Holy Potatoes! We’re In Space?! (Review)

Source: Review Copy
Price: £11.99
Where To Get It: Steam, Humble Store, GOG

Holy Potatoes! Is a difficult game to write about. Not because it’s a bad game (It’s not), or buggy (It’s not), or even unclear (Nope, it explains itself and its mechanics quite well), but because it is very directly designed around something that definitely isn’t for everybody: Grind. I ran into this problem when trying to describe the first game in the series (Holy Potatoes! A Weapon Shop?!) to a friend, and now, I’m running into it when describing it to you.

I forget to mention this, but there’s a lot of root vegetables walking around asking for a good beetdown.

Mechanically, the game boils down to “Explorer planets toward a mission within a time limit, try and improve your ship and weapons within the limitations of the system’s store/loot, and things slowly get tighter and more tactical as you go on.” and part of the problem describing this well is that, while everything’s open (You know, for example, the damage ranges of your weapons fairly well, even before crafting them), if you’re not paying attention to this from the start, you’re going to run into problems later on. My first play, for example, started running into game overs about four or five missions in, as I’d sped through the missions, and not, for example, ground out the money with the spare time I had to improve my ship enough. I could have reloaded, but by that point, I’d already fallen into the urgency trap.

And this is a shame for me, because the game, like its prequel, has some charm to it. Visually, its simple and clear aesthetic is nice, its music is riffing on space opera, and the story also riffs on space opera in an often comedic manner, as the two heroines bumble their way about the universe looking for their grandfather, perhaps creating more problems than they solve. There’s a variety to the weapons within their basic groups, and systems are easy to understand, but success involves balancing these “simple” systems together, and that’s where the difficulty lies.

Exploring a planet generally takes 2 sols (1 to get there, 1 to explore.) So you can see there’s often a *reason* for urgency. Which can be tricksy.

Limited crew slots means you’re balancing goals, such as research, crafting of new weapons, and, for the most part, repair and refuelling in the early game means spending a day or two heading back to the starbase in the system. So, in one sense, the entire game is the balancing of these simple systems so as to not have mistakes that snowball. And this is what might put people off, that, while there are multiple paths to success (Being tanky as hell, being extra-shooty, special abilities, more crew = more guns), mistakes have a nasty habit of snowballing insidiously.

If you played and enjoyed Holy Potatoes! A Weapon Shop?! Then you will definitely enjoy We’re In Space?! , as it’s roughly the same tactical and strategic RPG concepts, the same balancing of “simple and clear” elements within a relatively strict time limit, the same random events, clear art style, charming and highly referential writing, but dressed up in a space opera leotard and packing laser beams and missiles instead of swords. If you haven’t, We’re In Space?! Has a demo, and it’s worth a look if you like simulation and “simple” SRPG type games. Which are still complex enough in how they work that a reviewer like me struggles to describe how it’s actually quite complex and interesting.

The game establishes its charm and reference quality early on by having a Quantum Cat. Yes, I *know* all cats are Quantum Cats, but this one’s more *obvious* about it.

The Mad Welshman stared at the store display. Damn, he couldn’t afford both Extra Train Tracks and Better Rope. Decisions, decisions…

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Diluvion (Review)

Source: Cashmoneys
Price: £14.99 (£18.99 for Fleet Edition)
Where To Get It: Humble StoreGOGSteam

The sea is a harsh mistress. She is also, in Diluvion, a strangely empty one. Unless you count pirate ships, of which there are plenty.

Thankfully, at this range, it’s almost impossible to miss. The day is mine!

Let’s step back a bit: Diluvion is a submarine adventurey simulation type thing, in which you pick one of three ships, eventually upgrading to better ones that can go deeper, picking up crew and having adventures as you go.

There’s just one problem: It’s not very intuitive, and it doesn’t feel all that rewarding. It is, without doubt, pretty. When you find an ice block, several times bigger than your sub, or an abandoned research station surrounded by mines, you can’t help but wonder at the stories. But, even with the landmarks, those stories are mostly one liners, and most of what you’ll be seeing, even if you work out how to efficiently use the faster currents to get around, is murky dankness, filled with the bacteria and dead flesh of the ocean, the marine snow.

Not the shiniest landmark. But still an *impressive* landmark, considering…

The main thing that comes to mind with Diluvion is that yes, it’s a fairly open world, but it’s an open world without a whole lot to do. The first main quest (Upgrading the sub) is effectively an extended fetch quest, asking you to find scrap (Which is the easiest, being common, and ammunition for your main guns aside), reinforced plates (Seemingly only found in a minefield, because this is a post-apocalypse), engine parts (Seemingly, again, only found in certain areas), some blackberries (God knows how they’re grown, but I’ve also found Ferns and Daisies, so… Good job?), and a morse radio (Again, found… Somewhere. Somewhere I haven’t been yet.) Meanwhile, most of what this entails is docking with abandoned research stations, Loot Spheres (No, really, that’s what they’re called), pirate ships you’ve attacked, hunting around a hand drawn 2d representation of the thing you docked with for chests, and looting the buggers. Occasionally, there will be a crew member to hire (Including, weirdly, in the pirate ships you cripple with your scrap cannons), a trader, or an event hidden behind a door, itself gated by whether you have a crew member (Who you will potentially lose) and a crowbar (Which you will definitely lose, regardless.)

Again, these… Just blend into each other, to be honest, the majority not even being noticeable, let alone memorable. Crazed crewman to calm down was the most common one I saw, along with “There is a loot chest here, but it’s dangerous to get, maybe a crewman will help!” Meanwhile, Lady with Party Hat seems to get about a lot faster than I do, being seen in multiple places, at multiple times, sometimes even in the same building. Sometimes she’ll be running a bed and breakfast. Sometimes, she’s got absolutely nothing to say. Sometimes she’s a crafter of charms, which, due to the strange world, actually have an effect. But she is Lady with Party Hat, and unfortunately, you can tell me no different.

Good Heavens, they’re *multiplying* o.O

There is an over-arching story to this, by the way, something about a treasure, with everything unknown but its rough location (Very Deep Underwater), that apparently will make Everything Alright… But, for all that there are excellent ship designs, and the buildings are interesting, the sameness of a lot of the ones you encounter dulls the overall experience. It’s interesting, in its way, how a first quest can really mess up an experience. There are interesting things to find, and I’ve mentioned a few (Another would be the Angry Captain. Poor feller’s driven himself into an electricity pylon, and needs to make the cash to get towed), but despite seeing these things, I’m bored, and this big ol’ fetch quest is a big part of that.

It doesn’t help that, as mentioned, it’s somewhat unintuitive, and a little bugged to boot. When entering the settings, mouse sensitivity and the window size aren’t remembered between sittings (Occasionally causing swearing as Apply resizes beyond what I was comfortable with), the crew end up being pretty numbers, and applying them is odd, combat depends upon you remembering turret position, and just because something is a landmark, doesn’t always mean its a checkpoint. To be perfectly fair, dying is not a big problem, as you can reload from the last checkpoint just fine, but switching between 2d captain mode (For talking to crew, boarding ships, etc) and the main 3d mode is annoying at best, and, even with the addition of a slowdown function to switch crew between stations in combat, frustrating at worst.

Tonnesburg is, so long as you look around, a surprisingly lovely place. You will be coming back here. A fair bit.

I can see Diluvion being perfectly fine if you go into it with the right mindset, aware of the grind and just wanting to chill out, spend some time. It does, as noted, definitely have its pretty side. There was obvious attention paid to the aesthetics, there’s obviously a world out there. But it’s not really for me. If you want a chill submarine time, then I don’t think you could go far wrong with Diluvion. But if you want something a little spicier, quicker, and a little less grindy, I definitely wouldn’t blame you.

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Dungetris (Review)

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

Dungetris is not, sadly, a game you’re going to be playing for enjoyment. To pass time, yes. To see an interesting idea, yes. But sadly, the creativity extends only so far, making this… Not a bad purchase, per se? But one where purchasing with awareness and acceptance of its flaws is perhaps wisest.

This is what victory looks like. It will look something like this from about Act 2 onwards. It looks a little like this in Act 1 too.

So let me help you there. The basic concept is an interesting one, balancing turn based roguelike elements (You take a step, time passes) with building the dungeon as you go in a manner similar to, but not quite like Tetris (Not all the blocks are tetronimoes, there’s no rotating them or slotting them, and unfillable spaces are filled in.) It’s fairly accessible, with clear UI, simple controls (WASD to move, mouseover for tooltips, right mouse to enter build mode, and left mouse to either place blocks or interact with chests/gubbins/cards, although the arrow keys are sometimes usable), and everything is mostly explained.

But problems become apparent fairly quickly. There is precisely one music track, and the sound can best be described as “Blah.” It’s there, but that’s about all I can say. Similarly, there are unlockable characters, but… They don’t seem to make a huge difference (Death is somewhat dodgier, Loic is somewhat tankier), as most of the tactical considerations come from block placement, getting the drop on enemies (Sometimes as simple as placing the next tile in the right way, others as annoying as hitting space to wait until they step next to you), and on card usage. It doesn’t help that, while experience is persistent per character, it is per character, so properly levelling up means replaying the levels, and…

…Here we come to the core. There’s that basic idea. And it’s good. Okay. Fine. But at something like a third of the way through Act 3 (81% complete, if steam achievements are any arbiter), it’s been “Kill X of Y” nearly all the way through. Sometimes that’s been relatively easy (Kill X Enemies, full stop.) Sometimes that’s been a bit finicky (Kill X Enemy Type Y, not guaranteed to spawn in any tile.) Sometimes, it’s just a pain in the arse (Kill X Elite Enemies, which, as the screenshot below shows, was the time I stopped to write this.)

Kill things again? But daaad, I’m *tired* of just killing things!

What do these have in common? Padding. I have all the cards, so there’s no sense of progression there. I have all the characters, and progression of more than one means more of the same. New tiles and enemies stopped appearing somewhere near the beginning of Act 2, and, due to the way the tiles work? I’d killed the boss of Act 2 in… Pretty much every level. So when I was asked to kill the boss at the end of the act?

I sighed.

Act 3’s first level, and the Rescue Smith level (allowing you to reach the smith early to upgrade cards), have been the only major difference so far, and… I wasn’t terribly impressed with either, sadly. The first required you to beat the boss before finding the Smith tile (Either that or continue to place tiles after the boss one until you hit the Smith tile), and the second required placing 200 blocks.

If you guessed, while reading that paragraph, that it feels like padding? You win an imaginary cookie. Stuffed with padding.

Death is usually a result of either being underlevelled because you switched characters, or poor planning. That’s… About it, honestly. Note: Both Space and R kick you back to the main map rather than R restarting the level. This may get fixed in the future. Maybe.

So, in the end, I can’t really recommend Dungetris, as it doesn’t have much going for it except grind, but I can’t say it’s bad… Just shallow, grindy, and padded out. For £4 , though, if you want to take a look, it’s still fairly accessible, and a good time waster, but that’s about the extent of its good points, sadly.

The Mad Welshman hefted another oddly shaped brick with a monster in it. He was hoping for a chest piece, but you know how it is with these brick sets… Can never find the one you want.

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Subnautica (Early Access Review 2)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Early Access 1, Early Access 3, Release

Subnautica is life’s way of saying “It’s okay that Endless Ocean doesn’t have a PC port.” Even down to the occasional punctuation of chill undersea times with pants wetting terror.

How… How long was I out?

So, it is the far future. Utopia has been achieved, and nice, not animal-killing humans have spread to the stars, exploring and spreading the word of peace and love. Except where you happen to be, because your ship got exploded in orbit around a watery world, and to survive, you will have to… shudder… Eat fish. Also survive, explore the world, and perhaps find out what happened, both to the Aurora and your fellow crewmates who at least managed to escape the ship.

Ohhhh yeah… *Ohhhhhh* yeaaaahhh… The mooon is beautiful…

The first thing you’ll notice, once you begin the game, is how beautiful this alien world is. Schools of fish swim, with many different kinds, plant life abounds, and even the moon is lovingly rendered. It’s also a relaxing experience, swimming, collecting resources, and slowly, but surely, learning more of the world around you.

But then the game enters its second phase, and things become… A little more fraught. For all that this world is a beautiful one, it’s also a dangerous one, and, beyond a survival knife, the protagonist comes from a pacifist society that doesn’t really do weapons. And so, you will find things that want to kill you, and your best policy… Is avoidance. Permadeath, thankfully, is not part of this game unless you wish it to be, so being eaten by one of the more dangerous residents, or running out of oxygen, merely results in being plonked back at the nearest base you’ve built, without the things you collected since you last left (But, crucially, the blueprints you gather will still be gathered, so you can still, in a sense, progress… A nice touch!)

The Reaper Leviathan, as seen from a *relatively* safe distance. Loss count on the current save to this … Thing? 3 deaths and a SeaMoth.

I won’t pretend, however, that this isn’t annoying at times. In my current save, for example, one of the most dangerous creatures of the ocean, the Reaper Leviathan, is plonked right next to one of the richer seams of materials and blueprints, the crashed ship Aurora, and every visit so far has resulted in either death, or the very expensive loss of a minisub (the SeaMoth), and then death. But, fair traveller, this is a temporary phase, and there are other places, other ways to gain the materials you need to improve, and make this world a little safer. You can build bases, waypoints in the deep, and travel between them. You can grow fish, or farm plants, once you find the means to do so. You can create current generators, devices that can very forcefully push the more dangerous fish away from your home of choice. And when you spread your wings, able to explore in relative safety?

Crystalline forests. A strange island, seemingly the only landmass in sight. Mushroom trees, stretching almost to the surface. Swimming among the reefbacks. It’s not often I say a sandbox survival game is a beautiful, calming experience, but once you get over a few resource humps, that’s exactly what Subnautica becomes. And always, always, the mystery of the planet… Awaits. For in one of the most recent updates, the planet now has plot… And mysteeeerious ruins!

Mystery! Excitement! Danger! All of these can be found… In a videogame!

Yes, somebody has heard the Aurora’s SOS, but at the same time… Do you really want to leave, considering there are alien ruins, and teleportation technology, maybe other useful things, and maybe, just maybe, the off switch for whatever the heck blew up the Aurora? I certainly wouldn’t. For £15, the game is highly reasonable, and is only becoming more reasonable as time goes on. Check it out if you like mysteries, living under the sea, and exploration.

The Mad Welshman grinned as he looked at the alien ruins. Triangles… Why was it always triangles with these aliens?

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Going Back: Dungeon Hack

Goodness me, that rhymed. Lovely. Well, anyway, once again, it’s time to set the Wayback Machine, and the interesting game for this outing to the groggy times of yore is Dungeon Hack, the only official, licensed Dungeons and Dragons roguelike. Which is highly amusing when you consider how much early roguelikes (And even some modern ones) have been influenced by 2nd Edition DnD.

Dungeon Hack, released just after another title I’ve briefly dealt with, Dark Sun: Shattered Lands, uses an interface very similar to the Eye of the Beholder games. Similar enough, in fact, that I’m halfway convinced it’s the same engine, despite being developed by Dreamforge (Who, like SSI, created strategy and roleplaying titles, and did not survive 2001.) Nonetheless, it’s not the engine, so much as the visual style that impresses. There are several different level themes, all of them have a variety of different locks, tapestries, paintings, and gewgaws, and, if it weren’t for the rest of it, I would say that every run is a refreshing and different experience.

One of something like… An absolutely *silly* number of potential locks.

Unfortunately, I’m not saying that. Every run is, in fact, a tedious nightmare that often ends on dungeon level 2, due to the mechanical aspects of the design. Procedural generation has come a long way since the days of rogue, ADOM, and the like, and Dungeon Hack shows one of the weaknesses of early experiments… It’s predictable, and the difficulty curve is not so much a slope as one of the cyclopean steps of Great Cthulhu’s abode. As is often the case with roguelikes, there is a single, playable character.

But many of the monsters in AD&D are, in fact, balanced around groups taking them on. A perfect example of this is the main monstrous feature of the second dungeon level: The humble Ghoul. The Ghoul is normally a cowardly eater of the dead, picking on things it thinks it can eat, and making corpses when… Well, the corpses it normally feeds on are scarce. To aid it, it has a paralytic venom in its claws and fangs. Now, to be perfectly fair to the developers of Dungeon Hack, unlike in Eye of the Beholder, when your character is paralysed, they can still move (but not attack or use items), whereas if a mass paralyse from a Beholder hit in EoB 1’s later levels, you were pretty much dead.

The problem arises, then, from the fact that it’s corridors… And rooms. And corridors predominate. Corridors in which the other monster type that always inhabits the second level, the Troglodyte (in 2E, a stronger, but less intelligent relative of the lizardman) are very likely to ambush someone who hasn’t cleared the way behind them, and, even then, may get surprised by a respawn. As a Mage, you may just about have fireball at this point (Requiring a rest after every cast to regain it… We’ll come back to resting), as a warrior, you don’t really have any recourse except that old first person RPG technique of the sideways shuffle (Exploiting the AI in… Er… A room… To, er…Well, crap, that sort of invalidates it in a large set of situations, doesn’t it?), and it’s only as a Priest that you get… Turn Undead. Which, on the one hand, you have an infinite supply of. On the other, it’s not guaranteed to work, and you’re not guaranteed to hit on the attack that will break the Ghoul out of its “OhGodsAHolySymbolRunRunRun” mode Turn Undead tends to put it in.

Ghouls. There are many words I have to say about a lone adventurer fighting even small groups of ghouls. The vast majority of it is unprintable, even here.

So yeah, the difficulty’s a little sharp. Adding to this tedium is the predictability of monsters. Yes, you will always encounter Ghouls and Troglodytes on level 2. Just as you will always encounter Goblins and Orcs on level 1, with only the occasional Out of Depth monster to liven things up… Usually in a rather fatal manner.

And then, there are the keys. I mentioned before that there are a variety of different locks, and hoo boy, does the game use as many as it can. Each locked door has a specific key type. I’ve never encountered a situation where the key was behind a door, but each level becomes a case of three things: A sweep and clear, not unlike those annoying missions in Hero Quest and Space Crusade (Remember those?) where the victory condition was “Kill everything”; A hunt for various keys (Ice keys, flower keys, gold keys, chrome keys, platinum keys, bone keys, missing bull horns… The list is quite large); And, another staple of first person games and DnD RPGs of the time, either being a Dwarf, able to sense secret doors, or looking at the map, noticing large empty spaces, and wondering which of the walls you’re going to try and walk into will, in fact, turn out to be illusory.

Fun! It’s interesting to look at a game like this, because it has a lavish (if overacted) introductory cutscene (Involving the sorceress/demigod/secret deity… I forget which… Who sends you on the quest, and Sir Not Appearing In This Game, possibly the biggest, dumbest adventurer I’ve seen since Lands of Lore’s Conrad “The Scones Are Still Intact” McAdventurerson), a lot of thought put into a lot of locks and tapestries and statuary and fun things that mostly don’t have any bearing beyond looking pretty (Which I approve of), and yet… Once you get past that, there’s almost no balance, a steep difficulty spike on the 2nd level, and even less context than Angband or Nethack, relative contemporaries (1990 and 1987-2015.)

…I smell a cutscene, VO so fine!

Would I recommend playing it for enjoyment? Oh, Mystra, no! Would I, however, encourage budding developers to look at it critically? If you’re into procgen, licensed RPGs, and step/tile-based first person RPGs, yes. Because it is, to me, interesting to examine. Even if the examination can be… Rather painful.

I’ll get you, Ghouls. And your little frogs, too…

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