Renowned Explorers (And More To Explore DLC: REVIEW)

Source: Cashmoneys
Price: £14.99 (£18.99 with More To Explore, £5.29 for More To Explore if you have the base game already)
Where To Get It: Steam

I missed Renowned Explorers the first time round, somewhat irritating considering I liked their previous offering, Reus, enough to put in 41 hours and 71% of the achievements before annoyance set in. Thankfully, with the DLC, I get to review not only this charming explore-em-up, but the DLC, adding two expeditions, some extra mechanics, and bonus treasure effects and events in the form of the Campfire Tales. So, before we begin, a quick summary of what Renowned Explorers is, for those who haven’t played.

My first main team. I have all of them as Captains now, but still have some fondness for playing this lil' group. I mean, how could I not?

My first main team. I have all of them as Captains now, but still have some fondness for playing this lil’ group. I mean, how could I not?

Renowned Explorers is an adventure strategy hybrid, where you pick three explorers, a Captain and two Crew, from a pool of 16 choices (Although only 4 of them are available as Captains from the beginning.) Once chosen, their skills and stats work along one of three complementary paths: Aggression (Beating the tar out of things), Deceit (Making people feel bad, lying, cheating, etc), and Friendship (Being the Good Example to all tiny Explorers and Natives everywhere.) None of these paths are, strictly speaking, closed off to you, and good strategy involves mixing the abilities of all three to maximum effect (Only Friendship skills, for example, seem to heal, while Aggression Skills can lay the hurt on a number of foes), but it’s important to know your strengths, because by playing to them, you’re going to do so much better in beating your rival Explorer groups to the top spot, unearthing ancient artefacts, and discovering awesome things, sometimes involving sheep drugs.

No, I’m not entirely joking with that last sentence.

...sometimes, the implications of the unique game overs makes me want to go have a lie down [fans self]

…sometimes, the implications of the unique game overs makes me want to go have a lie down [fans self]

The new content, the Andes and the Lost Island, are, as you might expect from the part of the DLC meant to buff the endgame, tough. In fact, on my very first almost successful run, it was picking a fight with the natives that did me in. But along the way? Oh wow, those campfires made a difference! After my first expedition, I unlocked a captain story, and in nearly every game since, I have been enthusiastically teaching one of my crewfolks the joys of science, building a new friendship, and not only getting free skills, but awesome discoveries, and the warm glowies from creating a science-based friendship that will stand the test of time, no matter how I fail… And fail… And fail…

…And also kick righteous buttock, such as out fighting Tommy, the not-bright, but tough member of the Rivaleux, out charm Cassandra Shafiq, the temptress of the same team, deal with a possession by the evil Erzbet Bathory (She of the controversial Virgin Bloodbath Makeover Treatment), and rob tombs all over the world, from Ireland to the Andes…

FOR SCIENCE, HELL YEAH!

FOR SCIENCE, HELL YEAH!

…So if you like feeling like a combination of Carmen Sandiego, Indiana Jones, and Lara Croft, don’t mind turn based combat, and love a good procedurally generated exploration story game, then Renowned Explorers just got more awesome, and while the DLC isn’t necessary to its enjoyment, it most certainly helps, and is worth a look!

The Mad Welshman is currently on indefinite vacation with Erzbet Bathory.

Let's end it on a high note. FRIENDSHIP!

Let’s end it on a high note. FRIENDSHIP!

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Duskers (Release Review)

Source: Review Copy
Price: 
£14.99
Where To Get It: Steam, Official Site
Other Reviews: Early Access

Erik Johnson, one of the Misfits Attic team on Duskers, stated When I created Duskers it was really around a feeling: of being alone in the dark, of isolation, of being surrounded by old gritty tech that could only give you a partial picture about what’s going on around you, like the motion sensor that goes off, but doesn’t tell you exactly what’s out there. I like the idea of needing to rely on that tech, and the claustrophobia and isolation that would cause.”

Every single one of these ships is devoid of its original crew. Every one is deadly.

Every single one of these ships is devoid of its original crew. Every one is deadly.

He’s not wrong, and Duskers is an interesting game that somewhat defies easy genre labelling. But hot-damn, am I grateful the difficulty is so customisable, because with all the options on, it’s tense, and death, or rather, being left without your drones, is quite easy.

Storywise, it’s simple: You are possibly the last human being left alive, and you want to both survive… And know why, how it happened. All you have is a small drone salvage ship, with a (mostly) full complement of drones, and your wits. Good luck with that!

What this means, however, is that you are controlling a variety of drones, none of which see overly clearly, through an easy to learn text interface and HUD. You can directly control the movement of a single drone with the arrow keys, but for everything else, it’s commands like “Navigate 2 r4” (Move drone 2 to room 4) or “Motion 1” (Use drone 1’s motion tracker, because another drone I brought along also has one), with some easter egg messages available using the “Run” command (For example: Run twirlygig)

Most of the time, this isn’t a problem, and the game is like a puzzle. But the older the ship, the larger the threats that loom, and the less time you have to react to them. And often, it presents you with tough and interesting decisions. For example, spacing threats is, especially with radiation turned off, an option… Once you’ve discovered them. And there are three and a half ways to discover a threat: Motion trackers, which don’t always work; Sensors, which require you to place them; Stealth, which doesn’t always work; And, of course, them discovering you. Which is bad. Very bad.

The red blinky is bad. But a bad I *know* about. And thus a bad I could *possibly* deal with.

Map view, where we see some sensors, the sensors picking up someone bad, and the remains of one of my drones. SOD.

At the beginning of the game, you will have, at most, two and a half of these options. And maintaining all of them once you get them is asking for a “Reset”, which, on the one hand, keeps your objective progress and logs collected. On the other, it puts you back in the original ship, with starter drones, and the threats discovered remain as well.

If a ship is cleared of enemies, it can be commandeered, sometimes allowing for greater Scrap storage (The currency of the game, and the only means of keeping your upgrades active for more than a few missions at a time), more ship upgrade slots (Which give you more responses to situations), a few ship specific upgrades (Such as the Military Ship’s cannon, which will kill everything in a room… At the cost of permanently opening it to space), and better fuel storage (Allowing you to travel further without jumping to another system.) There’s also a lot of options, and all of them have a help command that explains their function. It makes for a lot of choices when you get a good run going, and it’s interesting to see the developers do a lot with a little.

However, that doesn’t mean the game is perfect. I’ve often said no game is, and there are things that could possibly be worked on. The reset option takes a lot of the sting out of failing a boarding, losing nearly everything, and that’s a good thing… But it, along with the procedural nature of the universe, means the game slows down a fair bit when you get to the third or fourth sets of objectives in the various disaster questlines, due to needing specific tools or places. Right now, for example, I have to find a specific class of ship, with at least the “pry” or “teleport” tools, preferably a turret and some mines, and destroy all threats within it without turning the ship’s power on. Even if the ship is found, that’s a fair bit of setup, and you can only visit a ship once.

...I can't see where I'm going. Crap.

…I can’t see where I’m going. Crap.

Similarly, there is no colour blind support for this game, as, while most of the drone colour schemes are thought out nicely, some make the drones unplayable, perhaps even to folks who see colour better than I do. Dark brown on black, for example, is a terrible idea, and dark red on black, similarly, isn’t great. Thankfully, those are relatively rare, but it would be nice if they’d vanish entirely in a later patch, for the sake of everyone’s eyeballs.

But, while you may be thinking that graphically, this doesn’t look like a whole lot for £14.99, there’s a lot under the hood, and I find myself coming back to it, wanting to know… What red button did they push? Was it machinery out of control? A super AI? A galactic war? Maybe they found something that somehow killed us all on its lonesome? What’s the real secret?

So if you like procedurally generated games, mysteries, puzzles, and a little bit of existential horror, perhaps give this one a go. It seems barebones at first, but there’s definitely some interesting things being done with this game, such as allowing you to continue the story even if you “died.” And, when you think the mystery’s been solved with this one, try a clean save, see if it’s any different. I ruled out Grey Goo, for example, let me know if you did too!

Tim took out its electronic frustrations before a security bot did the same.

Tim took out its electronic frustrations before a security bot did the same.

The Mad Welshman sighed as Abby’s microphone picked up the telltale synthetic drone… Checking his shipscan, he grinned. The room was worthless, and bordered on an airlock. “NOT THE BEES”, he cried with glee as he violently flipped the “LOCK OVERRIDE” switch.

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Aurora (The Roguelike: Early Access Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

Aurora, a Roguelike by russian developers Sun Dog, is, on the one hand, a potentially interesting experience, and shows some promise in its ideas. On the other, it’s let down by writing that veers wildly between three poles: Serious science fiction… Memery… And seemingly random interjections of slurs and extraneous sexual details that, combined with the memes, bring the tone of the whole thing down. Not in a good way, but in a way that changes it from “Needs slightly better translations” to “Needs a serious rewrite.”

No, really... I DON'T NEED TO KNOW THIS.

No, really… I DON’T NEED TO KNOW THIS.

So, before we get onto the good and the kind of eh, let’s get the shitty out of the way. I do not need to know the cup size of a journalist at a press conference about the fate of humanity. I definitely don’t need to know her tits are jiggling. Yes, I get that the two Bork in that one sidequest are not the smartest, but you can seriously bring that across without random slurs coming into it. Yes, Gordon Freeman is our science officer, and he’s an incompetent coward, ho ho ho ho ho. And, in a shock turn of events, the Aurora captain gets an email of “Selected Blog Posts” about his press conference that include talking about MLP and whether the captain has shagged an alien. Yes, ladies and gents, My Little Pony apparently still exists in 2203.

And this is a damn shame, because there are signs of potential here: I ran into an ethical conflict, where I could maybe have found a world for an overstretched humanity to colonise, if I had kidnapped a possibly sentient being. I improved the lot of Earth, at least temporarily, by finding a substance that substantially improved medical science. I started to feel involved in at least one big mystery, and a number of smaller ones. Solving the world’s energy crisis introduces a labour crisis, and interesting things happen.

Planetary exploration is, in many cases, a bit shallow at this current stage. Kill things, get rockses.

Planetary exploration is, in many cases, a bit shallow at this current stage. Kill things, get rockses.

But I keep getting taken out of that. The inconsistency, sadly, stretches to the visuals and music. I can see what’s being aimed for here (A kind of early 90s DOS style pixellated visuals), but the quality widely varies, sometimes within the same image. As soon as I see the words “Meteor shower”, I decide not to land, not because those are dangerous, but because they slow planet exploration to a crawl. Similarly, if I’m understanding things right, proper exploration is grindy as hell, requiring you to physically explore the world to map it. I honestly don’t know if colonisation is implemented yet, but if it is, it’s oddly specific, as surely, if the atmosphere is breathable, life is there, minerals are there, and the gravity is right, the world can be colonised, right? And yet, despite finding possible candidates, nothing has happened. It really is such a mixed bag.

The fact that this is considered about halfway done (0.5.1) is, to be honest, somewhat of a concern, because the game needs to tighten up a fair bit. There are hints of goodness here, but at the present stage, I’m not terribly impressed. The game has promise, but I am genuinely uncertain whether the Sun Dogs team can really consider this the halfway point of the game.

Our ongoing mission, to see how it goes, find new patches and program updates, and to boldly go... Well, to stars! And things!

Our ongoing mission, to see how it goes, find new patches and program updates, and to boldly go… Well, to stars! And things!

It isn’t often you find The Mad Welshman conflicted. Except between death rays and train tracks. Decisions, decisions…

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Enter The Gungeon (Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam

Enter the Gungeon is, at its core, entertaining. But it is definitely not the kind of entertaining that suits everybody. I’ll try to unpack that as we go along, but essentially, it’s a procedurally generated twin stick shooter set in… The Gungeon, home of more ammunition and projectile weapon puns than you can shake a boomstick at, along with a gun that can kill… The past. CUE OMINOUS MUSIC!

See? It's got a parchment drawing and everything, it's obviously both important and super cursed!

See? It’s got a parchment drawing and everything, it’s obviously both important and super cursed!

The game itself is pretty responsive, and, much like other procedural twin-sticks like Binding of Isaac or Nuclear Throne, I almost never feel like dying is anything but a failure on my part, as there’s quite a few tools to deal with the swarm of bullets that will head your way, including that most important one, the dodge roll with generous invincibility frames, and the limited “Blanks”, which destroy all visible bullets, and slightly knock back enemies. There’s a variety of guns, a variety of enemies, and a number of secrets and unlocks that were enough to stump the collective player base for all of a week or two (Which doesn’t sound like much, until you look at the guides, and realise how much was there to be discovered. So, er, go you, fellow players of Enter the Gungeon!)

However, the game likes keeping its secrets perhaps a little too much. I thankfully know what most of the items do as I get them, although rarely before I’ve used them for the first time, but the guns? I have no idea if a Wind-Up Gun (Which gets weaker the further into the clip it goes, as its spring firing mechanism winds down, presumably) is better or worse than the Barrel of Fish (Shoots fish, and an associated small puddle. Oh, and it sometimes stuns enemies), or the trusty RPG (Which… Well, blows things up but good, and is slow to fire and load.)

The Gatling Gull: Buff and violent. It killed a pig once, although it was aiming for a Gungeoneer.

The Gatling Gull: Buff and violent. It killed a pig once, although it was aiming for a Gungeoneer.

I get it, really I do. It’s like potions and weapons in a “proper” Roguelike (Quote marks fully intended), where you don’t know what a thing will do until you try it or somehow identify it, but I’m specifically mentioning the guns because I know that’s going to be a turn off for some, and I’d rather they knew now than getting all ranty later. Similarly, the difficulty in levels can also be somewhat erratic, to the point where I dread the mention of certain bosses, such as the Beholster (Has quite a few potential attacks), or the Gatling Gull in a completely open arena (Where I know most of the fight is going to be dodge rolling rather than shooting), while simply shrugging at others, such as The Bullet King, whose patterns are pretty easy to pin down. Enemies, also, are somewhat inconsistent, as a room full of bullet bats is a case of “Er, is this threatening?”, while Lead Maidens and the setup of a certain possible level 1 encounter (Screenshotted below) makes me break out in a cold sweat.

Basically, I’m saying it likes its mystery a bit much, and I think the difficulty “curve” is a bit… Inconsistent.

By no means the most difficult encounter in the game. Not even close.

By no means the most difficult encounter in the game. Not even close.

Otherwise, the music isn’t bad, the sound effects are varied and, in some cases, suitably meaty, the visuals are consistent and well put together, so the main thing I’d really have to say about Enter the Gungeon is that your mileage will vary a little, but will vary a lot more if you don’t like mystery about those things wot you’re firing other things from. I’m not really going to comment on the story, firstly because I have yet to complete a loop of the Gungeon, and secondly because… Well, you’re not really encountering all too much of it except towards the end. Overall, Enter the Gungeon is definitely a case of “Your Mileage May Vary.”

The Mad Welshman rolled behind a table. Someone was trying to kill him, and they were bullet shaped… THINK, DAMMIT, THINK… Do I know this casing?

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StarCrawlers (Early Access Review)

Source: Birthday Gift
Price: £14.99 (£18.99 with Soundtrack)
Where To Get It: GOG, Steam
Other Reviews: Release

StarCrawlers, by Juggernaut Games, is the latest in a few games this year and last that’s exploring the ol’ step based RPG formula that we know and love, and… Honestly? I’ve never been more scared of those galactic punching bags, Space Pirates, even if… I don’t think that’s entirely intentional at this stage. More on that later on.

Encounter groups are visible in the main world, much like Might and Magic titles, although this won't always tell you the whole story.

Encounter groups are visible in the main world, much like Might and Magic titles, although this won’t always tell you the whole story.

If you’ve played more recent step-based RPGs (So named because they involve taking single “steps”, rather than smooth first person movement) like Legend of Grimrock, and older step-based games like the Might and Magic series (A heavy inspiration), then you’ll know what to expect with StarCrawlers: You go into dungeons, occasionally solving simple puzzles, but mostly using your party to beat the stuffing out of various beasties and achieve their objectives with the power of TEAMWORK. The kind of teamwork that RPG heroes do, that is… Maximizing the amount of pain they can lay onto a group.

There seems to be more on the way, but the basic gameplay is already there: You kill things for XP (Although not as much as you’ll get for doing the job overall), and loot things in order to make your pretty numbers go up, and occasionally take on story missions that seem to hint at Shenanigans (Capitalised because these are Space Opera Villain Shenanigans, the kind that results in the death of worlds, rather than banana custard over somebody’s face), and allow you to pick your side between various players in a sci-fi universe (From the UFP, Corporate Overlords, to people like the Workers’ Collective, essentially one of the few unions left around in the far future, it seems.) In between said story missions, you’ll do procedurally generated dungeons, with the puzzles and encounters being based on the tileset and objective. Mines, for example, have Radiant Ore, which, as far as I’m aware, only an Engineer can deal with, while Corporate Offices are the Hackers’ main playground. Similarly, protecting a scientist means exactly that, with no sweet reward if he dies before you leave, while one of the few mission types that doesn’t involve pissing someone off involves doing them a favour while fighting off animal or robot type enemies.

An example of the Void Psyker's personality, and the character art (Which is also good)

An example of the Void Psyker’s personality, and the character art (Which is also good)

There’s quite a cast of characters, too, with eight being playable off the bat, and at least one unlockable through the first story mission, each with their own uses, quirks, and mechanics. The Prototype (A stupidly advanced killer robot with some programming issues, and the aforementioned unlockable), for example, is all about massive damage, but with the caveat that if you use their powers too much, they’ll malfunction, and odd things will happen, eventually leading to them being out of the fight. So far, of course, this is reading more like a feature list than a critical review, but it’s important to get across how complex the game is under the hood, before examining how accessible it is, and whether that complexity is good or bad.

Funnily enough, it’s fairly easy to get into, as the first few story missions are balanced around a single character, two at most, and it’s entirely possible to either get three out of the nine or so characters in your party (Four can be taken on any one mission), or two well kitted ones by the time you hit the Aurora Starliner (The third story mission, and the one where the game’s story starts kicking off.) There are also multiple saves, skill respecs (There aren’t, currently, enough skill points to achieve all of more than a single tree, out of three per character), and each character’s role is well explained, even if their quirks may take a little getting used to. Also helping is that characters are not, strictly speaking, gendered (Male or female is fine), although their characters seem firmly fixed at the present time (And are likely to remain so): The Void Psyker is a bit monkeycheese, because it turns out messing with the dark between the stars messes with your perception of reality, the Smuggler is morally grey, the Prototype is torn between being violent braggart and friendly, poetry creating nice person…

…The writing, as a result, is okay. It’s not going to win any awards, except perhaps Good Use of Archetypes/Stereotypes. But the combat is accessible, the tilesets are pretty nice, with some variation between them (Grimy starship, Nice starship, and various Plot Starships, as one example of the subsets), and their own little quirks (Including, in some missions, faction loot, which, if you take it, will worsen your relationship with… Very possibly the very person who hired you.) So far, it’s seeming like it’s well worth the money if you like step-based RPGs, with some cool stuff. And yet, as I often say, no game is perfect, and definitely no game that’s still in development. So what do you have to watch out for right now if you buy it while it’s still being made?

Some characters even have loot you gain for exploring their mechanics. Malfunction a lot? have a haiku!

Some characters even have loot you gain for exploring their mechanics. Malfunction a lot? have a haiku!

Balance. As I’ve mentioned, this is a complex game under the hood, and while it tutorialises quite well, new things get introduced, and then have to be fine tuned. A good example of this would be the aforementioned Space Pirates. Yes, I did get there.

I don’t take Space Pirate missions anymore. At least, not until they’ve been through the balance grinder… Because that “Normal: For Level 3” or the like? It Lies. Space Pirates come in groups of 1… to 5. And there’s rarely just one group. They have pretty average hit points for humans, and pretty average damage for humans… But they’re the only human group right now that I know of, that can start with a full group… Nearly everything else is monsters or some variety of robot, mostly individually weaker than the party. Space Pirates, on the other hand, are only “below par” because they don’t have the wide ability grouping that the party does… And this actually makes them more dangerous. They take time to whittle down, and all that time, the only thing they’re going to be doing is a constant stream of damage, damage that, of course, whittles you down. As I mentioned… There’s rarely one group, and nearly all of my sadquits (I can’t really call them ragequits, because I wasn’t angry, just resigned) have been through either missions involving them, or missions involving Corporate Officers (Who have at least twice the normal human HP, and can summon other monsters.)

The latter set of encounters, by the way, was my fault. This game already has the beginnings of a faction system, and, as it turns out, pissing off Chimera Biopharm (Think the Umbrella Corporation) was a bad idea. Because the very next mission after I’d hit the “Okay, we want you dead now” threshold (Something like -60 Reputation), I’d decided to raid Chimera… And they welcomed me with a series of encounters that rapidly picked my party apart, even turning up in some missions only slightly related to them because… Well, they really wanted me dead!

Sometimes, there are interesting and... Odd bits of furniture. This was in a Corporate Office.

Sometimes, there are interesting and… Odd bits of furniture. This was in a Corporate Office.

So, right now, StarCrawlers is in a place that interests me critically, but I’ll freely admit isn’t for everybody: The midgame so far (About Level 5) currently feels a little grindy, and is about where the missions started blending into one another for me (Mainly because I had to do more of them to get to those aforementioned Story Missions), and I’ll happily admit that I have yet to get to the current “endgame”, the full levelling of my characters, because sooner or later, I run into one of those balancing issues, and it kills my interest in that save.

Do I think the game has promise? Yes, it’s pretty damn clear that Juggernaut knows their RPGs, and knows how to put them together. They’ve shown, over previous updates, that they do know they have to balance things, and I’m as confident as I can be that they can get that mix right. Similarly, a lot of effort has gone into both accessibility and environment, and even the placeholder designs for newer enemies such as Security Turrets shows that mix of wanting to give an impression of the final design, while concentrating on how they work. Do I think it’s worth a gamble of £15? Yes. But the usual Early Access caveat applies: Be Aware It’s Still In Development. It may only start to seem obvious after your twentieth or so mission, which hints at why I feel this game has promise, but it will happen.

In the meantime, I’m going to keep plugging away until release. The game definitely seems worth that.

This is a screen you'll see a lot of. It's actually quite friendly, and intuitive.

This is a screen you’ll see a lot of. It’s actually quite friendly, and intuitive.

The Mad Welshman drew the powers of the Dark to him, and giggled. He had such sights to show!

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