Barony (Review)

Source: Own cashmoneys
Price: £4.24
Where To Get It: Steam, Developer’s Site

I knew, when I heard the gloating words of Lord Herx, that I was going to die. It was the second dungeon level, and he was sending a minotaur? I didn’t have much time, so I…

…Crap, it’s coming… It’s HUGE! It’s somehow phasing through the roof of the dungeon, it’s that bi-

-Last Words of Mika, Mercantile Adventurer into Lord Herx’s Dungeon.

Rocks Fall, But Strangely, Nobody Died.

This boulder trap… Didn’t really stand a chance

There are times when you celebrate someone for trying, for experimenting. Barony, by Turning Wheel LLC, is not one of those times. I’d just like to quote the Steam summary of this game for a moment:

Barony is a 3D, first-person roguelike that brings back the cryptic and intricate designs of classic roguelikes such as Nethack and melds them with RPGs like Ultima Underworld, System Shock, and Daggerfall. Challenge is the calling card of this hard-boiled dungeon-crawler.

This is what we in the industry like to call “an overly ambitious description.” Also one that is wrong. What Barony actually is is a real-time first person roguelike using Minecraft style graphics that owes a little to Nethack, but hasn’t really learned what a good Roguelike is about. For example, for all that Roguelikes are about challenge, they are not, for the most part, about dicking you over. That segment I wrote at the top? Is a thing that is entirely likely to happen. The minotaur is big. He has oodles of hitpoints. And, if he is the “insane event” of the second level (Because hey, the game promises “insane events one could expect to find in games like Nethack”), there is very little you can do to stop it. There’s a chance you’ll find the imaginatively titled ZAP Brigade (Lightning staff wielding nutters who love to hunt Minotaurs), or the stairs out of the level, but, just as likely, you’ll note the event is coming, try and find the exit for a minute or two, then get squished in one or two attacks by a Minotaur that, if you’re “indoors”, will clip through the ceiling.

This didn't kill me. His two buddies, however...

Combat involves smacking things and hoping they don’t die first, or being a Wizard who has mana and winning. Shields are nigh useless.

…Or you could just hit enter, and type “/killmonsters”, hitting enter again at the right moment. Won’t get you any XP, but it’s clearly documented in the README (The only documentation for this game that I could find, apart from a new and largely incomplete Wikia), so why not use it, eh? These two things alone will give you some idea of the implementation of the grand vision described in the game’s Steam summary. Think I’m being unfair? Then pay the £5 for the game, open up the game’s directory, then go to the “books” subfolder, and read “The Lusty Goblin”, which I can only imagine to be a pastiche of the “Lusty Argonian Maid.” It’s easy to do, as, presumably to allow easy modding for the IP based multiplayer shenanigans, the 31 books of the game are all in .TXT format.

Character generation, similarly, is disappointing. Ten classes, two genders, and five skins that are all white human beings (presumably it’s to do with hair colour), and the classes are not amazingly balanced. The Merchant, for example, starts with weak weaponry and bad HP, but, and this is an important but, can quickly and efficiently identify nearly every item dropped on the first and second floors. The only one I’ve found trouble with? Glass Gems (Which are worthless.) By contrast, the warrior starts strong, but will quickly find himself in a world of death and pain if he encounters, say, a poisonous spider (Spawns on the second level.) The Wizard can cast Force Bolt to his heart’s content, murdering quite a few enemies quickly and efficiently, but Light will drain his mana more rapidly than you’d like.

Get Lantern, Kill Monsters

60% of this was gotten on the first level. 90% of it was identified without the use of scrolls. Merchants are great, in some respects…

In short, the game’s description is constantly reminding me of better games, and sometimes, the game itself is reminding me of better games. The graphics are voxel based, so, if you’re like me, you immediately think “I could be playing Minecraft right about now. Or maybe even Vox. Yeah, Vox sounds like a plan.” When you find that Lusty Goblin Maid book, you think “I could be playing Morrowind.” There’s enough replayability in this game for £5, but that same £5 could, by contrast, get me a better game. One which documents itself, tutorialises well, and doesn’t have a random event on the second floor that will most likely kill you, or rolling boulder traps, that, more often than not, you don’t even realise you’d triggered until it’s rolled past behind you.

This game, in short, is sadly not recommended for anybody, at least until some hefty reworking is done. Being able to starve on the second level is not good roguelike design. A “get through the level and/or find this thing before another thing kills you” on the second level is not good design. And I honestly can’t think how this would “improve” with Multiplayer.

Fuck This Game.

This is the Minotaur. Very often, he’ll spawn on the second level. The ZAP Brigade did way more than I did.

The Mad Welshman sighed as another boulder trap rolled merrily along behind him. The town of Hamlet remained unsaved, and Baron Herx’s Devil’s Dungeon remained closed.

Become a Patron!

Card Dungeon (Review)

Source: Own Cashmoneys
Price: £6.99
Where To Get ItSteam

Card Dungeons, like many roguelikes, can be short and painful… Long and glorious… Or long and painful, and, in a sense, this is exactly its problem. It’s an interesting game, in its way, but it definitely isn’t for everybody.

Well, that's one way to throw the horns... I got nothin'

A typical Card Dungeon Intro.

There are two core gimmicks of the game, one visual, one in core gameplay, and both have their flaws. On the visual end of things, you may be noticing why it’s called Card Dungeons. That’s right, every character and door is a card stock figure, and everything else is a tile. You know, just like old RPGs used to do! In any case, again, like these old RPGs, you take a turn, the monsters take a turn, and opening doors reveals rooms, monsters, and, of course, loot. However, while this may appear like a run of the mill roguelike with a different visual style, there is a core difference, the other meaning behind Card Dungeons.

Every time you start the game, you start with a bonus (A card) and a downside (A card). At the beginning, these options are simple: A random heal that drains mana when it happens, and not being able to buy more than one upgrade when you find a shopkeeper, regardless of your gold. Your attacks are also cards, and you only get three of them. But do you know what happens to cards when they get used, slapped down on the table, and generally subject to the abuse of play? That’s right, folks, they degrade, until they’re eventually useless! And the same thing happens to your equipment (Cards) and your attacks (Cards!) So again, you have a downside… On the one hand, you can switch out abilities at will. On the other, you have to switch out abilities, and at the worst possible time, you could run out of uses on an ability (Say, in the middle of a boss-fight), and have to survive long enough to pick up what you hope is a new ability!

This is when it's good.

Hrm… Decisions, Decisions… Let him melt, hit him some more, or set him on fire?

It’s very gimmicky, and, despite it being an interesting idea, that gimmick is also its greatest flaw. It took me almost the entire first run to realise that everything that isn’t a trap and can be used may contain treasure. It took me almost the second to realise that no, looting everything in the hope of a snazzy new ability isn’t the best way to play, and almost a third to realise that matters a whole lot less once combat begins. See, this game is presenting itself as a roguelike, but, while it fills many of the criteria of a roguelike, it only inconsistently provides an enjoyable experience. For example, I mentioned running away. I found a few “hit things and run away” style moves, along with the equivalent of teleport other (again, random in both strength and effect), but of course, there is no guarantee you’ll have one at the right time… And some cards, honestly, I ignored for being obviously toss. Stun, for example, doesn’t stop movement, only attacks, so something that only stuns isn’t actually that much use to me, because I can still be cornered. Bleeding, on its own, is a painfully slow 1 damage. And conversion, for the most part, is of dubious use.

Blooming rays. Hah. Hehe. Hahahaha.

The glare of blooming rays can also obscure tiles you may want to click.

It doesn’t help that there are certain enemy groupings, later on, where it’s extremely difficult to do anything but waste time. Multiple Eyeball type creatures, for example, can heal each other and stun you… Which makes a certain boss tedious, and later still, there are enemies that can stun, curse (Drains health and mana), and heal each other… And they can come in large groups. What can you do about it? Not a lot if your cards run out.

This sounds somewhat like bitching that I’ve run out of ammo for my favourite guns, left with “only the pistol”, but in Card Dungeons, it’s somewhat worse than that. In the final screenshot I’m going to post, I’ve shown an excellent example of being hosed. This is about halfway through the game’s several dungeons, and I have a somewhat ineffective area attack ability, a powerful, but erratically effective “GO AWAY” card, and a broken (And thus unusable) melee attack. I was trying to reach a chest as I died. I had been stunlocked, cursed… I couldn’t close the door, and going to another door… Would just as likely have killed me as badly, as the room I had just left contained three of the same kind of creature that killed me here. Just like any dungeon crawl, monsters won’t politely wait in their rooms… But unlike a normal dungeon crawl, you can’t open a door, peek inside, say “NOPE!”, and slam the door shut with the fondest hope that next time, your DM won’t be sniggering so loudly when you say you want to open something.

These are theoretically Asshole Card Wizards. Every One.

When Card Dungeon goes bad, it rather frustratingly doesn’t fuck around.

In the end, Card Dungeons is an interesting experiment. But other games do the whole “card dungeon” gimmick better, such as the more expensive Hand of Fate (The game colloquially known as “Asshole Card Wizard”), or Boss Monster (Cheaper, currently Early Access), and while it’s got replay value in the sense of multiple tries needed to “beat” the game, or 100% complete it, and it’s got time value in the sense that a single “good” run took me an hour and a half to get roughly halfway through… I don’t personally feel it’s got that much enjoyment value. Still, if you like the idea of an “oldschool” dungeon crawler with heavy randomisation in abilities (Monster types stay the same in each dungeon, and dungeons themselves are always similar in style), you could at least try it.

Become a Patron!

Invisible Inc (Review)

Source: Early Access backer
Price: base price £14.99 (Sale going on right now)
Where To Get It: Steam Page , Official Site

It's a Title Splash, Whaddya Want?

Start with two, maybe get four. Stun *all* the guards.

Even as a member of the awesome technological rebellion that is Invisible, Incorporated, I feel sorry for the security. One poor soul has been tazed for the third time in a row, and is no doubt thinking he might want to seek out a medical professional for what is obviously narcolepsy. I can’t feel too sorry, however, as the IT department of this particular company seems to want to eat my babies. This is just one of a large set of feelings I have for Invisible Inc, the latest offering from the creators of Mark of the Ninja, Klei Entertainment. Most of these feelings are positive.

The game boasts that it has 2 animated cutscenes, and I must admit, when I first saw that boast, I was leery of the release product (I’ve been following it since it debuted on Early Access), but my fears were put to rest within minutes. You see, the atmosphere in this game doesn’t depend on cutscenes. It depends on emergent stories, and I’m happy to report that what’s under the hood matches the aesthetic and themes of the game really well. So let’s go into that.

Buh Bye Nika

Sometimes, it can go horribly, disastrously wrong. And by god, it’s entertaining!

Invisible, Inc, despite its name, is not about a Syndicate like corporation, smashing all before it with soulless, mind controlled soldiers. It’s cyberpunk as all get out, and II are the little people, fighting back against the corporations that sought to stamp them out… And almost succeeded. The game’s premise is that the few free members of Invisible Inc are on the run, and have 72 hours (3 days) to, if not win their fight against such entities as Sankaku, the droid centric Japanese corporation, or the German arms supremos, [insert], at least kick them where it hurts. And all we have for that is the means to quietly slip into corporate buildings, a friendly, but limited AI, and not very much else. While options open up the more you play the game (characters who are better at killing, characters who can disable machinery, more hacking options), and you will get more powerful if you play your cards right, at the beginning, you’re up against it, and the clock is ticking.

Gameplay wise, it’s turn based, squad level strategy with some RPG elements. Two to four agents infiltrate a building, either beat down, hack, or avoid security measures, and try to both rob the place blind (Your finances and levelling up are dependent on this) and complete their objectives. And it’s pretty intuitive. There is a tutorial that gives you most of the basics, and the rest is quite helpfully shown in tooltips, in one of the three vision modes you can quickly switch between. And here’s where it gets fun.

Guess who forgot that he could hack a camera drone when he took this?

Tactical View, where the necessity of hacking that one camera drone becomes so very clear.

See, Klei thought their design through, and it shows. It’s isometric, but not only can you rotate the view, you can switch to “tactical” view, which reduces the clutter, or “Incognita Mode”, which is where all the hacking takes place. It’s a risk reward game, where rushing will, done well, ensure the steadily creeping Alarm Level of the building won’t screw you over at a critical moment… And, done badly, will quickly and efficiently see you cut down, your cause lost. But there are very few moments where I’ve put down my keyboard and muttered “That was bullshit”, and, on reflection, most of those were definitely my fault. Like the time I went for a safe that I knew would take more to get to than the three turns it would take for the guard to wake up… And neatly trapped myself, with no backup because I split my agents too often. Or the time I hacked a camera drone, and realised afterward that it had nowhere to go.

Stacking the deck either way, allowing you to fine tune your experience, are Rewinds and Expert Mode checkboxes. Rewind modes are your “Oh sod, I didn’t mean to do that” button, allowing you to turn back time… But they’re a limited resource, adding a layer of tactical depth that remains intuitive. Meanwhile, expert mode restricts you in challenging ways, like adding a turn timer (Oops, now you can’t just sit back and think about it, because there’s ten seconds left to do something aaaaaaaaa-nuuuuu!), or making enemies harder. At its base level, though, the game encourages stealth over violence. Killing most guards will not only up the security level, it’ll cost you money, and that cost… Can quickly ramp up. Add to that that ammo is not always a guaranteed find, and… Well, it’s better to be dodgy, or sneaky, than to be violent, is all I’m saying… And I love it.

I was confident, and the gamble was won. Hell yes.

Do not do this unless you are confident each agent can handle things.

You’ll love it too, if you like turn based strategy and cyberpunk, or roguelikes and cyberpunk (As the levels are procedurally generated). If you’re not the patient type, however, or strategically minded… Don’t say I didn’t warn you when I say this game definitely wants you to think really carefully about whether you want to hack that Daemon protected safe open, or try and knock out that guard.

Invisible Inc released on the 12th of May. A camera droid is watching me write this review, and it’s creeping me out a little.

Become a Patron!

Convoy (Review)

Source: Bought with my own cashmoneys
Price: £9.99
Where To Get It: Steam PageDesuraCompany Site

The Maria Assumpta

The Mercury… A poor, doomed, possibly sabotaged ship. Let’s roll out…

Log – Discovered near burnt fragments of Convoy #1 by Convoy #2.

Convoy Leader’s Log, Who Damn Knows: I have picked up a new ally on this war torn world. He calls himself Friendly Fire, because he claims he has a bad habit of destroying his allies by accident. I refuse to believe a man can be so unlucky.

Convoy has been described as Mad Max meets FTL, and, in a sense, it’s quite right. It’s a procedural action strategy title where you’re trying to obtain four replacement spaceship parts on a largely inhospitable world. The world is split between three factions (The TORVAK corporation, Raiders, and the Privateers) and all three factions, for various reasons, are likely to try and destroy your convoy along the road. Don’t give them the satisfaction.

The game controls fairly simply, almost entirely with clicks of the mouse, and it looks similar in terms of visual style to FTL (So, it looks spritey, and pretty good overall). The music is interesting, but… It definitely has some minor problems at release. For example, a thing that appears to be happening quite often is items sticking to the shop screen, along with a touch of slowdown every now and again…

I was sure I had a pic of the shop, dammit!

Not pictured: All the DEATH waiting.

But enough about visual bugs, which I’m sure will be fixed, let’s talk about the game itself. Difficulty wise, the main elements are to do with your need for fuel, and the trials and tribulations of combat. Combat is a case of moving your escort vehicles around, targeting enemies as you go, and sometimes (only sometimes), forcing your opponents to ram into one of the obstacles of your running battles, such as pylons, sudden outcroppings, random wreckages, and, in some rare cases, canyons and buildings. Of course, there’s more to it than that, as your MCV, while immobile, has special abilities. The absolute beginning one, for example, is an EMP cannon. Fires once every reload, stuns opponents, destroys shields, and is bloody useful for the aforementioned enemy crashings and burnings.

Your first fights are rarely overly tough, but they do grind your health and armour down, and you’ll need to be pretty savvy. Within the first ten minutes of my second game, I had already spent most of my money on my first gun, and was down to around half the fuel I’d started with. Seeing as fuel can only be replenished by events that reward you with fuel, or by buying it from camps using the game’s scrap currency, it’s always a bit of a worry. No, fights don’t always reward you with fuel. One of the more horrifying events of the game actually comes from fuel loss, where you have a bleak choice. Wait for someone to help… Or render some of your crew down for biofuels. I went for that choice, and I still feel like a monster for doing so.

Buggy not go boom. MCV is sad.

Ooooh, so *close*! I could have saved me a lot of time there!

Still, fuel isn’t an insurmountable problem, and soon enough, you’re riding high, with a full convoy. You beat the somewhat difficult final boss, and… You’ve maybe unlocked a vehicle or two. Orrrr… You’re nearly out of fuel and scrap, your escorts are all destroyed, and all that’s really left is hoping you’re going to luck into enough scrap for a vehicle/fuel, and silently wishing the next combat event, at least, is quick (A criticism is that, sadly, it’s not quick very often. I’m staring at my MCV, slowly getting torn to shreds by a single TORVAK raider I can do nothing about… Not. Good.) . In fact, a single game on normal takes somewhere between half an hour (If you’re unlucky) and three hours (For a safe win).

If you’re playing on Normal difficulty or above, it’s usually the latter, the game is somewhat punishing. This isn’t to say that the game is low on replay value, however. There are quite a few events, and there’s a small selection of different sidequests, some of which are somewhat amusing to find. Case in point, the Insult Fighting event, a fond reference to Monkey Island, or, similarly, the Modern Major General reference (both of which I got at the beginning of my third run, giving me a nice comfortable start of an extra vehicle and some cash)

The party's oooooveeeer

Sure, I had resources, but before I could hit a camp, I lost the escort. It took me ten minutes to die.

There’ve been quite a few runs since then, but my overall opinion is this: If you liked FTL, you’ll be okay with this. It feels a little less balanced, more chance ridden than FTL was, and some of the events are inconsistent in tone (You can shoot pretty much anybody in an event, but it honestly feels like kicking puppies in many of them), whereas the combat is still interesting, and, with a little more polish, it could be good. As is, though, seeing your convoy painfully get disassembled is a frustrating experience. While I would say it’s worth the money, time and enjoyment wise… Play Easy difficulty first, don’t tackle Normal and Hard until you’ve unlocked some better vehicles. And let’s hope they make death a little less lingering.

Convoy, by Convoy Games, released on the 21st of April. The Mercury keeps crashing on Omek Prime, and many men have died due to this temporal horror.

Become a Patron!