wasn’t good. She had, in fact, been deemed Very Bad by the Church…

If you can’t find parallells there with the modern day, with celebrity, women, and the like, trust me, they’re there. Visually, it’s as tidy, as interesting, and clear as its predecessor, and the soundtrack is quietly menacing, eerie, and sometimes ridiculous, as it needs to be. The writing’s damn fine, and, as with Reigns, the further in you get, the more there is to do, narrowing again toward the inevitable progression toward… Well. Let’s leave that for you to find out… My Queen.

NARRATOR: …And so, the Queen and her unborn heir were invited to a lovely barbecue, where she was the guest of honour, and the Church forgave her.
Oh, wait, no they didn’t.

The Mad Welshman never did get the hang of the tightrope…

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Going Back (?) – The 8-Bit Adventure Anthology, Volume 1

Source: Review Copy
Price: £5.79
Where To Get It: Steam

Adventure games have quite the history, and it’s one with a lot of branches, and, interestingly enough, more than a couple of roots. For example, while it’s commonly accepted that CAVE, which was eventually renamed Colossal Cave Adventure, was the progenitor of Interactive Fiction (Due to the fact that anything earlier has been lost to time, it’s intriguing to note the history, as adventure games with graphics cropped up as early as 1980 (With Sierra’s Mystery House), and games with a point and click cursor (Controlled by the keyboard) came around 1983, with Project Mephius for the FM-7, a computer that released only in Japan. Indeed, part of the reason the timeline of game design is so messy is that European, American, and Japanese markets had their own home grown items that none of the others saw (Until later.)

Okay, so I’ve uncovered this… But how the heck do I open this door to the left? HRM.

Why all this preamble? To establish two things. That the adventures comprising this remake anthology are not, strictly speaking, firsts in the genre. Influential games, yes, but not firsts. But also that it’s fascinating to see changes and shifts, not just on the purely international level, but within individual nations. We’ll be briefly coming back to this, but first, the games!

The three games that comprise this trilogy were originally created in the mid 80s (1985-87) for the then humble Apple Macintosh, and, as such, were known as the MacVentures: Deja Vu, a noirish tale about an amnesiac detective down on his luck; Uninvited, a haunted house tale with the main character searching for their younger brother; and Shadowgate, a fantasy yarn that, despite the comparatively higher difficulty of the former two games, has a reputation for its gotchas and deathtraps. They had a graphic user interface, a selectable parser, and an icon based inventory, all of which were not, strictly speaking, new… But they might as well have been to the European and American audiences.

They did pretty well, well enough that a company called KEMCO ported them, with permission, to the Nintendo Entertainment System in 1989 and 1990. These are the games remade and presented in this anthology, and this, also, is interesting because the UI was changed, a controller led pointer was introduced (as in Project Mephius, several years previously), and Nintendo, a family friendly company even then, asked for… Changes. Some of these changes, I’m sure people are very grateful about: As far as I’m aware, the ten minute timer for one of Deja Vu’s “Solve this or die” puzzles (finding a cure for your amnesia) was gone. Yes, ten real time minutes. The interface was made tighter due to platform limitations, pentagrams were replaced by stars, and crosses by chalices, and, in an odd decision, it’s not the younger brother you save in Uninvited, but an elder sister.

Yep. That is indeed a greenscreen terminal filter. Yessirree.

In any case, that’s where we are today: Reviewing a port of a port of a trio of adventure games from the 80s. How do they hold up? Not that bad, actually! The Nintendo versions were not only notable for their changes, but a solid soundtrack that still holds up to this day, distinctive spritework, and an interface that, thanks to the fact we’re using a mouse rather than the NES controller, is highly accessible and a delight to use. Each could be played through over the course of an afternoon, perhaps less if you follow the ancient adventure game maxim of “Save Early, Save Often” , and only a few of the puzzles don’t have some signposting to their solution (There’s no clue, for example, that a certain ghost is afraid of spiders, sadly.) Be warned, however, that garbage items with no actual use in game abound. Old adventure games loved to do that, partly for realism’s sake (Yes, even then), but also partly to obscure solutions.

Being able to keep saves, and switch between them with relative ease? Oh yes, this is good. Having… Old monitor filters? Well, I guess it’s there? (Not gonna lie, if I wanted more eye strain, I’d just dig out my old BBC Micro and its CRT monitor. But they are nice filters.) And the writing of the games, for the most part, holds up. Deja Vu, being both a game of the 80s, and being inspired by the pulps, is perhaps the one that has aged most poorly, but there’s still some solid design there.

Also, the achievements. Ah ha ha yes, the achievements! It somewhat tickles me that the achievements for this trilogy all have to do with something you would either, unaware of this game from its heyday, stumble into, or, if you’re like me, a person amused by the death states of old videogames, actively seek them out: The deaths. Wait, you mean that lady wasn’t friendly? Gosh! And my shield could only take a few puffs of molten, superheated death spewing from a dragon’s mouth? Golly!

Well, we know we’re a dude. This much, we can be sure of.

As pieces of relatively faithfully preserved games history, this isn’t bad at all, although the “Volume 1” confuses me a little. After all, there were four MacVentures in total, so… Where would you go from here, General Arcade and Abstraction? Although it must be said, this trilogy did seem to inspire a wave of graphical adventure innovation in the West, from the Legend Entertainment games, to the Magnetic Scrolls series, each of which contributed, somewhat, to the eventual rise of the point-and-clicks we know and love today.

So yes, give these a go if you feel like experiencing some relatively solid 80s game design, and perhaps it might inspire you to check out other bits of adventure game history (Or, indeed, some of the other ports existing out there.)

The Mad Welshman enjoys older adventure games. Things tend to happen when he BITE LIP, however. Terrible things.

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