Stardew Valley (Review)

Source: Birthday Gift (From family, to clarify)
Price: £10.99
Where To Get It: Steam, GOG, Humble Store

Hoo boy. When you spend time on a game knowing you have other things to do, important things, you know you’re onto a winner. On that note, I need to eat. Both of these things are fitting for Stardew Valley, and I will elucidate more once I’ve got some food in my belly.

Morris is our Capitalist moustache twirler for the game. Also our ex-boss. And yet, the choice is there to side with him.

Morris is our Capitalist moustache twirler for the game. Also our ex-boss. And yet, the choice is there to side with him.

Stardew Valley, by Concerned Ape, is quite obviously inspired by Harvest Moon and its fighty cousin Rune Factory, as you are an office worker who has decided he wants to get out of the rat race, and, er… Into farming, which is a whole different kind of rat race. Pastoralism, Ho! So he moves to the village of Stardew Valley, and starts a whole new life, with backbreaking labour, and never enough time in the day.

Or, like me, he could largely ignore the farm the moment he got a fishing rod and a sword, beating up slimes and catching new and amazing fish. It’s the sort of game where yes, Farming is a focus of the game, but by no means the be all and end all. There’s the social aspect of the town, the collecting, and… I need a wiki to keep track of everything I might possibly want to do. Which, strangely enough, is a problem. Either you’re going to go to a wiki to know “How do I do thing?”, or you’re going to be playing more than once. Part of the reason this review has come out so slowly is that I took the latter option. The game does some tutorialising well, but expects you to learn other things on your own.

The game does try its best to add teaching as it goes along, with TV shows and books to teach you various aspects of the game.

The game does try its best to add teaching as it goes along, with TV shows and books to teach you various aspects of the game.

But the thing is, it’s also a good thing that there’s so much to do. The world is relatively small, but you don’t feel that, because it’s jam packed with interesting decisions and interactions. It has character, from the visual design (Friendly and cartoony), to the sound design (The music is lovely, and the sounds support your actions.) I even enjoy the collectathon of the Community Center, despite normally hating such game measures, because it feels part of the spirit of the game. Essentially, it’s pretty cohesive, and even some of the bugs are amusing, such as Abigail’s seeming desire to eat Quartz (“Oh, how did you know I was hungry?”.) Also helping is, hey, relationships aren’t limited by your gender, and there’s a lot going on there, too! As such, I find myself drawn in, because there’s that “Just one more ho- Wait, it’s 5AM?” factor to the game.

Of course, the final problem with so much to do in Stardew Valley is… How can I cover it all? I could give you lots of examples of both good and bad (The well, for example, seems largely useless to most players in the early game… But it is useful if you’re farming extensively), but all I can really say is “It is mostly good, and enjoyable, if you liked Harvest Moon, Rune Factory, or Recettear, this game may well be worth laying down your money for.”

Oh, and there are events that happen, like the Flower Dance. Or the Egg Hunt. Or the Luau. And birthdays. There's a fair bit.

Oh, and there are events that happen, like the Flower Dance. Or the Egg Hunt. Or the Luau. And birthdays. There’s a fair bit.

There. Now, if you’ll excuse me, I have a budding geologist to woo, and a dungeon to fully explore, and all the fish to find, and –

The Mad Welshman was not found for several days after this review, whereupon somebody realised that what they thought was a duvet was playing Stardew Valley.

Become a Patron!

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!

Sword Coast Legends (Review)

Source: Review Copy
Price: £31.99 (£44.99 for Deluxe edition)
Where To Get It: Steam

This is one of those times where I genuinely wish I could say more than “The developers continue to support the game and continue to introduce nice things.” I want to like Sword Coast Legends. I already like its voice acting, its environments, and how heavily abstracting the 5E DnD system makes it more accessible.

But right now, that’s just a wish. Because it’s clearly not for me as it stands.

Hommett, a wizard who had been thrown out by the Harpells (A Bad Sign)... One of the many characters, with great voice acting, that... Just don't grab me.

Hommett, a wizard who had been thrown out by the Harpells (A Bad Sign)… One of the many characters, with great voice acting, that… Just don’t grab me.

Sword Coast Legends, developed by N-Space, and published by Digital Extremes, just doesn’t grab me. It is improving, but it’s been almost two months since its release, and I fail to find the motivation to get very far, despite promises of an improved DM mode. And part of this, I feel, is that it’s quite clearly balanced towards a multiplayer experience. Dungeon Crawl mode, for example, has enemy groupings in its “Easy” dungeons that would quickly overwhelm a level 1 fighter, such as a pair of Level 2 Goblins supported by a pair of archers, and a shaman that keeps healing the bleeding lot of them. You don’t want to ask what happens to a level 1 mage, as the answer is nearly always a bitter frown and the word “squish” repeated in a deadpan tone, over and over. DM Mode is currently, and will remain until next month, a random dungeon generator where some monsters and simplistic quests can be added, and Story mode…

Look, I know that the Sword Coast is iconic. I know that Luskan is a hive of scum and villainy. I know that it’s right there, in the sodding title. But I’m somewhat tired of the Sword Coast itself, and I’m definitely tired of a plotline that can be summed up as “You might destroy the world you love because a great eeeeeeeevillll has chosen you to be its host!”

Luskan. Luskan never changes. Religion, Magic, Planar Politics... But Luskan. Luskan never changes.

Luskan. Luskan never changes. Religion, Magic, Planar Politics… But Luskan. Luskan never changes.

An Ancient Evil, if Forgotten Realms material to date is any indication, threatens Northwest Faerun once a week. I’m honestly surprised anything gets done in the setting, the amount of Ancient (and Current) Evils that are hanging around. It doesn’t help that the main players are introduced pretty much in the prologue (A Drowish sorcerer, some do-gooders who may have been tricked, some fanatical worshippers of Helm who may also have been tricked, and, of course, the Ancient Evil itself, a demon from the darkest, yet fieriest pits of the Abyss.)

This is all a terrible shame, because honestly? You can see a lot of love went into this, and the fact that N-Space Games are continuing to improve things says a lot. The voice acting is pretty damn good, and it felt right… Even the Scouse dwarf Larethar Gulgrin, which fits his character very well. The environments are pretty, and clearly abstracting the mess that is the Dungeons & Dragons Feat/Skill system into a series of easy to understand, and well compartmentalised trees? That takes effort, and it does work. The music feels like it could have been transplanted into pretty much any high fantasy game and still worked is more a comment on the genre’s conventions than the quality of the music (Which is also fairly nice.)

But how you feel when playing it is important, and I felt… Like it was busywork. Even with the pause for tactics that makes fights easier, you’re still going to be using the Stabilise (Get People Up Because They Fell Down) command a fair bit, and the items… This game is filled with vendor trash. So. Much. Trash. I have lockets and statues of various deities and rings galore, beer bottles and wine bottles and Luskan Coffee of various types… And I have no idea what might become important, and what’s literally here for flavour. The only things that are truly important to me are weapons, armour, and magical items, and, thanks to a procedural treasure system, beyond fixed drops, I’m never quite sure whether something I grab will be of any use whatsoever. Sorting through it all felt a chore, even with some of the ease of use features in the inventory. Combat never felt real to me, even with grunts and clangs and flashy spells going ZAP and thwaaaaBOOM.

The abilities often have evocative names. That doesn't always improve the experience.

The abilities often have evocative names. That doesn’t always improve the experience.

This, honestly, is a damn shame, and, in the interests of fairness, I am going to give DM mode another chance when the improvements hit in December, because, as Neverwinter Nights proved, you can have a less than stellar story, and still be a game worth remembering because of its other features. Folks who are less critical of high fantasy’s foibles than I am may find this a more interesting game, but… It really does seem to be rubbing me up the wrong way, and that makes me sad for reasons I can’t entirely articulate.

The Mad Welshman examined the statue of Sune Firehair he had found in the Goblin caves. Even with her warm smile, her hair tastefully lined with amethysts and opals, she felt… Lost, somehow. Her gown was cracked, and dust had settled in her blazing hair. Undeniably beautiful. Undeniably precious. But, equally undeniably, another religious icon to place in his pack.

Become a Patron!

The Incredible Adventures of Van Helsing: Final Cut (Review)

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

Oh, that poor old Van Helsing bloodline. They’ve been put into some pretty awful films, continuations of the Dracula storyline, lampooned… Oh, it’s tough to be a Van Helsing. However, this isn’t quite so true of the Van Helsing Jr in The Incredible Adventures of Van Helsing series. And now, for slightly less than the original trilogy put together, we have the whole shebang in one package.

Katrina Is Not Impressed.JPG

Katrina Is Not Impressed.JPG

I’ll mention a couple of things right off the bat. Firstly, this requires an online login to play, even in single player. I’m not entirely happy with that, but there it is. Secondly, I have not played the trilogy before this point. This is basically a fresh look at it.

So, if you’ve ever played the Torchlight or Diablo series, you’ll have the rough idea: Left click things till they die, occasionally hitting numbers, right click, or the heal button (Q), then left click their loot, make your numbers bigger, and go off to kill things. The devil, of course, is in the details, and there are definitely things that make Van Helsing unique, such as an upgradable companion (The irascible, vain, and selfish wraith Katrina), a crafting and upgrade system (using magical essences and the banging of three items of the same type together), hidden quests, and power-ups to your active and passive skills (called Auras.)

The thing is, it suffers a little bit from a somewhat erratic difficulty curve. For most of the first chapter, I happily murder nearly everything in sight, often killing entire groups in one blow (This is especially true of the Phlogistoneer, whose weapons are basically rockets and cannonballs), but when I got to a certain boss fight, suddenly, it went from “Ahahaha! Die… Dieeee!” to “Huh, I have to take the prie- sigh … The priest out first, run round like a blue arsed fly until my shields regen, kill the- Oh, sod, I died again.”

Did I... Did I just do that? I did just do that... LET'S DO IT AGAIN!

Did I… Did I just do that? I did just do that… LET’S DO IT AGAIN!

…Yes, that’s exactly what happened. I died twice (Once because I didn’t prioritise the healer, once because I didn’t run away fast enough.)

And from there, it was challenging all of a sudden, and has remained that way up till halfway through Chapter 2. I expect another sudden difficulty spike any minute now.

However, once I hit multiplayer with a friend, the game changed. We laughed, with one or the other of us making “Ohhhh”s and “Ahhhh”s as we showed each other the Hidden Fun Stuff in the game (For lo, there are hidden quests), and chuckling at the fact that, due to budget and time constraints, the voice acting for the first chapter is aimed at the Bounty Hunter class (originally the only one, now one of six.) It’s okay, though, they all wear silly hats, so we were fine with it, NeoCore.

It’s important to say, at this point, that the game is fun. The writing is silly and over the top at times, but presents some interesting ideas, and does so consistently (Turns out the original Van Helsing brokered a peace between man and monster, an interesting inversion of the way things usually go), while, if what I’m seeing and what I’ve been informed is correct, there’s been some major changes under the hood to mean that no one class feels less than interesting to play. It still retains the three chapter structure, and I enjoyed messing around with the crafting system.

Just like any ARPG, when you get swarmed, it can be a little tough to work out what's going on.

Just like any ARPG, when you get swarmed, it can be a little tough to work out what’s going on.

Of course, it’s not without flaw, and some areas (Most especially in the crowded urban landscape of Chapter 2) could do with a bit of a readability pass, as I often thought I had found a clever way around things, only to find that no, actually, the path I’d taken became impassable only a short distance in, with nothing interesting to show for it. The ability tree for the main character also seems to encourage specialisation, as you’re not going to get your second tier abilities until Chapter 2 (Unless there’s something I missed), so spreading your points around seems an easy way to fatfinger your way to death. There’s also the N key, which zooms in to where your mouse pointer is because… Well, actually, we never figured that out. The angle doesn’t seem quite right for dramatic closeup.

Overall, though, I think ARPG fans would like this version, and it seems like an okay introduction for new players to the ARPG genre (Although I’d still say Torchlight is tops for that.) I shall leave you with the parable of the Big Red Button. So far, I have encountered two Big Red Buttons. You should all know what is said about Big Red Buttons, and it won’t surprise you to know that Katrina, bloodthirsty chancer that she is, wants to push said BRB because she wants to know what it does. One of these times, it ended in tragedy. Another, it ended in murderous glee. In a way, this sums up the experience very well, with both good and bad coming from the same… Shiny… Red…

I should also mention, at this point, that the voice acting can be quite good at times.

I should also mention, at this point, that the voice acting can be quite good at times.

[PUSH BUTTON? Y/N >Y]

The Mad Welshman sweated as Katrina grinned. His finger hovered. Fate hung in the balance.

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!