Nuclear Throne (Release Review)

Source: Early Access Backer
Price: £8.99
Where To Get It: Steam

Vlambeer are very good at shooters. This much was evident when they released Luftrausers, and we’ve been seeing this for some time now with the Early Access progress of Nuclear Throne. Now that the game’s released? I’m feeling kind of childish about skill gates.

There is a feather and muscle shaped hole in my heart, Vlambeer... But I won't rest until it's filled!

There is a feather and muscle shaped hole in my heart, Vlambeer… But I won’t rest until it’s filled!

See, for most of the game’s long Early Access period, you could unlock most of the characters fairly quickly, which meant someone like me could get everything except the kitchen sink early on, and then enjoy testing characters, and Attachments Were Formed. If you guessed that both of my favourite characters require getting further in the game than I’ve gotten, you would be 100% correct. And I am annoyed.

But I’m perfectly willing to admit that it’s a childish annoyance. After all, once I get them, I’ll know I’ve earned them, because Nuclear Throne is not an easy game. It is a game requiring a fair amount of skill, and my skill with it… Is not so hot. Essentially, each character you can play, unlocked at the beginning or not, has special abilities, that, combined with the sometimes silly weapons you find in the weird wastelands, can either help or hinder you. For example, although Melting is fragile enough to die in one hit, he can make all the corpses he’s made on the screen explode. If you’re clever about this, you can set up quite a chain of death and explosions. Adding to this already amusing mix, you have skills and Crowns, the latter of which can only be found in certain areas, and the former gained by collecting Rads. Yes, you’re mutating to be strong enough for the Nuclear Throne… And the mutations are kind of random, picking from four each level.

The majesty of certain mutations can't be captured in a screenshot. In less than 0.2 seconds, all the things shown except me are going to die, because I hit someone so hard their corpse killed everyone else.

The majesty of certain mutations can’t be captured in a screenshot. In less than 0.2 seconds, all the things shown except me are going to die, because I hit someone so hard their corpse killed everyone else.

Another reason I haven’t gotten amazingly far is because I’m overfond of melee weapons, preferring to build toward the idea of getting them… Which won’t always happen. And even when it does, it’s a risky proposition, as, while most melee weapons don’t use ammo, and most can also bat projectiles away, the most damaging melee weapons have long cooldown times that abilities can only go so far to fixing. Nonetheless, under the right situation, and with the right character (Steroids, unlocked by reaching Area 6 of the game), I could be dual wielding shovels that not only murder people left and right (And forward!), I swing them faster the harder I get hurt, and I don’t get much cooldown on them so long as the death keeps coming. Of course, both mutations and weapons are luck based, so the game is more about adapting to your situation than what I do, which is aim toward a build and pray it comes through.

Aesthetically, it’s pretty cool. The soundwork is pretty darn good, with explosions, the meaty sounds of bullets hitting flesh and shovels hollowly whunking through the air, hisses, and the dramatic music, courtesy of [insert]. Meanwhile, the pixel graphics are simple, easily read in most places in the game, and you can quickly identify your immediate threats, which is bloody useful, because this game does somewhat depend on memorisation. Take a grenade launcher into the sewers, for example, and you’re probably in trouble. There’s a hell of a variety in weapons, and later tiers can get really powerful, like the flame shotgun (Spread shot that sets enemies on fire), the Splinter Gun (Fires three mini crossbow bolts in a shotgun like spread), or the Plasma Gun (Not only kills pretty much anything it hits, it explodes, too!) Of course, the more powerful the weapon, the more ammo or time it’s going to take to use… So you have to be tactical.

It is often hard to see the real threat in crowded situations. I thought I'd killed the ninja. I was wrong.

It is often hard to see the real threat in crowded situations. I thought I’d killed the ninja. I was wrong.

If I had one big criticism, it’s that sometimes, the situations are hellishly difficult. A personal pet-hate of mine is the Room ‘O’ Scorpions, a spawn pattern that sometimes appears, where five or more scorpions (Who fire a wide spread of shots) are all in the same area, and running into that is either going to be a time consuming exercise of “Back the hell away before any of them see you, take pot shots until the room’s thinned out”, or “Don’t see them in time, die horribly to an unavoidable spread of deadly globs that fills the area.” There are many deaths I’ll own up to as Yet Another Stupid Death in Nuclear Throne. Room ‘O’ Scorpions? I don’t count. There are others, but I won’t bore you with them. For all that restarting with the same character is quick, some of the generated seeds are made of bullshit, and that annoys me. There are also a couple of post release bugs, such as level teleports not appearing where they’re meant to (The location of the last enemy killed), which has cost me in some runs (For reasons I’ll not spoil.)

Overall, though, if you like mouse and keyboard or twin-stick shooters, Nuclear Throne is definitely worth the price. Of course, a lot of you knew that already, but for those who didn’t? Nuclear Throne is fun. And you can adjust the screen shake to whatever you prefer.

The Mad Welshman grimaced as he looked down at his form. He needed to glow harder. His quest demanded it.

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Going Back: Quantum Rush – Champions

As you may have noticed, Future Racing games are sort of a passion of mine. Which made Quantum Rush: Champions (Previously Quantum Rush Online) such a disappointment. In discussing why, we have to compare it to a close cousin, Wipeout Fusion, one of the more divisive games in possibly the biggest ex future racing franchise out there (Apart from F-Zero, yes, I know F-Zero exists, shush.)

Weaponry, How Not To Do It

This is how quickly you can die in Fusion. On the first track.

Both Wipeout Fusion and Quantum Rush: Champions erred in dealing with weaponry, albeit in different ways. In Wipeout Fusion’s case, the weapons were, in many cases, too good. Many weapons, including missiles, fired both backwards and forwards, and, throughout the game, it’s perfectly possible to explode (losing you the race) in the first fifteen seconds. Not helping is the fact that, due to sloppy coding, some of the weapons appear to work both ways, but… Actually don’t. And it’s somewhat difficult to tell. But one thing that Fusion did relatively well was that weapon placement was considered. Some tracks didn’t have as many missiles (Which do not corner well), some don’t have many plasma bolts (Which can be murderous when used in the right way)… There’s a sort of balance, although it’s not obvious. Challenges and deathmatch further refined this. Can you score enough kills using only rockets and missiles? How about quakes and shields alone?

Quantum Rush, however, has the same weapon placement for all its game modes, which doesn’t actually work. If you want someone dead in a “kill target” mission, I can guarantee you that over two thirds of the pickups still on the track are largely useless. Not helping are Quantum Rush’s own bugs, which include a weapon that, for the most part, just doesn’t seem to work: The gravity shockwave. How it’s meant to work is that it shoves racers away from the vehicle… But 95% of the time, it doesn’t do a damn thing, taking up valuable space that another weapon could use.

Track Design

TemteshBay1

Both Fusion and Quantum Rush, in slightly different ways, suffer from the same problems, and the same good ideas let down by poor execution. Both, for example, have multiple potential paths through the track, and, unlike some Future Racers I could name, none of these paths are technically bad. But in both games, some of these paths are poorly signposted visually, and some of these paths are cluttered to the point of frustration. In Fusion, this is most seen in Temtesh Bay, a track which has bulkhead doors that open microseconds before you actually hit them, a cave segment with hard to navigate rock formations, and some frankly silly track narrowing. In Quantum Rush: Champions, you see similar design flaws in the Airport, with a side path filled with obstructions and narrowings in the form of cargo-plane bays and large shipping crates. Worse, the part that isn’t a shortcut is a hard right where your eyes are telling you to go ahead.

AirportQRC

This is approximately a third of a second before I end up going to the left, the alternate path. A second before that, you can’t see that turnoff.

Unlike Quantum Rush: Champions, however, the AI in Fusion will generally split their efforts between paths… While the QRC craft will, most of the time, stick to the main path. As already mentioned, tracks are used with no changes for other game modes, and this can hurt in the case of, say, boss battles, where the AI will always take a path, and you taking the other will lose you valuable time. More on time in QRC in a short while…

Upgrades

Courtesy of Wipeout Central, this is the top tier FEISAR. Like many of its compatriots, it is 90% gunmetal grey and grunge.

Courtesy of Wipeout Central, this is the top tier FEISAR. Like many of its compatriots, it is 90% gunmetal grey and grunge.

Wipeout Fusion, it must be said, mostly sinned in this category due to visual design and grind. Upgrading craft in Fusion requires money, which requires racing tracks over… And over… And over again (Although not necessarily in the craft you want to upgrade), started as somewhat crappy versions of what they were meant to be, and, eventually, went from not-so-great craft with some interesting designs, to at least fairly average craft with some interesting designs, to good craft with some mind-bendingly dull designs, usually involving gunmetal grey. Quantum Rush: Champions, however, does… Odd things. Upgrades are rewards for earning medals… But even in higher tiers, there just aren’t that many upgrades, and they become progressively harder to unlock as you go on. What are you mostly unlocking? Customisation options, only one half of which (The colours) stay between “Tiers” of craft. And they, also, require unlocking through medals.

It took something like 12 medals to get even this far. The pattern was in Tier 1, but had to be re-earned for Tier 2. The colour is the only one I have been able to unlock to this day.

It took something like 12 medals to get even this far. The pattern was in Tier 1, but had to be re-earned for Tier 2. The colour is the only one I have been able to unlock to this day.

For context, originally, QRC was Quantum Rush: Online, and was going to be a purely multiplayer Future Racer with an F2P model. It had a somewhat nice garage. It had the customisation be unlocked by buying it, rather than medals, although you earned money, obviously, by racing. Upgrades, similarly, were on a monetary basis. And all of this, along with the multiplayer (Which had mostly been going alright) was thrown out when Quantum Rush: Champions was announced. This was a mind blowing decision, to throw the baby out with the bath water, and the game suffered for it, as, since unlocks appear to be based on number of medals, you can find yourself being rewarded for slogging through a difficult challenge and getting gold with… Er… Blue #3. Thanks for the socks, Grandma QRC, but I really wanted that better armour, y’know? It doesn’t help that the customisation options, in a strange funhouse-mirror fashion to Fusion, start dull. Three shades of gray, in one colour. And every Tier, you have to unlock skin patterns all over again.

Difficulty

Difficulty is somewhat erratic in both QRC and Fusion, but in Fusion, at least, the main causes are obvious: The tracks and the weapons. For your first track in a tournament, you could be driving through the icy Mandrashee, a relatively simple track with some quirks, and the very next track is… The dreaded Alca Vexus, home of narrow tracks, multiple chicanes and hidden corners, and, in at least one case, a broken track.

But Wipeout Fusion didn’t require you to have a perfect racing line to get gold. Nor a good enough computer. By contrast, Quantum Rush: Champions gets harder if your computer isn’t recommended specs, and Time Trial… Requires an almost perfect line to get gold. Yes, I would like a challenge. I do not, however, want to be locked out of content because you decided “Perfect line or go home” is a good idea in the first tier of gameplay. And then there are the boss fights and “Target Enemy” modes. Target Enemy is bad enough, because it generally requires a kill a minute of (by Tier 2) up to 3 specific enemies, with, er… The same power up locations as a race would have. Now imagine that, while it’s only one specific target, it’s a vehicle of your class from the next tier up, with special abilities such as being able to drain shields from fellow racers, or leaving a burning trail behind them that makes them overheat. Then give it similar harsh timing (1 minute 30 is silver to kill the Tier 1 boss for NMW)

There’s a lot more I could say about Quantum Rush: Champions, and how GameArt Studio have dealt with the situation, or, more accurately, haven’t… But instead, I’m just going to mention two things. Firstly, Quantum Rush: Champions was ported to the XBOne moderately recently, and from what I can gather, critical reception was no less frosty than on the PC. Secondly, and I want developers to note this one…

MaaaaaybeAProblem

…Global achievement stats like this… This is a warning sign. This is a warning sign that either you have done something wrong with achievements and unlocks, or you have done something wrong with playability and/or difficulty.

Listen to said warning signs.

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Emily Is Away (Review)

Source: Free
Price: Free (Donations accepted)
Where To Get It: Steam Itch.IO (The latter has details on donation)

Emily Is Away is a game that can make you uncomfortable. In fact, as I’m writing this paragraph (I don’t write these things all in one go), I’m staring at the login screen for the third chapter, after 15 minutes, thinking very hard about what’s just transpired. I’m not entirely sure I want to continue. But obviously, this is a review about a game that isn’t “fun”, but needs to be talked about, so… Later.

"Nothing much" is going on. And yet...

“Nothing much” is going on. And yet…

[Later] Damn, that was just as harrowing as I thought it would be, two chapters in. Time to talk about it. Because talking is the core of the game, in a sense. In another sense, it’s about not talking. About the things you don’t say as much as the things you do. About pain. And, to me at least, a reminder of what an asshole I was in university (College to american readers.)

If you’re expecting something flashy, something glitzy in this donationware game, think again. This is set in the age of AOL Instant Messenger, and shitty icons and blocky text are the order of the day. And it’s all messenger. It’s all talking, and hitting the keys to type the words that your avatar in game actually types. And I find it both very clever, and harrowing, to type myself to make those words appear. It makes me feel complicit. And I don’t mean that in a good way. I am responsible for those words, even in that fictional world, and it hurts. Theoretically, I could play this multiple times (It took me just over half an hour the first time), and there are multiple things that could change the story, but I want to talk about it as it stands. And I’m going to do it by talking about relationships.

...Why did I say that? Why didn't I say what I was *going* to say?

…Why did I say that? Why didn’t I say what I was *going* to say?

Relationships can seem easy to many, but they’re not. Even keeping a friendship can involve a surprising amount of work, but it’s work we do gladly because friendship is, in a very real sense, its own reward. But this applies even more so in bad times. In bad times, we may find ourselves asked to give more than we receive in a friendship, and sometimes to do so in a way that, in the short term, risks losing the friendship. Sometimes we’re not strong enough, for whatever reason. Sometimes, Things Happen. And Things Get Awkward. And trust is broken. Trust is important in relationships, especially if you genuinely wish your friends and loved ones the best.

This, folks, is a game filled with the pitfalls of real relationships. And what you say may have little bearing on what happens. Eventually, either Emily will be Away… Or you will. And it’s only the voice of experience that told me how bad things would be so early, and that knowledge, unfortunately, makes this game more affecting. In this case… I was the one who left. The words that needed to be aired never were. And I won’t play again (Although I’m sure regret over my fictional avatar’s situation will force me to play “What If?” later), not because this isn’t a well written gutpunch of a game, but because I want to hold on to that feeling, despite the fact I’ve experienced it personally before, on both ends. The same feeling my fictional avatar seemed to be afflicted with toward the end, where he wanted to say things… But didn’t, instead writing inconsequentialities while the elephants in the room (Multiple elephants) stared fixedly into his brainpan, before awkwardly saying that he had to go. Wondering where it went wrong. Wondering why he can’t say those words. Wondering, while secretly knowing, whether things will ever be the way they were.

...Of course, by the time it's reached this point... It's too late to say *anything*

…Of course, by the time it’s reached this point… It’s too late to say *anything*

They won’t. Something potentially valuable has gone from this world, because two people did stupid shit at the wrong times, because they didn’t know how to say what they needed to say, or to hear what they needed to say. And it will stay with them for the rest of their lives.

I won’t recommend this game to people just seeking “Fun.” It’s not. As soon as you realise the threads that simultaneously bind and tear apart these two people, the feeling of losing control, you know, instinctively, that Fun isn’t on the cards. But if you want a well written, emotionally affecting game that, in its way, talks about not talking, and bad relationships (Whether starting bad or going bad), you have a winner. If you want a game that makes your heart ache, and think very seriously about how lucky you are to have the friends you do… This game is worth playing, and very possibly worth a donation so the creator can make more.

Okay, that’s the end of this review. Goodbye.

The Mad Welshman Is Away.

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Going Back: Black Dahlia

Mention the Black Dahlia murder, and many games players will point at LA Noire. Mention the game of the same name, however, and most often, you will get a blank stare. The rest of the time, a scream of sheer, unadulterated rage.

Black Dahlia, you see, is a game that, while mostly forgotten unjustly, had one element to it that angered many of its players beyond measure: The puzzles. Which, for an FMV adventure game at the tail end of the FMV heyday (1998, to be exact), was a sales killer.

AAAAAAAAAAAAAAAAA!

AAAAAAAAAAAAAAAAA!

I was one of those original sales. Now, before we begin talking about why this is worth a Going Back, let’s mention just two numbers. Eight CDs. 4.6 Gb of game. In 1998. Of course, even a “full install” back in the day would be under 500 Mb. But it’s still a pretty mind boggling number. Now let’s go into why it’s mostly a game that should be recalled.

Firstly, for its silly premise (Involving the Thule Society, the Torso Murders, the Black Dahlia murder of Elizabeth Short, and, as you might expect, occult shenanigans linking them all), the writing and the acting sells the game. It was a selling point of the game that Dennis Hopper and Teri Garr were both acting in it (And, in a relative rarity for productions like this, even the extras are named in the manual), and they were supported by actors who, while relatively unheard of, were definitely not unskilled, such as Dan Frezza (Utah Shakespeare Company), Bradley Moniz, Daniel Whelan, and Colette Schreiber. You forget its silly, because, for the majority of the game, the actors and actresses are playing their roles very well. All I’ll say about the story is that it starts with you as a new investigator for the underfunded and underdeveloped COI, checking out a somewhat dubious report of Fifth Columnists in the area, and ends with the fate of the world in your hands.

Darren Eliker really sells the role of Jim Pearson. Poor feller.

Darren Eliker really sells the role of Jim Pearson. Poor feller.

Secondly, it had an interesting system where you could not only examine objects, but move them around in their containers, such as a notepad in your desk that can be shifted back to reveal a service revolver (Itself able to be opened.) It had quite a few locations, and used not only hotspots, but items in conversation.

There are, however, two mood killers for anyone wishing to play the game today: It’s difficult to run on modern systems (and, in fact, nigh impossible if you want to run it flawlessly), and the game’s difficulty could best be described as hellish. Here’s some examples to give you some idea, all from the first chapter (Disc 1 of 8).

You’ve talked to everybody, including the irascible Henry Finster, your superior (Walter Donovan, head of the COI at the time, and later OSS), the detective working on the Torso Murders cases (Peter Meryllo), and a smarmy FBI agent called Winslow. But you’ve run into a brick wall. The game’s given you enough clues that you have a blacklist of possibly less-than-loyal German-Americans, but, due to the rivalry between Donovan and then head of the FBI J. Edgar Hoover, the damn thing’s encrypted and nobody’s given you the key. The key to cracking the code is in your office. But to get there, you need to find the gun in your desk drawer (Which you won’t find unless you’re clicking and dragging everything that you can interact with), open up the handle (Which, again, you won’t find unless you realise you can do that in your inventory), use the key to open a locked cabinet in your room, and copy the notes written down on paper, because the in-game note system isn’t going to help you here, buddy.

Infamously, not only is this puzzle not meant to be solved, a bug means the game is unwinnable if you try before you're meant to.

Infamously, not only is this puzzle not meant to be solved when you find it, a bug means the game is unwinnable if you try before you’re meant to.

The code is quite simple, once you realise what it’s doing. But the game doesn’t exactly help in letting you know what it’s doing, as the two sheets cannot be read together, and both have their red herrings. This one puzzle is the gatekeeper to… The rest of the plot. Equally innocuous is the shadow on your office light, only seen when you flick on your office lights, and look up. That shadow… Is important, and checking that is vital. There aren’t, to my knowledge, any truly silly puzzles (Along the order of the infamous Cat Hair Moustache of the Gabriel Knight series), but many of them are exactly this tough to discover, let alone solve. Of course, the manual helps you with a few of these early (but vital) tasks, but who reads the manual, eh?

Strangely, despite this? I’d still say the game is worth it, and due a re-release on GOG or the like. But who would be the ones behind such a game? Who would be the ones who made this intriguing, if sometimes maddening game? Why, it would be Take 2 Interactive.

I remember my reaction to this scene. "Is she flirting with him? She's flirting with him! ... She's flirting with him, and he's not noticing. Idiot."

I remember my reaction to this scene. “Is she flirting with him? She’s flirting with him! … She’s flirting with him, and he’s not noticing. Idiot.”

But you’d know them, in the modern day, as 2K Games.

The Mad Welshman also sees spies everywhere. Fifth columnists, trying to ruin his sense of fun by sending him derivative AAA games. It’s a menace…

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Going Back: Musaic Box

Hidden Object Puzzle Adventures, in my considered opinion, are mostly creatively bankrupt. I’ll save the rant as to why for another time, but one of the main elements is that there is little to no consideration of where the puzzles fit. I’ve seen Memory puzzles in churches and “secret doors”, I’ve seen evil lairs guarded by the amazing security system that is… A brute forcable colour matching puzzle. The story, similarly, is often formulaic, and often has a “Tell” that conflicts with its “Show.”

Five rooms, each filled with bits of music trivia and puzzles for your puzzle box.

Five rooms, each filled with bits of music trivia and puzzles for your puzzle box.

But I have actually found a good HOPA. And I’d completely forgotten about it. Let me correct this injustice, and show people why it works, when so many others make me groan and grumble. Let me tell you about Musaic Box.

Musaic box is the tale of a woman of somewhat indeterminate age, who has an explorer grandfather with a taste for music that was passed down. She comes to visit her grandfather, on the promise of a very special birthday present. But first, she must solve the riddle of the Musaic Box, and the clues are left around the house. Doesn’t sound like much, does it? It even takes around the same time as your average HOPA (Two or so hours.) However…

You didn't really think I'd show you a completed puzzle, did you? For shame!

You didn’t really think I’d show you a completed puzzle, did you? For shame!

It’s tightly focused. One house, six rooms, and every room has something to do with music or musical history. Within each room is a collection of patterns for the Musaic Box, hidden in places like on the shade of a lamp, or on a printing press stamp, and those patterns lead to the core element of the game: The puzzles. The descriptions for the puzzles are from the character’s perspective, so we know that she was called ‘Little Figaro’ for singing the Barber of Seville at an early age, that she used to do ballet, that she skinned her knee while climbing trees… The puzzles round out her character in a way that supports her sometimes bemused commentary on Grandfather’s collection. In its small way, the story supports the game. And, because it’s in a small way, it doesn’t over-reach itself. There’s no moment to moment supernatural drama that falls apart after a slight examination here, just a young lady playing a game on her birthday. But, as I mentioned, the puzzles are the core element to the game. Let’s go into those.

Not only the core of the game, but where we get character backstory. Not a whole lot of it, but the game doesn't contradict itself.

Not only the core of the game, but where we get character backstory. Not a whole lot of it, but the game doesn’t contradict itself.

Musaic is a portmanteau of “music” and “mosaic”, and, essentially? That’s the puzzle right there. It’s a jigsaw, but a jigsaw that involves music. There’s usually (But not always!) one instrument that you can hear, and you’re supposed to piece together the short tune, making sure that matching colours of symbols aren’t on the same column. Sometimes there’s no lead instrument to listen to, sometimes there’s patterns to match up instead, but for the majority of the game, it goes like that, leading to one of my two criticisms of the game: It’s only moderately challenging until near the end. Otherwise, it does everything it sets out to do, it entertains, and everything fits together as a well designed game should. Of course, finishing the game nets you the birthday present, an “Atlantis amulet” (sic) that allows you to rearrange the tunes in the game any way you want (Which sounds horrible, for the most part: My second criticism of the game) , but then you realise “I spent a third of what I would spend on Hidden Secrets: The Horrific Jumble Of Items” , and you remember that the game has some pretty good short arrangements of classical tunes (Including a surfer rock version of “My Bonnie Lies Over The Ocean”, and a properly swinging “When The Saints Go Marching In”.) And you smile. You may not play it twice, but you have had fun.

HOPA devs could learn from this example, which goes to show that “more complex” doesn’t necessarily mean better.

The Mad Welshman smiled as he slotted the last part of the Musaic into place. Victory, as it turns out, sounds like The Entertainer.

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