The Signal From Tölva (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Humble StoreSteam, GOG

When the apocalypse hits, when humanity’s light darkens, there shall be a cry, and it shall be louder than all the panicked screaming and dying and fire. And that cry will be “010000010100001101001011!!!”

Night doesn’t screw around, and nor do the enemies throughout the game.

So it is with The Signal From Tölva, the latest offering from Big Robot games. A game where you may die a lot, but hey, it’s the journey, not the destination or the cycle that counts. So let’s talk about that.

The Signal From Tölva is a space opera first person game (Which happens to have a lot of shooting) in a setting where machine intelligences grew from humanity, grew away from humanity, and finally kicked humanity to the kerb when humanity objected. They then splintered, because they were designed by humans, even down to that tribalist instinct. This is the story of one of those factions, the Surveyors, who wanted to find an intelligence more ancient than they were, and find their search leading them to a small world called Tölva, owned by the Cathedral, aka the Zealots… Who worship the planet and happen not to like visitors.

The game is tightly designed, with minimal mechanical complexity, and every tool used. You start as a drone in one corner of the map, explore, try to collect datacubes, and kick out anything that objects to your presence with guns and other drones. If you happen to die, well, no problem, you just download your constantly backed-up intelligence to another drone, somewhere you control, and awaaaaaay you go again!

The ship and robot designs are wonderful, but equally wonderful is the *scale* . You are a very small cog indeed, my friend.

It’s also a subtle game, in many respects. The information dripfeeds hints at the history, but equally, so do the many wrecks, occasional weird sights, and more common weird Sites hint at a world that has not only seen a lot of destruction and cosmic horror in its time, but also held a civilisation that somehow had power over space-time on a local level, and it’s only the sight of your own bigass technology and technical immortality that makes you think “Yeah, we can handle this.” Visually, a lot of the designs remind me of Chris Foss’s classic science fiction artwork, and the sound design only occasionally tries to get musical at you, even then in the most ambient manner. It’s good stuff, and I kept coming back, “one more hour”, to unravel the eerie mystery that is Tölva.

And then I triggered the endgame a bit early. You see, there’s also things going on under the hood, and one of them is that the enemy factions scale with you… But one of the other things is that, once you’ve got the means to reach the final sites, the final missions… It’s tough, folks. The Zealots get more defensive, and you will want to be on top of your game before getting there.

…And not only are you a small cog, you certainly haven’t been the first machine intelligence to try deciphering the mystery.

In summary, The Signal from Tölva is a mostly enjoyable, only occasionally stressful, and interesting journey right up until the very end, and then it becomes… A bit more stressful. Not a whole lot more stressful, but you’re definitely dying and redownloading more. Sniff the robotic flowers as much as you can, because, if you like first person exploration and/or shooting games, then it’s well worth a go. It helps that the game comes with a cool and interesting lorebook, helping expand the universe without giving too much away. The cosmic horror aspect of it is subtle, eerie, and well done, and I could definitely recommend this to folks.

The Mad Welshman likes the robot flowers. There’s just that hint of ozone to them that makes his circuits run elegant algorithms.

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Senran Kagura Estival Versus (Review)

Source: Review copy
Price: £29.99
Where To Get It: Steam

Review – Senran Kagura Estival Versus

Senran Kagura, in a single phrase, is clunky and internally inconsistent. It wants to be humourous, and also to be a grim tale of women ninja fighting against yomi (Evil spirits.) It wants to be a Musou game, but also an eroge with what I’m assuming is meant to be women who are comfortable enough in BDSM to be completely open about it with each other (While also freaking each other out, another level of inconsistency), and also having RPG elements that, to be honest, only add grind and reduce clarity. It’s a game where even people who have noticed I disliked the game along the review process have been inconsistent in where they defend the game… From saying it’s “light hearted” to “surprisingly dark”, to saying the comedy’s bad, but it is a comedy (but it also isn’t), and giving me varying points at which it “Gets Better”, all of which, funnily enough, start about four or five hours into the game.

This is one of the points at which the game allegedly “Gets Better.” I wish I was joking when I said this.

Enough. Senran Kagura is inconsistent. Its combat flow is often broken up by the Shinobi Transformations (Which enemy named characters can do while you’re in the middle of a combo, throwing off your combo because hey, there’s a fifteen second animation playing in between your blows… It can be skipped with the Start button, much like the sometimes cringey cutscenes, but that doesn’t really solve the problem that it breaks gameplay flow), it has trouble telling you about your new moves, and the writing…

…When you have a game with several characters (At least twelve, it’s somewhat hard to keep track), you can’t help but either pad out the story (Which runs the risk of you forgetting what the hell is up with anyone) or painting characters as simple caricatures (Which runs the risk of those caricatures being, put bluntly, a bit shit.) As far as I can tell, both are happening here, with two chapters seemingly devoted to our heroines winding up on a beach world because… Reasons (Which aren’t made clear, even three hours in) and deciding “Hey, let’s do beach things, disregard these resurrected (Also all women) ninja that are trying to beat us up, and let’s… Beat each other’s clothes off, teehee!”

This is the *core* of the game, but… Everything else fights with this core for prominence. To the detriment of the whole.

Oh, did I forget to mention that, like Akiba’s Trip, the objective is to beat the clothes off fellow women ninja, while not losing your own clothes? Unlike Akiba’s Trip, though, this is dressed up in shallow BDSM talk that, at times, just makes me cringe. And I say that as a dom. Ryona, the extremely unsubtle hyper masochist, and Murasaki, the self-hating shut-in, are perhaps the worst offenders here, as something that I’m pretty sure is intended to be “funny” not only falls flat, but makes me say “WHOAH, CALM THE FUCK DOWN, SENRAN KAGURA, THAT’S NOT ON!”

But, of course, it “gets better”, as unlocks range from several varieties of clothing (mostly underwear) to beat off, special arena defeat cutscenes that range from the “Blah” to the “Oh, for the love of… [Facepalm] “, and, of course, the groping game. There’s a helluva lot of missions, and more in DLC that’s free or otherwise, but it seems that they all boil down to “Beat up everyone as quickly as you can while getting hit as little as possible”, and many of its mechanics are either explained in flow breaking, unskippable text boxes, or not explained outside of loading screen hints.

There *is* a reason this happens. The tone *does* change somewhat. But this, trust me, is in the middle of a *lot* of teeheeing.

As such, I really can’t recommend Senran Kagura Estival Versus, as it just has too much bad design, inconsistent writing, and, to be honest, cringey writing that just leaves me, not even chuckling, but coldly judging. Oh, and for those curious, this game might as well be controller mandatory, as the base keyboard binds make this a very difficult time on base KB+M (I’m sure a gaming mouse would help somewhat, but naw, stick to controller.) It’s not that good an eroge. It’s not that good a musou game. Its design elements conflict with each other, and honestly? I’m glad to be shot of it, now this review’s out.

The Mad Welshman is free. He can move on. His spirit is lightened. And he is grateful for this.

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Holy Potatoes! We’re In Space?! (Review)

Source: Review Copy
Price: £11.99
Where To Get It: Steam, Humble Store, GOG

Holy Potatoes! Is a difficult game to write about. Not because it’s a bad game (It’s not), or buggy (It’s not), or even unclear (Nope, it explains itself and its mechanics quite well), but because it is very directly designed around something that definitely isn’t for everybody: Grind. I ran into this problem when trying to describe the first game in the series (Holy Potatoes! A Weapon Shop?!) to a friend, and now, I’m running into it when describing it to you.

I forget to mention this, but there’s a lot of root vegetables walking around asking for a good beetdown.

Mechanically, the game boils down to “Explorer planets toward a mission within a time limit, try and improve your ship and weapons within the limitations of the system’s store/loot, and things slowly get tighter and more tactical as you go on.” and part of the problem describing this well is that, while everything’s open (You know, for example, the damage ranges of your weapons fairly well, even before crafting them), if you’re not paying attention to this from the start, you’re going to run into problems later on. My first play, for example, started running into game overs about four or five missions in, as I’d sped through the missions, and not, for example, ground out the money with the spare time I had to improve my ship enough. I could have reloaded, but by that point, I’d already fallen into the urgency trap.

And this is a shame for me, because the game, like its prequel, has some charm to it. Visually, its simple and clear aesthetic is nice, its music is riffing on space opera, and the story also riffs on space opera in an often comedic manner, as the two heroines bumble their way about the universe looking for their grandfather, perhaps creating more problems than they solve. There’s a variety to the weapons within their basic groups, and systems are easy to understand, but success involves balancing these “simple” systems together, and that’s where the difficulty lies.

Exploring a planet generally takes 2 sols (1 to get there, 1 to explore.) So you can see there’s often a *reason* for urgency. Which can be tricksy.

Limited crew slots means you’re balancing goals, such as research, crafting of new weapons, and, for the most part, repair and refuelling in the early game means spending a day or two heading back to the starbase in the system. So, in one sense, the entire game is the balancing of these simple systems so as to not have mistakes that snowball. And this is what might put people off, that, while there are multiple paths to success (Being tanky as hell, being extra-shooty, special abilities, more crew = more guns), mistakes have a nasty habit of snowballing insidiously.

If you played and enjoyed Holy Potatoes! A Weapon Shop?! Then you will definitely enjoy We’re In Space?! , as it’s roughly the same tactical and strategic RPG concepts, the same balancing of “simple and clear” elements within a relatively strict time limit, the same random events, clear art style, charming and highly referential writing, but dressed up in a space opera leotard and packing laser beams and missiles instead of swords. If you haven’t, We’re In Space?! Has a demo, and it’s worth a look if you like simulation and “simple” SRPG type games. Which are still complex enough in how they work that a reviewer like me struggles to describe how it’s actually quite complex and interesting.

The game establishes its charm and reference quality early on by having a Quantum Cat. Yes, I *know* all cats are Quantum Cats, but this one’s more *obvious* about it.

The Mad Welshman stared at the store display. Damn, he couldn’t afford both Extra Train Tracks and Better Rope. Decisions, decisions…

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Going Back – Adam Wolfe

Source: Review Copy
Price: £4.79 for Episode 1, £14.99 for all 4 episodes.
Where To Get It: Steam

It may come as a surprise that this is a going back, considering my long held opinions on the state of Hidden Object Puzzle Adventures (Often bad with colourblindness, puzzles that make no sense in the context, extremely thin story that doesn’t have a great track record with treating women well, despite being marketed to said women for the most part), but this one, I feel, deserves it for, at the very least, being less egregious about it. In fact, I’d go so far as to say the game is enjoyable. So let’s unpack that.

This is, surprisingly, not quite how it seems. And a reason why I’m somewhat fond of Episode 1.

Adam Wolfe is an episodic hidden object puzzle adventure game… Which seems to tend more toward the adventure end than the hidden object end. Why? Because every puzzle I’ve seen so far has context, even if the puzzles, on closer examination, can seem a little silly, and a few have colourblindness problems. Can’t win ’em all. The final episode was released in November 2016, and I was approached to review it last week.

Episode 1 is a pretty strong start in many respects. The only traditional hidden object puzzle is, amusingly enough, when Adam tips out the junk from moving (Including, for some reason, a pizza box… For shame, Adam!), and this is somewhat less traditional in that it has a strict order, as Adam recalls various things. Still keep only one item, but fine, like I said, can’t win ’em all. The rest are more like forensic puzzles, in which Adam uses a mysterrrrrious watch to try and recreate crime scenes. He doesn’t even get all of them right, in the end, which is a nice touch.

There is a reason, later on, I say this should have been spotted before release. No other episode does this. Also, the file is above the lockbox. See if you can spot it.

But Episode 2, sadly, brings things back to form with a hidden object puzzle where not only are objects, unlike the other episodes, clearly a little glitched (“I’m looking for a %FILE% to do the thing”), there is a puzzle where Adam Wolfe finds a variety of objects to try and open a small lockbox, before eventually settling on the only one that works, a hammer. Adam’s an ex-cop. Which makes this hidden object puzzle, again with its strict order, all the more heartbreakingly stupid and obvious padding. Oh, and that file wasn’t visible without a guide, another common problem with HOPA puzzles.

The rest of the episodes, though, seem fine, for a HOPA… And this is where I go back to a macro-view of the game, because it’s more important to clarify what goes well, what goes the same, and what’s flawed, to highlight that, for all its flaws, Adam Wolfe is a step forward in terms of Hidden Object Puzzle Adventures. Firstly, the story, while another supernatural mystery, is specifically patterned after supernatural mystery shows, taking the episodic pacing cues from the genre, along with a more action based story which makes sense in the context. The cast gets less diverse from Episode 2 onwards, sadly, but considering how often HOPAs don’t really write characters well at all, especially women and folks of colour? I’m actually okay with this. I liked that the villains are all white men, effectively. I liked how most of the characters feel like people, and not just “Plot Device X” (I’m not saying all, but most. Some really are just there to be obstacles or exposition.)

Yes, there are still highly silly puzzle locks like this. But, again, they’re less egregious, and more often, this kind of symbol hunting is restricted to, for example, a ritual binding.

Similarly, it’s a step forward to limit the magical protagonist power that all HOPA protagonists seem to have (Never explained, never given context) to the magical end of things (Rituals, spectral signatures, bindings.) The puzzles still feel a bit silly, but they’re less silly than “Oh, hey, a drawing of a bat, that’s exactly what I’m looking for!” It’s good to see this experimentation, like “I need to collect things that make up one object”, rather than “I am going to collect all these things, and keep one object” (Which, sadly, still happens in Adam Wolfe too, but is at least sometimes given context. Baby steps.) Equally interesting to see are the QTE segments. Now, yes, QTEs can be good or bad, and Adam Wolfe’s are mostly in that middle ground of “Clunky, but entertaining”, but, again, this is a step forward. This is something new, being tried in a genre which, as a whole, prefers to crank out three a year of the same kind of thing.

Again, some of these puzzles could have been more clear (There’s rarely consequence for failure, but it does lead to some irritable clicking or mouse moving when no, you’re not told what to shoot, or you’re shown glowies when you’re actually meant to continue to shoot the bad time-wizard, or the like) and hints aren’t always helpful, but, in the end, here’s my summary of Adam Wolfe: For all that it still has some flaws of the HOPA genre at large, it experiments, it tries to emulate a genre of media and mostly succeeds, it tries to give puzzles context and change up the puzzle format and at least half succeeds, and it does enough interesting things that I am perfectly willing, despite my dislike of the HOPA genre’s stagnancy, to say that this game both deserves a playthrough, and this Going Back article. It’s not an amazing game. If it weren’t for episode 2’s highlighting of flaws and bugs that should have been noticed before release, I would say it was a “Highly enjoyable” game (In-between Good and Great, if you’re curious.) But it is by no means a bad game, and I would say that other HOPA developers, current and prospective, would want to look at Adam Wolfe and consider…

I couldn’t really leave this review without a screenshot of one of the fight sequences. Okay, yes, it’s not quite Super PunchOut. But it didn’t *feel* bad to play, and I am content with that.

“…Hey, this guy who dislikes HOPAs is saying the word ‘like’ more, maybe we should ask why?”

The Mad Welshman cannot peel hamburgers off adverts to feed his constant hunger, why should a HOPA protagonist have it any easier?

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100 Ft Robot Golf (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam, Humble Store

100 Ft Robot Golf is not so much a golf game with giant stompy robots, as a giant stompy robot game with golf. It’s a relaxing experience, even if it’s not quite the one you might expect.

But is it a good game? It’s an okay game. More importantly, it’s a fairly relaxing game, and I’m 100% down for that. So let’s talk about some things.

Like I said… it’s *relaxing*

Let’s start with how the mechanics interact in ways that seem counter to conventional wisdom. Yes, you have special weapons. But odds are high you’re not going to be affecting the other players with them. No, your weapons are best for blowing up buildings that are in your way, and thus clearing up a shot that otherwise would have slowed you down. There is no turn taking, and it’s effectively a race to the finish line, but if you’re even halfway good at golf games, quickly lining up swings should be no problem, even with the fact that each type of mech has a different system that effectively amounts to “How accurate was this shot?” And dickery such as the Kuvo maneuver, where you block the ball with your giant metal body, is perfectly acceptable so long as you have the skill to pull it off.

So the game isn’t complicated, and it isn’t as bloodthirsty as you’d think. Similarly, the story is a lighthearted riffing on the silliest parts of 90s anime: Max and Vahnija, one of whom is a failed golfing host (Because Robot Golf blew up the moon), and one of whom now owns Robot Golfing (despite not being that good a Robot Golfer) organise a new tournament, bringing talent both old and new, while they have… A NEFARIOUS PLAN, AHAHAHAAAA (Ehehehehee!)! Meanwhile, the NGDL , led by Panzato and Dando, are finally ready to enact… Project C. Project C are good dogs, yes they are, they’re such good dogs, gooood dogs. It’s dumb, it’s deliberately hammy, and it somehow still makes a sort of sense despite being deliberately written how 90s anime is often perceived (A mess of threads that somehow clash together for a BIG FINISH.)

See? They’re good dogs. And one of them is *Welsh* ! <3

The thing is, I could go on for a very long time about things like the visual design (Slightly janky, but charming), the sound design and voicework that went into this game (Deliberately, as before, aimed at that 90s Anime aesthetic, while also being aimed at parodying how golf commentary struggles to be exciting), and how little touches like how even the quickplay versus mode has little anime style “LAST EPISODE” blurbs add that touch more charm, but in the end, you’re either going to love it or hate it. The campaign takes something like 3 or 4 hours to complete (true ending and all), and, after that, it’s unlocking skins, playing with friends, and maybe replaying for the plot, and you know what?

I am A-okay with that. You might not be, and I respect that. But 100 Ft Robot Golf, to me, is a relaxing, relatively nonviolent time despite, y’know, explosions and buildings being destroyed, and it has a charm that I can’t help but like.

Even the customisation has some small charm to it. Remember, Support Esports!

Also, y’know, they’re good dogs, Dante. They’re good dogs, Danforth.

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