Darkest Dungeon (Release Review)

Source: Early Access Backer
Price: £14.99, £18.99 with soundtrack
Where To Get It: Steam, Humble Store, GoodOldGames

Darkest Dungeon is a game I like… But I can’t really recommend. It’s kind of an odd position to be in, really. But then, Darkest Dungeon is pretty much all about oddness, so I guess it’s kind of fitting.

This... Is the essence of "IKR?" in Darkest Dungeon.

This… Is the essence of “IKR?” in Darkest Dungeon.

For those who haven’t seen me talk about Darkest Dungeon before, it’s a gothic Lovecraftian strategy RPG with procedurally generated elements, where you, the inheritor of the [Insert Doomed Family Lineage Here] mansion, must cleanse the dark taint of your now corrupted home with the aid of adventurers who are going to become diseased, raving, and dead in their droves as a result of your relative’s delving into Things Wot Man Was Not Meant To Know. But that’s fine, they’re assholes anyway. Good example, each game starts with Reynauld the Crusader, who is a God-Fearing Kleptomaniac, and Dismas the Highwayman, no longer allowed to gamble in any township he visits because he’s a widely known cheat. There’s some customisation allowed from the get-go, and random chance begins affecting you from the first dungeon, making no two playthroughs exactly the same (I’m playing from the beginning again right now, and, after finishing the tutorial, Reynauld got a -5% to his ranged skills, a much better result than last time, where he became a God-Fearing Kleptomaniac who wouldn’t pray… Making it impossible for me to let him regain sanity until I unlocked the Sanitarium, several forays later.) To make it extra amusing, there is an achievement for keeping these first two the whole way through.

Kleptomania commencing in 3...2...1...

Kleptomania commencing in 3…2…1…

And this is where “I like it” and “I can’t really recommend it” start to conflict. Even in the early stages, Darkest Dungeon was not the friendliest of games, and as time has gone by, it’s only gotten more complex, more difficult… Which is awkward, because it started somewhat challenging, and has proceeded to “Even after you understand the game, you’ve still got a chance of losing enough folks and quests to set you well behind the game’s difficulty progression, leading to a slow, graceless fall into the realisation you have to restart.” But, equally, I can’t deny it’s one hell of a ride down, with the game oozing atmosphere from pretty much every pore. The funereal town music, the heavy inks of the visuals, leading to a grim, Mignola-esque feel to the visuals that… Well, is really praiseworthy, and the narrator… Ahhh, Wayne June as the narrator deserves great things, for making the defining character trait of “Dull Hopelessness” both an entertaining and emotionally affecting experience. You can feel the weight throughout the game, and so the narrative mixes well with the story (Which, hey, is about trying to complete a hopeless, madness inducing task!)

Oh... Yeah, arachnophobes might not want this game. Just sayin' ...

Oh… Yeah, arachnophobes might not want this game. Just sayin’ …

Unfortunately, that weight, that sense of grim restraint, also affects the game in its rules. Some characters do well in the light, some in the dark. Most classes do particularly well in only one or two positions out of the four adventurers who enter a dungeon, and being surprised can ruin pretty much any party’s perfomance. Some items in the dungeon can be neutralised or improved by using inventory items, and they’re often specific to the dungeon type (So locked chests, for example, require keys, which is obvious… But Iron Maidens can give treasure instead of tetanus with the use of medicinal herbs). Afflictions and Diseases change the character, and stress can, if you’re not careful, quite literally kill your characters… Which can definitely be gained more easily than lost. All the while, money is a problem, and the over cautious player must, paradoxically, take greater and greater risks to stay afloat, the larger the dungeons get. Meanwhile, recovery not only depends on those ever dwindling funds, but on whether the Caretaker, that sad, broken soul, isn’t currently trying to drown his woes in the particular brand of solace you specifically needed for one of your better adventurers. This, and much, much more, has to be remembered and kept in mind often if you really want to complete The Darkest Dungeon… Hence why I can’t really recommend it.

I will, however, say that sometimes, its worth it, to see a grand horror surprised by your ultimately futile resistance.

I will, however, say that sometimes, its worth it, to see a grand horror surprised by your ultimately futile resistance.

But hey, even though I can’t recommend folks buying and playing it because, in a very real sense, the game resists it with the sheer amount of things to keep track of that can screw you over with a moments’ inattention (Or lack of awareness), I’d still say to watch a few playthroughs and ask around, because the atmosphere, at the least, deserves to be experienced. Even if the game wants you to suffer when playing it.

The Mad Welshman is aptly named. He has seen things… Things behind the cackling facade we call reality. Entire worlds, between one quad and the next. And behind it all, the RNJesus, bubbling and fluting madly away, uncaring of humanity…

Become a Patron!

Fear Equation (Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Screwfly Store , Steam

The Fog hates you. Nobody really knows what happened. Nobody really knows what caused it. After all, The Fog just… Happened. But there is hope. A slim hope, in the form of a train. It may be… Just may be… That The Fog can be escaped, and the nightmares can end. And Screwfly Studios are quite fine with helping you achieve that.

The map is one of three tools you'll be looking at a fair bit.

The map is one of three tools you’ll be looking at a fair bit. This is how it looks with Maxed Radio. :V

A little backgrounder before we begin: Screwfly have experience with strategic, procedurally generated survival horror games, with their first game being Zafehouse Diaries (Zombies!), and their second being Deadnaut (Eldritch Horrors From Outside Space-Time, Bug Hunts, Super-Soldiers Gone Wrong, among others.) Their games generally involve interpersonal relations, unorthodox control schemes that are nonetheless quite atmospheric, and hidden mechanics. Fear Equation is possibly the most atmospheric yet. Fortunately, I remain a filthy lucker. Let’s go through my first game to show both this, and why the game is worth checking out.

It began with a train. A steam train, from the looks of things, a junker… But thankfully, a sturdy junker with an emergency flare. This is always the first step: Summon some survivors with the beacon. It’ll generally be between 2 and 5, and the first group, at least, is generally cohesive. From there, the ride truly begins. A hellride through an unreal fog that makes nightmares real, with no guarantee of survival. I get three this time.

I look at the map… There’s a few buildings nearby, and so long as we go slow, we won’t run out of fuel doing so. I can plan where to go at any point in the day, but when we reach it determines whether we’ll have to stay the night. So I decide to hit up a small village along the way, with a Pub, a Supermarket, and a School in easy reach. My radio defaults to “Looking for Signs of Survivors” (HELP), but I switch it to Supplies. Believe me, survivors aren’t too tough to come across. Fuel, on the other hand, is going to be a constant worry.

Always keep an eye on the dreams of each carriage. Preparedness means less visits from... THE SALESMAN.

Always keep an eye on the dreams of each carriage. Preparedness means less visits from… THE SALESMAN.

Having decided my destination, I set up The Lottery. This train isn’t a democracy. I, The Driver, secretly control what’s meant to be random chance. I have to, because if people are sent into the Fog too often, or don’t get what they want, or just decide they think they can run the train better, they’re going to try and rebel. And I want them to survive… Even if they’re idiots. Right now, though, there’s no point. Starting survivors, with whatever skills they have, are going to have to make do until we find more.

With the lottery over, I can order them to do several things. They can move supplies between carriages, move people between carriages, and either build defenses against the coming nightmares, indicated by their dream diaries, or upgrade the train. The first night, I opt to improve my Radio. The bigger my coverage, the more of the map I can get a handle on ahead of time. I could have improved fuel, carriage strength, the amount of power my train generates, or even medical facilities… But I go for radio.

It takes two days to get to the village, and I’m attacked on the second night. This time, it’s spiders. Folks are injured. Not a good start. But the fog is, thankfully, still weak, and I try to explore. The school has survivors, and… The first group doesn’t want any of them. All four go to different carriages. Carriages with neither food nor defenses. Sadly, I can neither move them or give them food until the morning (One of the few flaws with the game), but, being both brave and foolhardy, I explore the other two buildings, and food is obtained for them. I don’t lose anybody, although I come damn close.

They're going to die. At least one of them died that very second. And all because I was too gutsy.

They’re going to die. At least one of them died that very second. And all because I was too gutsy.

Much like Deadnaut, I don’t have high tech equipment. Some LEDs, a barometer (Which shows how dangerous the Fog is getting), and a greenscreen CRT are my window to the survivors, and, like Deadnaut, it’s surprisingly tense to watch those little radar blips move around a building plan, with the radio occasionally telling me things (Mostly plans of sedition and cries to shut up about said plans.) I will never know what they face, and, in a sense, I’m glad. As it is, the Nightmares make me cower in the head carriage… I don’t want to know.

By the time I’m halfway across the map, I have lost some survivors, but gained quite a few more. Mostly, when I lost them, it was because I ran out of fuel. Running out of fuel is Bad. Not only are you defenseless, you have to send your survivors out to gain fuel in the middle of nowhere, and they are much more likely to die. I’ve had attempted rebellions, things are tense… And there are flags on the map. I find out what the flags mean in short order…

…They’re the military. And, for some reason, they don’t want me to leave. They bombard the train. Luckily, nobody is injured… But there are more flags on my planned route.

There’s more, of course, but this is the game. You grab what survivors you can, make compromises and enact dirty tricks to manipulate the survivors… Sometimes, you deliberately send people to get killed to quell rebellion. The Driver is an Old Testament God. Maybe this ark will save humankind… But you can guarantee that sacrifices will be made.

Nightmares... Are real. I only hope we propitiated the dead enough.

Nightmares… Are real. I only hope we propitiated the dead enough.

If you like strategy games with unorthodox UI, atmosphere out the wazoo, and the feeling of commanding lives from a distance, maybe Fear Equation is for you. It’s definitely not for everybody, but it’s worth at least a look in. There are lots of things I haven’t mentioned, like the variety of fears (from Soldiers, to Chinese Ghosts, to the SALESMAN and The Engineers, each with their own atmospheric touches), special crew (Who fully upgrade a section of your train as thanks for rescue), and other fun stuff.

The Mad Welshman sighed as he looked at the lottery card. Taking his eraser, he rubbed out the name of the new folks, and added in the troublemakers. There were four buildings here, a rare opportunity. Either they’d prove themselves, or they would die after bringing in some useful supplies. So long as The Train survived…

Become a Patron!

Duskers (Early Access Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam
Other Reviews: Release

It’s tough to be a drone operator sometimes. Especially when your equipment is less than stellar. Especially when you’re relying on them to keep you both supplied and alive. Especially when you have meaty sausage fingers like mine. “Turert… No, Turet… No… Oh, Sod.”

Red bad. Blocked door bad. That the ship stops responding to my door commands soon after? BAD.

Red bad. Blocked door bad. That the ship stops responding to my door commands soon after? BAD.

But such is the life of the average salvager in Duskers, an intriguing game by Misfits Attic (Who you may remember for devilish action puzzler A Virus Named Tom) that nonetheless makes me hate my big ol’ ham hands. Because it involves text commands. In real time.

Duskers has apparently been in Early Access since early August, and it’s relatively easy to describe: You bimble around a procedurally generated universe absolutely chock full of dead, not-so-dead, and very much alive and dangerous shipwrecks, sending little drones to try and explore, survive, and salvage, despite a variety of threats. Including the fact that you can only directly control one drone at a time, and have to do quite a few things with typed console commands.

In a way, it’s similar to Deadnaut, in that you’re never going to have the full information, you’re often under equipped, and the threats ramp up quite quickly. Thankfully, just as Deadnaut has recently added difficulty options, Duskers has them also, allowing you to turn off certain threats, such as radiation, which, as you’d guess, makes rooms basically uninhabitable, and tends to spread, or vents. If you don’t get where the threat from an open vent is, you haven’t seen or read enough horror. I like that.

Others have come before, leaving their drones to be salvaged by us. Problem is, the things that destroyed them are very often still around.

Others have come before, leaving their drones to be salvaged by us. Problem is, the things that destroyed them are very often still around.

What I’m not so sure about is the input scheme. Which is awkward, because it’s clear this is the core of the game. Without the quicker enemies, the radiation, and vents, the game is almost like a realtime puzzle. Generators only power certain parts of each ship or station you visit, doors may or may not work, and the slower threats are a case of “Spot, back away, work out how to lead them away from where you want to work.”

But, even with a useful autocomplete, you’re not always going to react quickly enough. As an example, there’s nothing that shares the ‘tu’ of turrets, so ‘tu [enter]’ is usually enough, but that “Not always” can be somewhat frustrating, rather than the challenging I think Misfits Attic are aiming for. Still, in the majority of runs I’ve had so far, I’ve at least been able to make a start on objectives the game offers, and I’m kind of impressed by other aspects of the game. For example, for something roughly 28% done, there’s that complexity from simple rules that I adore in many games. Let’s meet a few Drones and Ships, and give you some examples.

Toby is a sturdy wheeled ROV. He’s not very fast, but he can take a whalloping, and that’s not surprising, considering he’s my tow truck, for recovering ship upgrades, disabled (But not destroyed) drones, and other important features that are too big for my Gatherer to handle. But he’s by no means defenseless. See, Toby recently found a Trap module… Four anti-vehicular shaped charges with remote detonators. Well, to the victor go the spoils, said I, and he’s been a valuable member of the team ever since I worked out the blast radius of my explosive surprises. It’s a little irritating to time things properly on typing “trap boom”, then hitting enter, but I think I’ve gotten the hang of things, and Toby rarely fails.

I currently haven't needed to press 1. Yet. But the fact it's in there is slightly intimidating.

I currently haven’t needed to press 1. Yet. But the fact it’s in there is slightly intimidating.

Jane, meanwhile, is a somewhat plainer model. Her specialty is smaller material and fuel for my ship. So, she’s plain, but indispensable. Even more so now that she can detect motion in adjacent rooms. It’s not perfect, as some rooms are shielded, but she often lets me know ahead of time if something nasty’s hiding in the next room. Considering that, two games out of three, her compatriots failed to have motion sensors, I’m happy.

Finally, there’s Vinnie. Vinnie’s not tough, despite a common association of the name Vinnie with grim jawed tough folks, but he’s useful, as he’s got a portable power interface. He’s the only one who can turn generators on and off, and without Vinnie, I’d probably be in serious trouble. He got a stealth module, which means he can hide in (relatively) plain sight for enough time to get him out of danger… So long as I have the scrap to keep his stealth module in good nick.

Meanwhile, my ship, the Maria Asumpta (A grand old lady) has survived long enough to pick up a pair of modules herself. The first is a Power Rerouter, allowing me to shift which rooms and their doors are powered through linked generators. It saves a lot of time, and keeps Vinnie safer. Meanwhile, a Long Range Scanner, while almost on the verge of breakage (And deteriorating as it goes) allows me to more comprehensively scan my local area, opening up more options for travel.

You will, it's almost guaranteed, never have enough scrap to fix everything. Prioritisation is important.

You will, it’s almost guaranteed, never have enough scrap to fix everything. Prioritisation is important.

Of course, since this could be called a Roguelike, resource scarcity and degradation of equipment are a distinct problem. I need scrap to repair and upgrade… Well, pretty much everything. I need fuel to explore my surroundings, and jump-core rods to properly get around. Meanwhile, apart from the whirr of my drones’ motors, all is deadly quiet. A little too quiet, sometimes.

But it’s still early days yet, it’s definitely interesting, and if you liked Deadnaut, you should give this a go. It’s got similar replayability, a somewhat interesting premise, and the game is clearly designed around its atmosphere and aesthetic. But be aware that quick and correct typing is important for play, so you may need to tone down the difficulty if, like me, you have clumsy typing fingers.

There are two supporting videos here. The first is the Halloween update vid, with a somewhat amusing stunt Misfits Attic pulled (Real-life Duskers), and the second is one of my run-throughs of a game, showing what I can. (Part 1 , Part 2)

The Mad Welshman glared at his nemesis, the keyboard. Tiny buttons… Big fingers. He was all alone in the universe, and the only tool for survival was his command line skills.

…Needless to say, he was somewhat tense.

Become a Patron!

20XX (Early Access Review)

Source: Review Copy
Price: £8.99
Where To Get ItSteam
Other Reviews: Release

20XX is a very important year. In that one year, a robotic hero fought many evil robots, many a time, and achieved many great things. Not as many as Astro Boy, though. 20XX is also a procedurally platformer inspired by the Mega Man series, which moved to its beta stage on the 15th of this month. So… How the heck is it?

Don't get close to Terror Spider. If the Gravwave doesn't get you, the bomb-spiders will!

Don’t get close to Terror Spider. If the Gravwave doesn’t get you, the bomb-spiders will!

Not bad, actually! You might feel a little discouraged by the slightly amateurish looking heroine and hero robots (Nina [Megaman style], who is your default character, and Ace [Protoman style], the red dude), but everything about this game reminds a player pretty hard of a MegaMan game… Until they run across those all important differences. Make no mistake, this is a game with elements of roguelike design. But for those who never played a MegaMan game, let’s keep this simple.

You are a robot, fighting other (presumably evil) robots for (presumably good) reasons. The other robots, thankfully, are not very good at logistics, and have left all sorts of crates and goodies around that might help you, from bolts (Currency), to items (Boost your stats), to entirely new systems compatible with all robots (Weapons and special abilities). You run, dash, jump, wallhop, and shoot your way through levels, fighting a pattern based boss monster at the end of each, get a reward for each level you clear, and pick one of three other bosses from a number of choices to fight next (Each preferring a certain kind of stage). You die once, that’s it, start again from the beginning. But that’s not necessarily a bad thing, because collecting “Soul Bolts” during play unlocks more things to grab between runs. The beta even has “Casual” mode, which… Starts you with 3 items, as opposed to none. More helpful than nothing, considering the variety of items.

There is quite a variety of items... And it may take a while to get them all.

There is quite a variety of items… And it may take a while to get them all.

The game recommends a gamepad, and I’d mainly agree, if only because it otherwise means rejigging an odd (But workable) set of keybinds. The game tutorialises pretty well, so the main thing to deal with is how it feels to play.

Most of it actually feels alright, although it does seem as though levels are balanced more for Nina than Ace, and her alternate weapon modes seem better balanced overall. Most of the time, there are multiple paths to your exit, the enemies scale pretty well, and the weapons are interesting, even if they sometimes feel overpowered. The experience could be better in places, however. While there are some things you can avoid, others generate a little harder than they should for the level they’re on. A single disappearing block going in and out quickly between two deadly flowers? That’s mean. However, for the price being asked, it’s not a bad game, with a fair amount of replay value coming from the generation. There are only three “worlds” right now (A foundry, an ice stage, and an air/jungle stage), but there’s enough variation to keep you busy (For example, the foundry stage can have fire blasters, lava pits, and various different enemy types, not all of which will appear the first time round.) Aesthetically… I honestly preferred the earlier version of Frostor, aesthetic wise, but I can understand the decision to make it easier to read. As to the boss battles, in true MegaMan fashion, they’re pattern based, so once you understand the pattern, it’s a case of… Well, not getting caught in it.

The blue bloom is there for a reason. It's to let you know this thing has a better chance of killing you than any of its similar kindred. Doesn't mean I'm overly fond of it, however...

The blue bloom is there for a reason. It’s to let you know this thing has a better chance of killing you than any of its similar kindred. Doesn’t mean I’m overly fond of it, however…

Importantly for a procedurally generated game, it doesn’t often feel unfair. It does every now and again, but since it’s currently in the beta stage of Early Access, I’m willing to say that’s subject to change. So if you like action platformers with some roguelike elements, this is worth at least a look.

The Mad Welshman swung his Energy Saber, ponytail flying in the wind. The robots of Good woul- Oh, wait, he was a villain in this wo- [BEW bew bew bew bew… ]

Become a Patron!

Edge of Space (Review)

Source: Early Access Purchase
Price: £10.99 (£8.02 until 24 Sept 2015)
Where To Get It: Steam

At times, it’s hard to say what you think about Edge of Space. Right now, for example, it’s close to the beginning of the game, and I’m talking to a shark with a jetpack and a high pitched voice, who’s afraid of not-Metroids, while trying to build a base out of dirt and magical sandbox game powers. I mean… What do you say to that? If that was part of a normal conversation, would you be surprised if people who could overhear would edge away slowly? But such is the world of Edge of Space, which is less about world building, and more about building, in a world.

The Exodus. A tragic day... And those who were most affected were unaware...

The Exodus. A tragic day… And those who were most affected were unaware…

Similarly, it’s not quite useful to talk about Edge of Space as a “sandbox” game, because that’s a genre that already has a wide variety of different approaches, even some to do with the whole “Building a home” part. And Edge of Space definitely has a difference there, in the form of “command control.” A base isn’t truly considered yours until it’s not only constructed, but powered, and so… You’re never truly safe going down the layers of the shattered world of Achoa until your next base down is truly ready. It’s an odd choice, but not necessarily a bad one. Especially since death is by no means a permanent problem. In fact, this is both the curse and blessing of Edge of Space: That it truly experiments.

For example, what you can build mostly depends, not on blueprints, but on using your experience of this hostile world (Even if it comes from digging tiles) to expand your repertoire. Sometimes this will mean you learn you need a resource before you ever encounter it, but it’s an interesting way of doing things, and I actually kind of like it, considering you can focus where you want to, for the most part. Resource collection, however, is… Not really a pain because of speed, but because there’s a high chance you’ll have to look around for enough of a certain resource. I thought I’d lucked out in my main review run, because I’d found lots of titanium, uranium, and aluminium within easy reach, but then I realised… “Ah, crap. I’m actually aiming for Explorer armour, which uses Biomass as one of its main components.” Also Protoleaves, Protoroots, Protocellulose, and Protoseeds. Which are found in five completely different types of block or terrain feature.

Home Sweet Home (#1 out of 20)

Home Sweet Home (#1 out of 20)

As you might have guessed, your inventory will fill up quite quickly. Progression is basically a case of “Build a base. Store things in it. Get good enough armour and kit to go deeper, build another base, transfer stuff you think is important between them. Rinse, lather, repeat.” It’s a relatively slow paced game. Go too far down, and not only is there a chance of dying to increasingly aggressive creatures, there’s a chance of dying to the increased radiation, the closer you get to the core.

Similarly, if you’re looking for story in your sandbox, expect to have to piece it together. You start off knowing only that the world is called Achoa, you are a member of ArkCo, and that the ship you were on got attacked while leaving Earth. You’ll occasionally find zombie ex crew members, and start piecing together both this strange world you’re on (Where there is atmosphere, but the land is somewhat shattered, and the atmosphere gets worse the lower you go), and perhaps the story of what really happened.

Overall, this one’s a game for the patient. It’s not unfriendly to new players (Although keybinds will confuse first timers), the difficulty curve is dependent on how far you push versus what you’ve got (So is mostly under your control), there are some interesting events and places if you’re willing to hunt for them, but it’s definitely not for those who like a quick start, or want to feel attached to a single area. People who are likely to yell “BUT THAT’S SILLY!” at jetpack sharks with lasers, plants that fire plasma balls if you hit them with energy weapons, and other, stranger creatures, may also wish to give this one a miss. They’ll be missing out on something interesting, but I understand people have different ideas of “interesting” versus “silly”.

Oh, research trees... I admit, I have a weakness for them. Especially when they're unlocked by doing what I'm meant to do.

Oh, research trees… I admit, I have a weakness for them. Especially when they’re unlocked by doing what I’m meant to do.

I happen to find jetpack sharks with lasers on a world like Achoa relatively reasonable.

The Mad Welshman smiled as his rocks, mud, clay, and assorted junk was turned into many, many useful ferrosilicate building blocks. “Truly,” he thought “We live in the most advanced age!”

And then he shot a jelly, because it was annoying him.

Become a Patron!