Reigns (Review)

Source: Cashmoneys
Price: £1.99 (£2.37 for the soundtrack, interactive soundtrack, and companion artbook too, or 79p each for each of these things.)
Where To Get It: Steam

I’ve seen a lot of comparisons with Reigns. Tinder: The Visual Novel (because swiping left or right is the main decision making mechanic.) Cards Against Royalty (because there are event cards, and horrible things can happen.) Long Live The King (Because, effectively, it’s a visual novel with a lot of bad ends, like Long Live The Queen.) But, while these do indeed illustrate aspects of this game by Nerial, it’s definitely its own thing.

You could be seeing this a fair bit.

You could be seeing this a fair bit.

Essentially, you are a King. An archetypal King, for good or ill. One who’s made a deal with The Devil for an endless life. Of course, nobody specified that this life couldn’t involve reincarnation. So you’re stuck in a cycle of life and death, trying to find a way out of this curse. And you will die. It says a lot that the very first achievement in the game is “Survive for 5 years.”

Now, it should be mentioned that, just like your average visual novel, once you’re aware of events you can plan for them, and move toward the True Ending of the game. It should also be mentioned that, like a Visual Novel, it’s somewhat short (34 minutes in, I’d gone through seven kings and met just over a third of the cast. An hour in, and I’d been given An Important Clue.) But it’s a game where things genuinely get better as time goes by, and that “Gets Better” is around five minutes in. As part of the design.

One of the people you meet. If you guessed they might not be helpful, win an imaginary cookie.

One of the people you meet. If you guessed they might not be helpful, win an imaginary cookie.

You see, as you progress down the lineage of kings (Harry the Doomed, Michael the Martyr… Y’know, just king stuff), you start to meet people who can help you in your long, slow battle against the devil. People who make your life easier… Mostly. I’m not even going to pretend that some of them are assholes that I won’t miss. And being a king, as it turns out, is somewhat difficult, because you have to balance things, and I really do mean balance. Run out of Papal Power, and the pagan hordes string you up. Give the church too much, and you find yourself declared a heretic. Similarly with the other three concerns (Population, Military Power, and, the thing The Mad Welshman keenly understands, Cashmoneys.) It also introduces new concepts at a reasonable rate, and so, the further in, the more interesting it gets.

In the name of balancing my own Review meter, it should also be noted that, once you understand what does what in an event, this is unlikely to change, although the spread of events does, narrowing at times, but generally expanding. So I now know that if I’m absolutely sure I want to stop my military from overthrowing me, I can send them to pacify the east… So long as that doesn’t max out anything else. The game even helps a little with this understanding, giving you little dots for a small change, and big dots for a big one (Although not everything you do has an immediate effect.)

You partied so hard you died. Because you had all the money. Haha on you for being such a fiscally successful king! XP

You partied so hard you died. Because you had all the money. Haha on you for being such a fiscally successful king! XP

In short, it’s interesting, it’s accessible, it’s kind of fun, and it’s £2.

The Mad Welshman has lived many lives. He’s even swiped in a couple of them. But this “swipe left/right” thing is a new definition for him.

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The Technomancer (Review)

Source: Review Copy
Price: £34.99
Where To Get It: Steam

This game has been somewhat of a thorn in my side, reviewing wise. Because I’ve wanted to give it a fair shake. But it’s time to admit that The Technomancer and I just don’t get along. This isn’t to say that there aren’t elements of good design in there, but there are quite a few things that make this game Not For Me. So take this review with a larger than usual grain of salt.

It starts with a plot. Water is scarce on Mars, so there are gangs and mutants and corporations of varying evilness, and you are a member of one of those Special organisations who…

Okay, let me stop for a minute and bring up one of the tooltips. This is emblematic of why I’m not so keen on the Technomancer.

What a load of Old Dome. :(

What a load of Old Dome. 🙁

Electric, electric, electric… I feel like Billy Connolly at an opera. “I FUCKIN’ GEEET ITTT!” But of course, this is before the game has even started properly. Once it does, I’m in character generation, and I am Zachariah. I am always Zachariah. Zachariah can be dark of skin or pale, of many faces, but it’s always… Zachariah.

This, too, I understand. Sometimes, you want to write a plot with a very specific protag, and that’s Okay. It works for the Witcher. It works for Bayonetta. It’s worked for a lot of games. I even understand why he’s always voiced by the same person… Because VO is expensive. I’m down with that.

There's a sense of uncanny valley about some of the voices compared to the animations.

There’s a sense of uncanny valley about some of the voices compared to the animations.

I’m less down with the fact that, half an hour in, I have yet to leave the tutorial mission, I have made precisely one dialogue choice, and I have, so far, been the only person of colour (In character, anyway. In real life I have been described as “The Whitest of White Folks”) I have seen. It’s somewhat hard to tell in the tutorial mission, because everyone is wearing some kind of wrap or bucket or other concealing clothing (There’s a reason for that. Turns out, the sun on Mars turns people into Mutants. No, I don’t know either.) The world I’ve been pacing through, similarly, has been one note. It tells a story, but it’s a story I know because this is how this kind of story goes. Resource scarcity (Water, specifically) has led to a decline in population, and so lots of buildings out there are ruined. Also, Mars is not exactly known for the variety in its landscapes, as such.

Of course, this isn’t stated as such in the tutorial mission, beyond the reasoning behind the moral choice in this game (Kill for more resources, but leave the world lessened by it, or don’t kill, but deal nonlethally with things, despite the possibility that many of these people are themselves going to kill and Drain Serum, because you’re Good Like That.)

I’m mostly talking about the tutorial mission, by the way, because it’s emblematic, much like that splash screen. And the ending of the tutorial… Oh no, Technomancers are actually mutants (Who are second class citizens at best as it is), and their little hazing ritual base has been invaded by bugs from below, so…

"Hudson, er... Zachariah!" "Is this gonna be another Bug Hunt, Sir?"

“Hudson, er… Zachariah!”
“Is this gonna be another Bug Hunt, Sir?”

…The moment I saw the End of Tutorial boss, I just sighed. Yep, it was a big bug. Yep, it had boodles of hit points, and an obvious, fleshy weakpoint. Yes, you could animation lock it. It’s… Predictable. It’s similarly predictable that it ends each “phase” by covering it’s weakpoint, trying to kill you with collision damage (often succeeding), and summoning its lil’ sandhopper brethren. Worst of all, I’d known this from the moment I saw a big circular arena and bugs. So… Good signposting, I guess?

And it doesn’t really get better. Combat nearly always involves multiple enemies, because if it was a single enemy, then you would attack a few times, dodge out of its attack, and repeat until it fell down… As such, it becomes a slog. The story involves the very same Big Secret you’re meant to keep getting out there, and now you’re the Rebels to the Martian Empire…

…It makes me so very tired. I wanted to give it a fair shake. But the game, to me, resists being played. And that’s often the worst thing for me to try and review.

The Mad Welshman also has powers. Train-tying hands. Train-tying train-time prediction. Train-tying mad cackling… The list is highly varied, you know!

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Book of Demons (Early Access Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Early Access 2, Release

Confidence is a fine thing, bravado a little less so. So you can imagine my surprise when I see the words “Three years to develop The Book of Demons” (and it’s still in development), and then the intro to the game reveals it’s just 1 part of a seven part, presumably episodic set of games meant to create more accessible versions of popular game types, I worry somewhat. I also find two words that are going to be the theme of this review.

“Truly accessible.”

Look, it's gotta be a friendlier game, Satan has a rubber duck! That's a good sign, right?!?

Look, it’s gotta be a friendlier game, Satan has a rubber duck! That’s a good sign, right?!?

These are not words said lightly. Games do exclude some players, sometimes because the developers don’t get that they want to attract new players… Yes, you can market a game to the “truly hardcore”, but you’re only limiting your audience that way, even beyond genre. Sometimes it’s because of the nature of the genre itself, and the impression I get is that The Book of Demons is trying to make ARPGs “accessible” so people can… Return2Games. Oh ho, ho ho ho ho.

There’s just one problem. I’m not even a third of the way in, and those two words are beginning to sound increasingly hollow. Let’s discuss why. Starting with how The Book of Demons tries to simplify the ARPG formula… Because, in case it wasn’t obvious by the screenshots, this is meant to be a sort of Diablo Lite. There’s a town, it’s been infected with an evil under the church, and hell has broken loose. Heck, the first quest is even called “The Cook”, a reference to Diablo 1’s “The Butcher.”

This is about a minute before I died. Can you spot some of the reasons why?

This is about a minute before I died. Can you spot some of the reasons why?

Anyways, there are a couple of ways it tries to simplify, and they don’t… Particularly help. First up is exchanging buying items, using spells and the like, for… Cards that do exactly the same thing. On the one hand, it cuts down on inventory management, because, once you start a dungeon area, you can’t change them out, you can only add cards (if you have room) or change them in town. But while this changes things on the surface, it still means you’re using number keys for potions and abilities and the like, so it just… Limits things. And The Gypsy (let’s not go there, beyond saying “Please can we not do that thing where you have a spiteful, yet helpful magic lady who is a Gypsy, ta?”) even jokes about how using a blacksmith was so inefficient, oh ho ho ho!

If that was the only example of trying to simplify by limiting, and not fully thinking it through, I’d be okay. But there’s one core element that fucks things up righteously. You can only move along a set of rails. You’re still holding LMB to move, and attack, and do other things we’ll get into in a second, but your area of movement is limited.

Sounds okay, until you realise that the monsters you find in the dungeon have no such restriction. Gargoyles quite happily leap into your “able to be attacked” radius, some doing area of effect attacks, then out again. Zombies explode into poisonous clouds that, sometimes, it’s much harder to avoid… And god help you if you’re blocked by a monster in a group from retreating, because yes, that can happen, and unlike many other ARPGs, you don’t have the option of going round.

Let's unpack this. Two of the enemies require holding LMB over their shield before I can hurt them. One is casting a spell to summon two more of these that will make them invincible. If I want to regain *some* health I have to mouse over those hearts too, and those skulls are a poison effect that's about to make my health sphere go green and damage me, with the option to click on the *health sphere* to remove the poison quicker. Oh, and the spell icon needs to be LMB held over to stop the spell.

Let’s unpack this. Two of the enemies require holding LMB over their shield before I can hurt them. One is casting a spell to summon two more of these that will make them invincible. If I want to regain *some* health I have to mouse over those hearts too, and those skulls are a poison effect that’s about to make my health sphere go green and damage me, with the option to click on the *health sphere* to remove the poison quicker. Oh, and the spell icon needs to be LMB held over to stop the spell.

That’s what has led to every single death so far, tbh… There have been large groups of varied monsters, and one of them, sometimes two, have blocked my avenue of retreat, and while focusing on them, the other monsters wrecked my day. All the while, I was having to keep an eye on several different things, just like a supposedly less accessible ARPG, with the added funtimes that I could, theoretically stop a spellcaster from, say, teleporting large groups of monsters to my location, or freezing me, or, in later parts of the first third of the game, summon enemies with shields (requiring further click fuckery) that make the spellcaster immune to any and all damage while they’re still alive.

Somehow, in the quest for simplicity and accessibility, Thing Trunk, the developers, have actually made it more complicated. Now, I’m not an ARPG novice. I’ve beaten the first two Diablos, the first Torchlight, and have gotten most of the way through the second (It’s only really the reviewing that really stops me from knuckling down there, as there’s always something new to get through.) I’m having difficulty curve troubles, before I even get to The Butcher equivalent, that I didn’t get in Diablo, the game they’re trying to make more accessible.

Yes, it’s Early Access, and not all of the classes are in yet. Yes, they no doubt have time… But not as much time as they think they have if this is the first in seven games to fill up that intro set of book podiums. This is the sort of project I want to succeed, because making games more accessible means more people play, and I get more people to talk shit over with, and we can then maybe… Just maybe… Stop with all this “Elite Player” bullshit and just get down to play together.

But this isn’t exactly inspiring my confidence that Thing Trunk, despite talking a good game (Make no mistake, their marketing has been very well planned), are the ones to help people Return 2 Games.

We can, at least, point out that this *is* a laudable goal.

We can, at least, point out that this *is* a laudable goal.

The Mad Welshman started. All of a sudden, he couldn’t turn left… Or right. As the monsters closed in, leering skinlessly as only skeletons can, he tried desperately to wake up.

Their claws disabused him of the notion it was just a nightmare. And that he was going to wake up.

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Starbound (Review)

Source: Early Access Purchase, Way Back When
Price: £11.99 (£35.99 for a four pack, £3.99 for the soundtrack)
Where To Get It: Steam

Well, hot damn. Not only has it been a previous interwubs incarnation that I last reviewed Starbound, it’s changed. And I mean “From the last stable update” changed. So well done, Chucklefish, for keepin’ such changes as “The plot is now there, and somewhat important” and “Oh my sodden underthings, I don’t have to tramp halfway across the system to see a bloody Stargate?”

TENTACLES DESTROY EARTH: In other news, look at this cute space puppy!

TENTACLES DESTROY EARTH: In other news, look at this cute space puppy!

I already kinda liked Starbound, and came back to it at various points during Early Access, from the early “UGH, CAVEMAN TIER” whiny days, to the days when you vaguely had things to do and all the biomes were in, to when quests happened and bosses made a vague sort of sense… To this. It’s been a three year journey, let’s check out how things have gone with a brand spanking new character, the lady Hylotl Hachiro (Yes, it’s a boy’s name, shut up and stop judging, asshole! Hachiro does what she wants, and she’ll science you if you disagree!)

Hachiro started her in-game life on a high note… Graduating from Protectorate University, to be part of the peacekeepers of a shiny age of intergalactic harmony. Which is then immediately screwed up by tentacles that destroy Earth. Go figure. Hachiro manages to escape, but finds herself on a lost world, with a pet to feed, herself to feed, and a StarGate Teleporter of some kind right where she lands. She then moved into a ruin nearby, set up her various crafting tables, a campfire, and (eventually) a bed, dug down to the core before she even had iron armour, and did two obstacle courses. Now she can dash and double jump.

Oooh, that's a big momma, alright! Thankfully, I have a gun, and patience. It has neither.

Oooh, that’s a big momma, alright! Thankfully, I have a gun, and patience. It has neither.

Compare this to the previous update’s “Bobbert”, the Glitch, who escaped without any prologue, dug down to the core after many travails, upgrading to Iron armour so he could fix his engines so he could schlep to the edge of the system to get a quest. Which he needed the iron armour for. As you can see, we’re off to an improved start. But, as the update giveth, it also taketh away. Unlike Bobbert, Hachiro has yet to give an assassin a cake, can’t cook proper food yet, needs more and different things for even iron armour and weapons, and Survival mode now means “You drop most of your inventory when you die.”

Which is definitely a reason to play cautious. For example, places I have dropped all my shit:

  • Halfway across the planet from where I beam down.
  • Halfway across the planet from where I beam down, next to a Big Monster.
  • Near the core of the planet, in a pool of lava.
  • Halfway across the planet, deep underground, next to twelve bats.
  • Halfway across the planet, deep underground, at the bottom of a deep, steep sided pit.

    This was actually the *least* problematic of my many equipment recovery missions...

    This was actually the *least* problematic of my many equipment recovery missions…

So, I like the changes. I like the story. I love the friendly tooltips. But I’m probably not playing Survival again unless it’s with friends. I just get too frustrated at losing most of my stuff, and dying several times as I trek halfway across a planet to find it. Also of note is that the mod scene, having developed over the three or so years of development, is alive and well, so the experience can be heftily customised via the Steam workshop. The soundtrack is great, the visuals are finely honed (I have little to no colourblindness problems here, always a good sign!), and…

Basically, there’s a heckuva lot of game here, a little grindy in places (As survival exploration games can be), but it’s got charm, it’s got story, it’s got a lot of cool things, and I would recommend it quite highly.

Of course, since it’s been in Early Access for most of its development cycle, I have the strong suspicion most of the people reading this already know that. But it’s nice to see a game come out of Early Access this strong.

The Mad Welshman set his matter manipulator to “Underground channel” and grinned. Oh, he’d show that lava what’s wha…

…And then the bat behind him knocked him into the lava.

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Daily Cthonicle: Editor’s Edition (Early Access Review)

Source: Early Access Purchase
Price: £1.99
Where To Get It: Steam, Itch.IO (also contains the freeware demo), Official Homepage (Contains donation link if you wish to support the developer directly)

I like a developer who keeps tabs on things. I like a developer even more when they take feedback and criticism well and fix the things that are broken. Matija Kostiya (Sinister Systems) is definitely the first, and may well be the second… Time will tell. But of course, we’re here to talk about Now, and The Daily Cthonicle, a game where you are the editor of the aforementioned paper, an Occult and Paranormal Broadsheet. This may seem strange, until you realise that in the world of the Daily Cthonicle, the paranormal is very much real. It’s you, and your six journalists, against the horrors that lurk Beyond.

Vampires: Even Fledglings are Jerks.

Vampires: Even Fledglings are Jerks.

It is safe to say that you don’t always succeed. In fact, in the case of certain monsters, I’ve found, it’s very safe to say that you don’t always succeed. Vampires, in particular, are jerks. I’ve never lost more journalists, or racked up a bigger expense account in any other situation. I don’t entirely know why.

And this aptly leads to one of my main criticisms of the game as it stands, and, thankfully, at least partly a goal of the Early Access: Clarity. Certain things in Daily Cthonicle are not clear, and don’t consistently work. For example, scrolling down on documents can be done with the mousewheel… But not all documents. The UI sometimes obscures things. Some combat items can be used in Investigation events (Such as the Crowbar), and it is only made clear in the manual that, if you have equipment that could be used in combat… Say, a Gatling Gun you really wanted to save for the final chapter… It will be used, and vanish from your inventory. Some of this is explained in the online manual, but more isn’t. Yes, artefacts don’t get explained… But you also don’t really get an idea of what they do even once you’ve used them. At best, “This was very helpful [in this specific encounter]”

On the successful completion of a chapter, you print a Special Edition. As you can see, the text is somewhat barebones, but imagining how it all went down can be fun. ;)

On the successful completion of a chapter, you print a Special Edition. As you can see, the text is somewhat barebones, but imagining how it all went down can be fun. 😉

Now this may give the impression, so far, that I do not like Daily Cthonicle. This is by no means true. I think the base idea, and some of the game ideas (The EVP minigame, for example) have merit. I like that more advanced features, such as laboratory work (Crafting better potions, and divining information about the things and people the samples were taken from) are not necessary in the two lower difficulties. I like that it has both a normal game mode, and a “Skirmish” mode, where you have lots of money up front, and the goal is to eliminate all threats, rather than uncover the web of mysteries. I like that the difficulty balancing appears to have been considered, and appears to be under revision based on feedback. There’s quite a few things I like.

But the game isn’t very new player friendly, it isn’t very clear at times, and while I have confidence this will change somewhat, it’s very much a case of “If you like the idea, and you want to support the developer in refining it, please do so.” at the present time. I think it has a lot of potential, but obviously, time will tell.

The EVP: A recent feature that's still being refined somewhat.

The EVP: A recent feature that’s still being refined somewhat.

The Mad Welshman gritted his teeth as he saw this month’s Sanitarium bill. Sighing, he flipped the “Last Eldritch Horror In The Work Environment” counter to 0.

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