Fate/EXTELLA: The Umbral Star (Review)

Source: Review Copy
Price: £39.99 plus BOODLES OF DLC
Where To Get It: Steam

It speaks volumes that, when attempting to talk about the FATE universe(s), I end up using a lot of jargon, and a lot of things get capitalised. So let’s try and keep that to a minimum, because I want you to understand why I’m okay with FATE/Extella, and its rather… Odd universe…s.

Yes, it’s a JRPG/VN/Musou game, so there is the obligatory “Ohhhh *Japan* ! o.O” character.. Well, a couple.

Essentially, every now and again, regardless of universe, a war is fought over the Holy Grail. Yes, that one. That one which has also been a Cosmic Horror in disguise, is pretty much always the asshole kind of wish-granter that twists your wish in the most evil way possible, and somehow, keeps tempting people to summon spirits of heroes past, be they digital avatars with souls (as in the Extra/CCC/Extella universe), or literal phantoms of the past, drawn from their time to fight in a thematic cage match with one nominal winner. I say nominal because damn if the winner doesn’t nearly always get the shaft somehow. Like I said, the Holy Grail is an ass.

Anyway, the Grail War is over. SE.RA.PH, the amazing moon computer, has become peaceful, united under the rule of Nero Claudius, who is a woman, and of the “Oh, my brave love!” type. Iiiiit’s pretty obvious it’s written for the dudes, it must be said, even though the option of playing a woman is there (An option I took. It doesn’t make the romance dialogue any less awkward.)

EXCEPT THINGS, UNSURPRISINGLY, ARE NOT WELL! When are they ever, eh? Anyway, with a band of supporting heroes, a cast of villains, and robot/AI mooks aplenty to beat up, you… Wait, this sounds… familiar.

Yes, it has many of the same elements of Senran Kagura. Visual novel sections, broken up by sections where you wallop the shit out of mooks, defeat bosses, and, in a more traditional twist, have to successfully control portions of the map and do objectives before you do so. Things that add depth, like having to keep an eye out for Plants, which spawn enemy attack forces if you don’t murder them, get rid of thematic elements like Medusa’s Blood Fortress, and that most dangerous of tasks, Pursuing Lu Bu.

Luckily, like any Shounen Musou character, Nero Claudius (Who is a girl, yes) not only has her Noble Phantasm, she also has a Shitkicker Mode.

If you saw a lot of capital letters and jargon there, yes, this is largely unavoidable. Keeping it simple, the majority of the game is “Beat up mooks in rooms until larger mooks appear, beat them up, rinse and repeat until you control a room. Oh, and watch out for that other stuff like Plants, objectives, or the fact you have allies, and them getting beaten down makes your situation worse.” And then there’s the story bits, where the right choice when talking to your main Servant nets you better Bonds, those, in turn, net you scenes where you bond with that individual (romantically or otherwise), rewards…

…This is the first problem with FATE/Extella: Even though the game does its utmost to explain things, it’s one of those examples of a long running, multi-continuity series that feels dense to the outsider. I know some of it from the various anime (Yes, it’s a multimedia franchise too), but other bits feel a mystery, even if there’s an in-game Encyclopedia to try and explain it. It’s the same with a lot of the universe stuff. Players who’ve played the other games, or seen some of the anime in the Extra/CCC/Extella continuity, may well be ooohing and aahhing, but as someone who hasn’t? I’m mostly confused, except for the bits transplanted from other continuities or series. Nameless? Oh, yeah, that’s that guy! Meanwhile, why is Elizabeth Bathory an Idol Singer, and… Well, a bit of a joke character, to be honest?

Nero is somewhat exuberant, and… There was a word for her character, but I forget it. Answers on a postcard…

Despite my recommending a controller is used, the default keyboard controls aren’t actually terrible… But it does make for a lesser experience, as the camera is controlled with the arrows, the movement with WASD, and basic attacks and jumping lie awkwardly in the middle, so you sometimes have to awkwardly shift to… Well, see what the hell’s going on. The musou gameplay is alright, but the Bond system feels a little bit arbitrary sometimes. Not with the VN segments with each character, you’re playing to their mood to get on better with them, but with the side mission mechanic, which is taken from a pool of choices including things like “Eat 4 Yakisoba Bread in a single mission.” I’m not even sure I’ve seen a yakisoba bread, let alone 4. Similarly, unless you really, really need it (and you won’t, at least until the midgame on normal), do not use the Command Sigil thing, as it resets your bonds.

I could, in essence, say a hell of a lot more, because there’s a lot of mechanics, but the game tutorialises fairly well, and, although I grimace at the awkwardness of some of the VN writing, the overall idea is quite interesting, I like the world, and the musou beat-em-up segments have interest and variety to them. It’s still a shame it’s a later game in the series that’s translated, because you get that word salad that you’re already expected to know, but Fate/Extella does not appear to be a bad game. Just somewhat opaque to newcomers lorewise, and, as mentioned, a controller is highly recommended.

The Mad Welshman is still rather confused by VN/Musou hybrids, and the seeming need to shove a romance plot in there, but explanations thrown at me tend to make me dizzy.

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Children of Zodiarcs (Review)

Source: Cashmoneys
Price: £13.59
Where To Get It: Steam

Ebony and Ivory, together in perfect… Oh, wait, no, this is a game with child protagonists, published by Square Enix. One of whom is a White Black Mage, and one of whom is… No, I daren’t even finish that sentence. Nonetheless, this is, some qualifications aside, a positive review about a cool game by Cardboard . Buckle up.

<3 Nahmi. That is all.

Children of Zodiarcs is a turn based strategy RPG which uses cards and dice as its main mechanics. The player moves, plays attacks, heals, buffs, and debuffs, then the enemy does the same. Levelling up gets you better stats, better cards, different cards, and the same goes for dice. Direction matters, because backstabbing does extra damage and doesn’t get counter attacked, cards have different effects, some special, red symbols on the dice do bad things, white ones do good things, and you get to reroll two dice with each card you play. Enemies have different decks, and bam, there’s your mechanical end summarised. In play, it’s actually pretty cool. I find myself thinking about how the players work together naturally, about how if I do this, then THIS, I remove two arrogant, assholish Nobles from my path, and, next turn, another couple won’t even know what hit them. Muahaha.

If it were just the mechanical end, I’d be okay with Children of Zodiarcs. It experiments, the experiment works well, and it’s explained clearly and succinctly. Apart from the red dice (a colourblindness issue), I can clearly see what does what, and, honestly, all I need to know is that Red Dice are Bad. Avoid them.

This guard is, briefly, going to have a very bad day. And then he’s not going to have any more days. Brice stole them.

But it’s not just the mechanical end. Narratively, I care about the characters. They’re young, sure, and, like the young, speak dramatically, bicker, bitch, argue, doubt… But they’re characters. Nahmi’s gruff, bold exterior hides a lonely soul. Brice hates grown ups (and with good reason), but has a hero worship thing going on with Nahmi. Pester, at first seeming like the whipping boy of the group, actually helps hold things together, and Zirchhoff is a laughing, brash Shounen Fagin who no doubt hides dark secrets, but charmed me with his bloodthirsty ways from the start. The Nobles are privileged, arrogant assholes, perhaps the weakest part, but still villains I love to hate, and other gangs are human, from the very first you meet, the Black Fangs. I care about the characters, I care about the world, and as such, I only cringe a little at the pun with Nahmi (a WOC protagonist to boot, miracles abound!) the… Ebony Flame, and Brice (A girl of the Caucasian persuasion), who immediately calls herself… The Ivory Flame.

Ouch. This, funnily enough, is a good segue into the game not being perfect, and, in its current state, not exactly for beginners. Which is slightly saddening, but I’m sure either balancing will happen, or folks will try it for the story. Anyway…

…While the visual design is clear and concise, with a good feel for story through costume and the like, and the music is excellent, the animations… Can best be described as “Servicable.” They could uncharitably, at times, be called “Lackluster”, such as the Ruiner, a line spell that, er… Makes a particle effect on each person. Eh. Similarly, once you’re out of the first three tutorial missions, the gloves are off, figuratively speaking, and you’re thrown into a mission where the objective (Get to the exit) is definitely not to be ignored. A swift death awaits you if you don’t plan, and plan well. It’s almost the same in the second such mission, but with the possibility of lessening the difficulty by… Repeating the first two missions to grind experience. Not, perhaps, the best solution. There are generally three characters in a mission, and, while I like some (the original trio), others are not so hot.

That… That was a Ruiner, huh. Mm. I was expecting something, Iunno… More *Ruiny*

However, the missions are definitely not unbeatable, although you may bang your head against them a couple of times, so while this isn’t a beginner SRPG at the present time, it’s still pretty accessible, charming, and seemingly quite well written. Well worth a look.

The Mad Welshman would like to inform people that the Nobles have been excluded from this year’s VillainCon. Remember, Villains, not JERKS.

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Sin Castle (Experimental Review)

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

You’ll notice the “Experimental” in the title here, and this is for a very simple reason: Sin Castle has not yet been translated into English, and I was curious to see if it was as accessible as it seemed from the video. Could it, in short, be played without knowledge of the language?

In short? Yes… And no. Now let’s get into the long, unpacking where it does well, and where it fails (Sometimes regardless of language.)

There was this Serpent, see? And he convinced the first two folks to… And then THINGS HAPPENED.

To give a brief summary of the game and what I understand of its story, it’s a puzzle game with roleplaying game elements where you click on things to interact with them, and use items to get ahead in what will be your main interaction, clicking on monsters to kill them (While they do their level best to kill you too.) The eight levels are themed on the Tree of Knowledge (Which started this whole Sin mess, if you believe some interpretations of the Christian Bible) and the Seven Deadly Sins of Christianity (Sloth, Greed, Envy, Wrath, Lust, Gluttony, and Pride. Not in that order.)

After only four hours of what can best be described as “Bumblefucking my way through”, I have reached what is either Greed or Envy. The level graphic could, to be fair, mean either, but I’m tending toward envy, as equipping good items seems to raise enemy stats. Each level, as you might have guessed from this, has a somewhat thematic set of gimmicks. And sadly, it’s these gimmicks that make the game harder if you don’t speak the lingo, and at times bring the game down regardless.

Let’s take the first chapter, the Tree of Knowledge, and its two main gimmicks to start with. One gates progress, while the other simply makes things more difficult at the end. Let’s start with the one that makes it more difficult to beat the level: Some of the enemies (Demons of some variety, I’m guessing) have a two-faced symbol on them. There are two items you get fairly early on: A stocks (of the “Put someone in the stocks!” variety) and a Rod of Asclepius (Symbol of healing and medicine.) Kill the monsters with the two-face symbol without using the right one of these two on them (And it is not always the Rod, unsurprisingly), and they buff the Tree’s draconian guardians, with a worst case scenario of making the final three guardians tedious, and the last one nigh impossible to defeat. Use the right symbol, and a blue winged shield will appear, presumably saying it’s fine to kill them. Wrong one, and you might as well not kill that enemy.

Each level of the castle is its own thing, with progress not being carried over. And, after the prologue, maps can get big.

This is an interesting gimmick, but the language barrier makes this one a bit trial and error, as does, for example, the gimmicks of three of the four boss monsters in the second level, Gluttony. The other gimmick of the first level, however, is…

…Look, you can’t kill certain monsters (As you don’t have the right weapons) until you beat the Serpent of the Garden in Rock-Paper-Scissors. Except it’s Sword (Quicker than axe, breaks on shield), Shield (Blocks sword, axe breaks shield), and Axe. And, unless you went fully Hitpoints on your stats, you have, at worst, 2 incorrect answers before you die and start again, compared to the Serpent’s 5. To say I am not enchanted with this is an understatement along the lines of “The Atlantic is a bit damp.” I am also less than amused with how certain monsters are a matter of slooooooowly out damaging them, waiting for your regeneration to hit safe levels before hitting them for just more than they can regenerate in the same time, and… It takes a few blows to see, on average, if you’re actually doing anything with said creatures.

Hrm… 50HP deducted for each wrong answer… I feel the deck is *slightly* stacked against me, Mister Snake!

You can, for a certain (rising) fee, respec your character, or attain silver and gold keys you might be running low on or out of, and you do slowly get money on a timer, but these both feel, not so much balancing out, but padding. Especially as both price and timer on the keys go up as you attain more. Each Sin’s level is self contained, starting you at Level 1, no stats, no keys, and some levels, yes, have less keys than others. It can be frustrating at times.

Overall, though, this is an interesting concept, it does some interesting things, and it has a cool and good aesthetic to it with what appears to be good colourblind awareness, nice music, and okay sounds. It’s just the execution could use a little polish.

The Mad Welshman knows a fair bit about Sin. Kind of comes with the territory of being a moustache twirling villain, really…

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StarCrawlers (Review)

Source: Birthday Gift
Price: £14.99 (£18.99 for game and soundtrack)
Where To Get It: Steam, GOG
Other Reviews: Early Access

Being touched by knowledge of the Eldritch Thingumawotsits from The Dark Between The Stars is, it turns out, rather rough. But it does have its upsides. Being able to drain the shields of your enemies, smite them with pure Void… Yup, definitely has its compensations.

The bosses can get quite inventive, including this feller and his robo-dawgies. Git!

And this, funnily enough, is one of the things I like about StarCrawlers: Every class has its ups and downs, and, more importantly, its own flavour. So the temptation to have a save game in each class, so as to explore the story of the game from several perspectives, is definitely tempting. Even if I’m not actually the biggest fan of the Void Psyker due to the whole “Not so hot portrayal of mental health and occult stuff” being a roadblock for me.

In any case, StarCrawlers is a turn based, step based roleplaying game set in a corporate space opera universe, where everything moves when you do, your actions in combat have time costs that need to be considered, but it’s perfectly okay, because time doesn’t move on until you’ve had a cup of tea, a nice think, and then held down the mouse button, selected “MURDER THESE DAMN ENEMIES ALREADY”, and moved on. It does interesting things, like being able to look around while you explore, which you’ll need, as not everything is at eye level. I’ve found security panels and credsticks in some odd places, from next to desks, near the floor, and even, in a couple of cases, just lying, in a planter. Okay, not the security panel, but yeah, the game wants you to look around, and it demonstrates this by hiding things so that looking around nets you maximum loot. It’s also a fairly colourblind friendly game, and the UI is pretty clear.

If you don’t like the psychic darkside, then how about the power… To kill a droid from 200 yards away… WITH MIND BULLETS?!?

So, is there anything bad about the game? Well, apart from the characterisation of the Void Psyker, which is, tbqh, a hackneyed stereotype I’d really rather see less of, my main “complaints” are more like “niggles.” For optimal play, you will want a hacker and an engineer in your party, so as to, respectively, hack terminals and security panels, and fix shit that’s broken. The plot missions require a few level ups to get to, but this is actually okay because the generation of the levels keeps to a theme, and occasionally goes interesting places like the inside of mining asteroids and the like, while still making sure that secret doors aren’t blocked off, that once you know an area’s “theme”, you can quickly find security trip-lasers, secret door buttons, and, of course, the things likely to contain loot.

There’s a lot to StarCrawlers, but thankfully, it’s pretty accessible, from the Black Market to the faction system that can lead to assassins being sent after you by a corporation you’ve pissed off (In my runs, nearly always Chimera Corp, the Umbrella of the spaceways, but you might end up pissing off someone like Horizon Robotics or The Workers Union instead), it has an interesting universe, good sounds, good music, and clear visuals. I’d heartily recommend it to RPG fans, as it’s a good example of making a genre that occasionally gets bogged down in grogginess accessible to folks of all types.

“You don’t think it’s too subtle, Marty, you don’t think people are going to drive down and not see the door?”

The Mad Welshman inspires many a space psychic, being formed of the pure Dark Between The Genres.

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Senran Kagura Estival Versus (Review)

Source: Review copy
Price: £29.99
Where To Get It: Steam

Review – Senran Kagura Estival Versus

Senran Kagura, in a single phrase, is clunky and internally inconsistent. It wants to be humourous, and also to be a grim tale of women ninja fighting against yomi (Evil spirits.) It wants to be a Musou game, but also an eroge with what I’m assuming is meant to be women who are comfortable enough in BDSM to be completely open about it with each other (While also freaking each other out, another level of inconsistency), and also having RPG elements that, to be honest, only add grind and reduce clarity. It’s a game where even people who have noticed I disliked the game along the review process have been inconsistent in where they defend the game… From saying it’s “light hearted” to “surprisingly dark”, to saying the comedy’s bad, but it is a comedy (but it also isn’t), and giving me varying points at which it “Gets Better”, all of which, funnily enough, start about four or five hours into the game.

This is one of the points at which the game allegedly “Gets Better.” I wish I was joking when I said this.

Enough. Senran Kagura is inconsistent. Its combat flow is often broken up by the Shinobi Transformations (Which enemy named characters can do while you’re in the middle of a combo, throwing off your combo because hey, there’s a fifteen second animation playing in between your blows… It can be skipped with the Start button, much like the sometimes cringey cutscenes, but that doesn’t really solve the problem that it breaks gameplay flow), it has trouble telling you about your new moves, and the writing…

…When you have a game with several characters (At least twelve, it’s somewhat hard to keep track), you can’t help but either pad out the story (Which runs the risk of you forgetting what the hell is up with anyone) or painting characters as simple caricatures (Which runs the risk of those caricatures being, put bluntly, a bit shit.) As far as I can tell, both are happening here, with two chapters seemingly devoted to our heroines winding up on a beach world because… Reasons (Which aren’t made clear, even three hours in) and deciding “Hey, let’s do beach things, disregard these resurrected (Also all women) ninja that are trying to beat us up, and let’s… Beat each other’s clothes off, teehee!”

This is the *core* of the game, but… Everything else fights with this core for prominence. To the detriment of the whole.

Oh, did I forget to mention that, like Akiba’s Trip, the objective is to beat the clothes off fellow women ninja, while not losing your own clothes? Unlike Akiba’s Trip, though, this is dressed up in shallow BDSM talk that, at times, just makes me cringe. And I say that as a dom. Ryona, the extremely unsubtle hyper masochist, and Murasaki, the self-hating shut-in, are perhaps the worst offenders here, as something that I’m pretty sure is intended to be “funny” not only falls flat, but makes me say “WHOAH, CALM THE FUCK DOWN, SENRAN KAGURA, THAT’S NOT ON!”

But, of course, it “gets better”, as unlocks range from several varieties of clothing (mostly underwear) to beat off, special arena defeat cutscenes that range from the “Blah” to the “Oh, for the love of… [Facepalm] “, and, of course, the groping game. There’s a helluva lot of missions, and more in DLC that’s free or otherwise, but it seems that they all boil down to “Beat up everyone as quickly as you can while getting hit as little as possible”, and many of its mechanics are either explained in flow breaking, unskippable text boxes, or not explained outside of loading screen hints.

There *is* a reason this happens. The tone *does* change somewhat. But this, trust me, is in the middle of a *lot* of teeheeing.

As such, I really can’t recommend Senran Kagura Estival Versus, as it just has too much bad design, inconsistent writing, and, to be honest, cringey writing that just leaves me, not even chuckling, but coldly judging. Oh, and for those curious, this game might as well be controller mandatory, as the base keyboard binds make this a very difficult time on base KB+M (I’m sure a gaming mouse would help somewhat, but naw, stick to controller.) It’s not that good an eroge. It’s not that good a musou game. Its design elements conflict with each other, and honestly? I’m glad to be shot of it, now this review’s out.

The Mad Welshman is free. He can move on. His spirit is lightened. And he is grateful for this.

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