Early Access Review: Delver

Source: wanna say bought? It’s been a while… @.@
Price: £5.59 (or thereabouts)
Where To Get It: Steam, Official Site
Other Reviews: Release

After my experiences with Barony, way back when, I felt somewhat burned out on dungeon crawling. But, of course, with a new year comes new updates, and one that happened while I was away was a content patch to Delver, a procedurally generated first person dungeon crawler that, like Barony, takes at least some of its inspiration from Ultima Underworld and their ilk… Along with a teeny bit from old Roguelikes such as Angband or Nethack, in which you, an adventurer, enter a supposedly shifting dungeon complex near a wizard’s tower that’s suffered a bad case of subsidence, to retrieve an orb attributed great magical power.

Okay, so it’s not *the* orb of great power… But, y’know, it’s a skullball, and it floats!

That, and potions not having a known effect, are basically the main nods to the genre Delver comes from. The rest is pretty much its own thing, and, despite some niggles it can’t really help but have, I’m… Okay with it! So, let’s get the niggles out of the way first: Equipment, and predictability.

Equipment, specifically weapons, degrade over use. And, of course, you never know when you’ll get the next one. I’m telling you this now, because… The game doesn’t, and it comes as a somewhat nasty shock when you look in your inventory and happen to notice that your Peachy Keen Sword of Being Quite Quick (Previously Excellent, doing 9 to 12 damage) has now become The Blunt And Cracked Whiffle Bat Of Still Being Fairly Quick (Doing 1 to 4 damage.) If armour suffers the same way, I have yet to notice, thankfully (THAT’S NOT AN INVITATION OR REQUEST!) Similarly, while the most recent patch went a long way toward controlling your ranged ammunition shortage (What with recoverable arrows, sometimes even from corpses), this, too, is a major concern you should keep in mind while playing: Save your wands and ammo for ranged enemies.

See that skelly in the background? That’s the *real* threat.

As to predictability, this is somewhat of a double edged sword with Delver. On the one hand, you know what to expect in each of the (currently) four or five types of dungeon you encounter, and so you know, for example, to save ranged stuff for the Caves/Dwarven Mines, in which Eyebeasts can ambush without a whole lot of warning, then scoot rapidly out of your range to throw fireballs. On the other, it becomes a case of “Yes, okay, Ruins, good fine, let’s get onto those orc type fellers down on Sewers 1 and 2, eh?” , and that can… Well, get a little bit dull at times. The door behind the fireplace in the underground bar is like an old friend, and I view the unstable ground over the lava pits of the Ruins to be the cackling rival, occasionally trapping me in a pit with no way out but death and reincarnation outside the dungeon despite the fact I know they’re there, god-dammit…

Still, there’s a fair bit that’s good about the game, and it is still in development. The tile based, pixellated look works quite well for Delver, each weapon type has at least a couple of swings, easily memorised, and each run takes anything up to an hour (Depending, obviously, on caution and skill), so it’s not a time demanding game (Something I, as I grow older, grow a little more grateful for each day), and the music is pleasant, fitting, and at times, quite dramatic.

Even the campground has… Y’know, *some* drama. That dang bard, hiding things and playing sad tunes… >:|

So, is Delver worth a gamble? Well, let’s think. Less than £6, for a start, does have story (in the form of notes, which I won’t spoil, because although it’s as simple as the game right now, there’s still some good, short reads in there about the poor sods who came before you), and, while it has been called shallow (It is, a little), that’s not necessarily a bad thing, so long as you know it’s not going to have you poring over loreposts in forums. It’s fun, it’s somewhat challenging, and it doesn’t demand you Get Good… Only mildly suggests it while stressing you’re there to have fun and relax.

…And I’m okay with that.

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Planet Explorers (Review)

Source: Regretted Cashmoneys
Price: £18.99
Where (Not) To Get It: Steam

I’ve never seen a first person survival game where doing beginning quests in the wrong order can kill you before. Now that I have, with Planet Explorers, I can say that I find it an unpleasant experience. Not to mention the rest of the experience, which, for me, is equally unpleasant.

Yep, it eventually killed me. After following me for *miles* and mostly whiffing. Oh, should I mention the next village is about forty minutes walk, realtime, from the first?

Yep, it eventually killed me. After following me for *miles* and mostly whiffing. Oh, should I mention the next village is about forty minutes walk, realtime, from the first?

So, let’s begin with the difference between “Story” and “Adventure” mode, where the first has quests (Some of which are stupidly lethal, with no real indication this is the case), a story mode, and cutscenes, and the second… Has quests, a story attached to each village that doesn’t seem to change, and no cutscenes. Adventure mode’s first village nearly always has one asshole whose only function is to lead you to a slaver ambush, which provides an easy segue for me into combat.

There is, of a sort, combat AI in this game. For humans, this nearly always involve rushing you as soon as they spot you with their melee weapons if they’re hostile, and shooting from a distance if they have a gun. And y’know what? That works. Shame it works because your starting weapons are incredibly shit, and so combat with even one enemy is a case of having more medical tools and attempting to dodge. Or, y’know, doing quests in the first area in such an order that you have a handgun before taking on six slavers… Because otherwise, respawning where you are will just rapidly get you killed, while respawning back in the village will… Get everyone killed, including you. Or, you can do quests in the arbitrary “Right” order, and get a nice shiny handgun, which does the job better than your melee weapons. It even nets you a set of sentry guns, if you want a nice easy sta-

Pictured: What happens if you do Adventure Mode quests in the wrong order, then respawn in the village.

Pictured: What happens if you do Adventure Mode quests in the wrong order, then respawn in the village.

-Oh, did I forget to mention that Adventure mode has a means of randomising your procgen world, but doesn’t seem to account for the fact that you might have a different biome which doesn’t have “Tulips” , or, in at least one case, places a quest marker for putting down turrets to hunt a beast… In the middle of the ocean. Good. Fucking. Job. Because hey, while there are procedurally generated quests, usually of the MMO style variety of “Collect X shit for me”, “Oh noes, protect me from Y Angry Space Ogres” or “Please go into this conspicuously out of place dungeon and kill everything in it”, the village quests will always remain the same. Which is pretty damn awkward when you have an island in the middle of nowhere.

I could go on, and on, and on, about various things going on with this game, from the cutscenes with odd audio desync, to the fact that it was apparently decided to be a good idea to have a Cliff Racer equivalent in this open world game (A griffin-mouse combination, oddly), to how mining is somehow more of a slog than Runescape (Ten minutes to even get to an Iron Ore seam somewhat close to the surface… I gave up on getting more iron a few minutes later, not least because design schematics are linked to… Drumroll please… Quest Completion. That’s right, the ones which don’t seem to have much difficulty balancing, or sense of placement, or… holds head .)

Pictured: Both the pop in (egregious) and a quest I can't complete because I can't put turrets in open water...

Pictured: Both the pop in (egregious) and a quest I can’t complete because I can’t put turrets in open water…

But instead I’m going to say that it looks kind of okay visually (We’re talking late PS2 level here, but mostly consistent in this), and it has a kind of sweet-sounding (In the saccharine sense) theme tune. Both of which you would probably be better off appreciating from screenshots and a youtube video of the opening, respectively. I have no idea why this was approved as a release candidate, to be perfectly and brutally honest.

Oh, it’s moddable. There, that’s maybe another nice thing.

The Mad Welshman sighed as his pick struck once more. You do sixteen minutes, and whaddya get… Painful blisters and hungry and wet…

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Aragami (Review)

Source: Review Copy
Price: £14.99 (19.79 for Collector’s Edition)
Where To Get It: Steam, GOG

Aragami is perhaps the first game I’ve come across in my reviewing career to openly baffle me with its design decisions. This, unfortunately, is not a recommendation for it, except as an education to other game designers. Let’s unpack that, and talk about why Aragami is so baffling to me.

For reasons which will become clear, this is emblematic of the game itself.

For reasons which will become clear, this is emblematic of the game itself.

At the core of the problem is the single save/checkpoint system that Aragami has. Done well, you can still have a single save system with skill respeccing and different play paths, but Aragami… Well, beyond deleting my save data, I had no means of resetting my skill spec, or ungaining the abilities I’d unlocked in later chapters, so… That would imply the game has a score attack element, right?

Wrong. Because of the way the checkpointing works. Nothing counts, score-wise, until you’ve actually hit the next checkpoint. Combine that with another problem (The extremely thin line between “Alerted”, and “Dead.” There aren’t any enemies, even in the early game, that can’t kill you from at least short to medium range.), and you end up with… Being able to S-Rank any level, perfect Stealth or Kill Everything, because if you don’t do it perfectly, odds are pretty high you’re going to die, and none of your cockups count due to the checkpointing system. In fact, it’s better for your score to die and restart a checkpoint (Some of which are placed a fairly long way away), than to accept an alert. So… That “-500 Alerted” feels… Superfluous, as a result.

The only way to not S-Rank a level, it seems, is to be inconsistent in your approach. Is the game aiming for replayability? Well… 2 runs, one for perfect stealth, and one for killing everybody and looting the map of skill scrolls, aaaand… You’re pretty much done.

Although it isn't clear, this is about 1.5 seconds after being spotted, and 0.5 after being killed by a wave of light from that guy's sword.

Although it isn’t clear, this is about 1.5 seconds after being spotted, and 0.5 after being killed by a wave of light from that guy’s sword.

Now, one thing that the game has been criticised for is that there is no option but to use your powers to solve a level. You can’t jump, you can’t climb. Funnily enough, though, that isn’t really the problem for me. The problem for me with powers is that… Well, most of them feel decidedly unnecessary. See enemies and their cone of vision through walls? Not really a lot of situations that’s useful for, because it’s actually easier to just get spotted, die, and remember the position in future. A shadow mine? Sure, if enemies bunch up. But most of the time, unless they’re alerted… They don’t, and it leaves a lot of bodies, which… Alerts everyone once they’re found. Again, it’s easier to just kill, then use a cheaper power (Shadow Vanish) to remove the body. The only time that doesn’t work is when they either die or ragdoll after death into a brightly lit area, and there’s a nice, cheap fix for that too: Lure them with a bell (Unlocked in Chapter 3, then usable in all levels), teleport behind them after they enter a shadowy area, kill, vanish them.

That’s why it feels shallow to me: You have interesting tools, but their extremely situational use, combined with the extra busywork involved in replenishing their limited uses (Two uses of a special ability, then you have to find a shrine somewhere on the level… And, of course, shrines aren’t present in the first two levels) means that I’m disincentivised from using them. Similarly, before I unlock Shadow Vanish, an all murder run is tense and, in point of fact, pretty damn difficult. After I unlock it? It’s mostly making sure I’m not spotted or heard while murdering my way through a level.

Yamiko , whose name could be translated as "Come Darkness." Aragami, similarly, roughly translates to "Violent Spirit"

Yamiko , whose name could be translated as “Come Darkness.” Aragami, similarly, roughly translates to “Violent Spirit”

This is pretty much a damn shame, because the game is visually appealing, and the spanish developers, Linceworks, have clearly put some effort into both their writing and research. But when most of your abilities feel like distractions rather than tools in the toolbox, there’s this strange disincentive to using a lot of them seemingly baked into the design, and completing levels feels more like recording a segmented speed-run than a fluid gameplay experience, not even these nice little touches, the lovely cel-shading and the japanese voice acting, can make this feel joyful rather than dutiful.

Give it a go if you want to see stealth experimented with, but go in aware that the experiment… Wasn’t exactly a huge success in my opinion.

The Mad Welshman gets around that whole silly Shadows Killed By Light thing by wearing white suits. You’d be amazed how often that works.

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Caves of Qud (Early Access Review 2)

Source: Early Access Purchase
Price: £6.99
Where To Get It:
Steam
Other Reviews: Early Access 1


It perhaps says something, whether about me, or the design of Caves of Qud, that I hadn’t actually noticed it was still in Early Access. “Oh, I haven’t gotten to this fellow yet!”

“That’s because we hadn’t put him in yet.”

Before you go thinking this is a bad sign, I’d like you to take a look at this map. This map is, as far as I am aware, entirely explorable, although certain areas are more deadly than others. It’s just, right now, there’s only a few quest lines, and you have to explore to find more than two of them, or, indeed, some of the other odd sights of the game.

Pretty much all of this is explorable. Each "tile" here appears to be about three screens wide/high. That's a lot of screens.

Pretty much all of this is explorable. Each “tile” here appears to be about three screens wide/high. That’s a lot of screens.

Good example, on my last run, I was curious about a fish, just sitting there in the open. Turns out it was a trader, and a pretty good one at that. So yes, this is emblematic of how Caves of Qud is meant to be played: Carefully, and with attention paid both to the in-game manual and the surroundings. Especially since even the starting areas are a threat. So let’s talk about the various early-games of Timot, Mutated Human Tinker.

Timot, in all of the universes we are about to discuss, knows how to move, has a stinger on his back with paralyzing venom, glows in the dark, and is strangely muscled for one of his slight stature. He has learned a secret of the ancient mechanisms of Qud (Usually, it must be said, some form of grenade or other easily understood weapon), and can make them if he has the materials (Again, he usually has enough to make at least one.) His story always starts in Joppa, a small village with a food problem, a Zealot of the Six Day Stilt (an anti-machine cult… The Zealot seldom survives), an irascible tinker named Argyve (Who Timot invariably makes friends with, by trading some of his gear with), a trader of the Dromad people (Camel like merchants), and several chests (Which Timot loots. So don’t feel bad about his many deaths, Timot is not a nice person. So few are in Qud.)

A Qudzu field. Qudzu, in this game, is even nastier than normal. It rusts things. And it *wants* to rust things close to it...

A Qudzu field. Qudzu, in this game, is even nastier than normal. It rusts things. And it *wants* to rust things close to it…

Even here, there is potentially death. In some universes, Timot is interrupted in his thievery by Ctephius, a glowing ray-cat, and the villagers’ justice is swift. Rarely, the Zealot is triumphant, and Timot’s corpse feeds the water giving vinewafers. But Timot soon sets off, either to the Rust Plains, to gather copper wire for Argyve’s communication device, or to the caves to the north, to deal with Joppa’s food problem.

To the east, canyons and caves. To the north, however, the universes diverge more readily. Sometimes, a road bisects the vinewafer marshes Timot tramps through. Sometimes, Timot encounters ruins of the ancients, with their defenses still active, and larger, nastier creatures. All too often, Timot has cried “I have found this ancient device, and divined its meaning, it is a fine weapon, and no-URK” , as the Chitinous Puma he hadn’t noticed, or foolishly ignored, eviscerated him. Yes, even on the way to one of the first quests, creatures vastly more powerful than you can be encountered, and you can’t always run away in time. Other things only look tough, thankfully.

In another set of universes still, a vast fungus or slime field lies between Timot and his goal of Red Rock. These also have potential for good or ill, as the Weeps of the fungal fields, long forgotten biological tools of the ancients, create many substances, whether water-spoiling salt, black welling oil, life giving water, and sometimes, stranger substances, such as acids, cider, wine, honey, and even, in one case, lava. But guarding those Weeps are the fungi themselves, infecting any who dare to come close with their own unique brand of fungal infection, from the relatively benign Glowcrust to the more annoying Azurepuff.

An extremely good example of the more dangerous Weeps. That creature is about to learn that no, dousing yourself in a river immediately after dousing yourself in lava is not a solid survival strategy...

An extremely good example of the more dangerous Weeps. That creature is about to learn that no, dousing yourself in a river immediately after dousing yourself in lava is not a solid survival strategy…

This is all before Timot even reaches Red Rock, although he could bypass a lot of this by virtue of quick travel. But then, why would he, when the rewards can be so grand? Admittedly, a lot of the time, it’s food, or basic weaponry to trade in exchange for items, trade goods such as copper nuggets, or that combination of lifegiver and basic currency, water. But a single Water Weep, especially early on, is the stuff of mercantile legend, and the canny (or lucky) explorer can find lost technology, from grenades of various sorts, to utility devices like those poorly understand teleportation devices, the Recoilers, all the way to the truly strange, such as symbiotic fireflies, spheres of negative weight, or the fabled gaslight weaponry, elegant and lethal symbols of forgotten glory.

Of course, death also comes in many forms to the unwary, and the game is not the friendliest to begin with. It’s definitely a game where reading the in-game help is highly recommended, and, while the alternate overlay mostly reduces clutter, I find it far more useful to use the older stat/message overlay, turning it off to reduce clutter when I’m not in a dangerous situation, and holding ALT to more clearly see certain terrain features (Trash, mostly.) Sadly, the alternate button overlay is somewhat cluttered itself, obscuring several portions of the screen.

Still, that there’s enough in the game already to explore and wonder at that I completely missed the fact an important NPC hadn’t been introduced until last week speaks well of the game, and roguelike fans may do well by themselves for checking it and its mostly readable tileset out. They’ll certainly find quite a few stories waiting for them.

...Stories such as Morookat, The Spiteful Thief and his Fiery End.

…Stories such as Morookat, The Spiteful Thief and his Fiery End.

The Mad Welshman looked around after he closed the door. Nobody, good. He opened the Joppa villager’s chest, grinning as he saw steel and water. And then he heard it. “Mrow?”

Fuck. The Cat had found him.

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Diaries of a Spaceport Janitor (Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam

Skulls. Why’d it have to be skulls? Of all the spaceports, in all the universe, there had to be skulls on this one insignificant rock in the asscleft of the galaxy. God-damn, I just wanna get off this stinkin’ rock. Such is the main, stated goal of Diaries of a Spaceport Janitor: Get rid of Cursed Skull, maybe get off the planet.

One thing I like about this game is that the tutorial is relaxed. Take your time... You'll need to.

One thing I like about this game is that the tutorial is relaxed. Take your time… You’ll need to.

And how it does it is interesting, if not for everybody: Grind. It’s quite clearly deliberate grind, and in its way, it’s soul crushing. Get rubbish. Maybe find a better deal on rubbish. Incinerate other rubbish, until you can’t anymore. Maybe have enough money to eat, or pay for the gender shifts (Including that most well known of gender choices, Susan Sarandon) so you can sleep and be well. Generally don’t eat garbage. Propitiate all the deities of this alien world so you can get their idols. Sleep to recharge your garbage incinerator, and get paid a pittance.

Meanwhile, you don’t really know your way around, and even getting home can sometimes be a struggle if you’ve gotten turned around. Everyone’s got some kind of angle, from the container obsessive next to that dungeon that kicks everything off, to even the Cat-vangelists that hang out and sing loudly and cheerily every now and again in service of their goddess. But to get anywhere, you have to find those important clues and details from people. And every day, you’re going to go home bone tired, and feeling less lucky than you were before.

The environments make use of the low fi aesthetic very well.

The environments make use of the low fi aesthetic very well.

Welcome, in short, to being an alien on a low paid job in a capitalist society. The cursed skull is just rubbing it in at this point. And the game does a good job of keeping that mystery, that sense of being out of place, and largely unwanted. The police will occasionally hassle you, for no good reason beyond the sense of their own power. Nobody will lift a finger to help you without something in return (Something that, often, involves rooting through garbage.) And you’re sometimes too poor to even get healthcare or food when you get sick… Better work harder, because there’s no handouts in this alien spaceport.

But, surprisingly, the game is pretty chill. Walking through the lo-fi environs (The developers even reference this in their graphics settings, which are Bad… and Worse) , until you hit one or more triggers (Night-time makes you sleepy, for example, and running out of garbage incinerator energy seems to bring this on faster), you can wander to your heart’s content. You can start to get a feel for the spaceport, where the shrines to various gods are (Including your patron deity… Mine being the enigmatic Orb of Curses, Sprence. I mean… Orbs!), and, most importantly, where various food and gender shift boxes are.

At the time of this screenshot, I still had no idea where the shrine to my own deity was. Turns out it was just around the corner.

At the time of this screenshot, I still had no idea where the shrine to my own deity was. Turns out it was just around the corner.

But of course, it takes time. Everything is going to take time. And a lot of hard work, of scrimping and saving, avoiding the attentions of the constabulary, avoiding ill health… Welcome, in short, to a game about being the underclass, the marginalised. That’s Diaries of a Spaceport Janitor.

The Mad Welshman felt like a change. Actually, he needed a change. But he couldn’t remember where the nearest Gender Shift booth was, he was out of money, and he was sleepy. Shame, he really wanted to identify as Cary Elwes. Just for a bit.

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