Library of Ruina (Early Access Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam

Okay, let’s get an important warning out the way right now: Library of Ruina somewhat spoils the ending of Project Moon’s previous game I’ve reviewed, Lobotomy Corporation. It is, after all, a direct sequel.

And damn, does it have a great intro. The game, also, is solid, if a little grindy at times, and annoying at others. But we’ll be getting into that.

Instant bonus points for the use of my favourite word, Angela. And Project Moon.

So, our protagonist (?) is a Fixer, essentially, a high-grade mercenary in a city where urban legends are both real and deadly, and, having been seemingly killed, he is resurrected, and given a very special job: To kill others in increasing power, who are invited to the library, to create pages from their souls… To hopefully create… The Perfect Book.

And how do you do that? Essentially, by deckbuilding, and using those cards (balancing powerful attacks with lower cost cards) in turn-based battles. Using the powers of the pages to increase your own, as “burned” books create pages, which your increasing cast of Librarians and Assistants can equip to take on their likeness (to an extent) and abilities… And the pages, when burned, can Realise other pages (level them up), and give you cards from said page’s deck, to use in your own combat decks. You don’t need to engage with that last part for the early game at least, but it’s highly recommended to take a look, and see where a Page’s base deck can be improved or changed to fill a good role.

Yes, the ones who came before you have all died here. Repeatedly. I’ve been… Grinding them… Ohohoho…

Earlier fights can be replayed for their pages, which is useful if you want to get said pages to their level cap (although fights also give XP to that page), but generally, you engage in an upward journey, eerily similar to the Sephirah of the previous game (and, indeed, said Sephirah are represented by familiar characters from Lobotomy Corporation, still under the control of Angela from the previous game), occasionally fighting equally familiar Anomalies from the previous game, such as the Forsaken Murderer to progress.

Each Anomaly is, essentially, a sort of puzzle boss, with some pretty specific strategies, although the Anomalies give hints sometimes, and you learn their patterns. Dying doesn’t do anything bad, at least as far as I know, so you’re welcome to try, try again. And, funnily enough, it’s the anomalies where I find the most grind and irritation. Forsaken Murderer, in particular, was, as the technical term goes, “A right bastard”, and it, along with some later fights in the current content, required some good strategy and a fair amount of grind to get things to the level I wanted.

This one, thankfully, wasn’t too bad. Later ones will not be as forgiving.

Aesthetically, the game is split between a well painted manga style, and a more stylised chibi set for the turn based fights themselves, with a sort of Art-Deco look to some elements, contrasting with the blood-red lettering of some elements, the scratchy backgrounds of character thoughts at the bottom, but every element that needs to be clear is clear, from health, to the emotion system, and the UX. Yes, there are lots of fonts, but each has its purpose. The sound, similarly is good, and the music solid.

Basically, if you want to see where Lobotomy Corporation’s world went after the first game, or if you like deckbuilding turn based combat with RPG elements, Library of Ruina is a solid pick, and its eerie world, with some light elements, but mostly surreal and a little dark, appeals.

The Mad Welshman loves libraries. He also loves tastefully done flesh-walls. Perhaps there’s some way to mix the two?

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Meteorfall: Krumit’s Tale (Review)

Source: Review Copy
Price: £11.39 (£13.48 for game and soundtrack, £2.09 for soundtrack)
Where To Get It: Steam

Other Reviews: Early Access 2, Early Access 1

Glowmancers… Terrible to be in a relationship with, because they’re self destructive, toxic, and quite happy to take you down with them.

Oh, and they’re the same as enemies too.

WELP.

Yes, Meteorfall: Krumit’s Tale has left Early Access, and do you know what? Still humorous, still a good cartoony aesthetic, still a solid level of simplicity leading to all sorts of strategic fun. For those not caught up, it’s a sort of deckbuilding roguelike, in that you attain tiles, which can be weapons, abilities, etcetera, they fall onto the board in a random manner, and… Well, there, the similarities mostly end, because you still have to pay to put said tiles in your hand (most of the time), and, if you want good money, you want to be thrifty about which ones you use to defeat all the enemies that have also been shuffled into the deck, for lo, that is the goal: Kill ’em all before they kill you.

Rose actually looks less scary as the Evil Queen.

But what really makes it, for me, isn’t the strategy arising from dealing with the hand you’re dealt, it’s the characters. Not just the main characters, who are a right old band of murderous misfits (from Bruno the Warrior, to Rose, who is simultaneously a pure priestess (ha) and an evil queen, with part of her abilities being able to switch between the two. I talked about an enemy example right at the top, the Glowmancer, a boss of the game, and oh boy, she’s nasty. Heavy damage, but damages herself in the process, so you want to go in with things that stop her from damaging you (Damaging herself is less of an issue, that helps.)

The aesthetic and snarky humour basically supports this weird and wonderful world, where barbarian bikers brawl in belligerent bars, golems made of nuclear waste slop their way about, and killing buckethead goblinoids makes you feel less intelligent, thinking everything costs more than it does… What toll does the war on goblinoids take, mmm, mmm?

Look, it’s a good map, alright?

So yes… It’s a solid game. It has amusing humour, it has a good aesthetic, and characterful depictions. It has an oddball world. And it has an interesting take on the ol’ deckbuilding roguelike type experience, even if, like many of them, earlier areas become sort of rote after a while. Worth a go!

The Mad Welshman idly wonders what’s next for the procgen tile/card/dice based genre. Perhaps roguelike Shogi?

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Subnautica: Below Zero (Early Access Review 2)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

Other Reviews: Early Access 1

Ah, Subnautica. An oceanic first person survival game, a bit of a rarity as a subgenre, and damn, was it beautiful. Even though the ending had you leaving the planet, I never got there, because I loved the sea too much. Still, Below Zero, its sequel, has changed the planet, or at least the region… New meter, new creatures, new overarching threats… Looking forward to more of it, just as I have before…

These are not optimal conditions for a re-entry, asshole!!!

But… Below Zero’s new story… There are some beats that are the same from when I last looked at it, and there are certainly some interesting changes, but… I don’t know, it doesn’t grab me as much. Maybe that’s due to the lines not being voiced yet, because, I freely admit, I loved Robin’s voice (and her enthusiasm, in the old story, about the world she was researching.) Maybe it’s that it has a similar start to the previous game, but with a little extra boneheadedness (Okay, going to find out what happened? Good. Flying close to a meteorite on descend? Nooooot so smart.) But… As a starting point, I am going to say that the story hasn’t been grabbing me, so far, as much as it had previously.

Ah, Sea Monkeys… My old enemy…

ALAN remains interesting, though. And so, funnily enough, does the world of Subnautica, now frostier than its previous incarnation. And the threats, also, have changed. I was surprised by the brinefish my first time, and, holy shit, I almost died from the innocuous little bastards. You see… They freeze you. And naturally, if you’re frozen underwater, and you’re close to running out of oxygen… You’re very… Very dead. Add to this the creatures I’d previously talked about, the Sea Monkeys (who steal shit from your hands), among quite a few others, and you’ve already got some new, interesting wrinkles in the world.

Ohhh, don’t worry, players… Bombfish are still there, and they’ll still do their best to kill you while you try to harvest that sweet, sweet sulfur.

Not pictured… The sound of something angry which isn’t close… But I don’t know how “Not-close” it is…

Aesthetically, the game remains as pleasing as its previous incarnation, with the soundscape really immersing you, letting you know there are threats around, and otherwise so calming, the musical stings being relatively rare… And visually, the world is as intriguing as its previous incarnation.

Essentially, if you want to try oceanic survival games in a science fiction world, Subnautica and this sequel remain the top of their field, and, despite my lukewarm reception to the new story, I still heavily recommend this, and look forward to where it’s going.

Still not leaving once I’m mostly done with the plot, Subnautica team. Can’t make me!

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Fareo: Shadowlands (Early Access Review)

Source: Cashmoneys
Price: £5.19
Where To Get It: Steam

Rifts in time and space. They let you do lots of fun things! Well, until they inevitably go wrong, and heroes from across time and space have to stop whatever’s behind all of it, or shut down the machine, or whatever.

And so it is with Fareo: Shadowlands, a combination of roguelite and strategy RPG that does a fair amount different to my usual experiences. And I appreciate that.

This guy is an asshole. I mean, he’s meant to be, but… Asshole.

Even if I most definitely don’t appreciate Yan, the final boss. So let’s get him out of the way first. Like any boss, he has pieces which are associated with some of his attacks, and he has several of them. Like any boss, he can attack all around him, some of his attacks at range (so nowhere’s really safe), and he can do three a turn… Most of which are area attacks. And any two of them in combination destroys one of my heroes.

I don’t like Yan, final boss of the dungeon or no.

Otherwise, however, I’m quite enjoying Fareo: Shadowlands, partly because it’s aesthetically solid. I wouldn’t really use superlatives, or go “gosh!”, but it’s solid stuff, a consistent aesthetic, and, apart from parts being a little hard to hover over or parse (tooltips and icons in battle, mainly), it’s okay in terms of accessibility.

Friends would skewer me if I didn’t mention Fadrake. Which is good, because I actually want to mention that oh hey, there’s a beefy shark with an anchor called Fadrake, and he kicks ass…

But mostly because of its interesting systems. The basic idea is that you take one of three paths offered to you, which can be a number of things. For example, Rifts are a normal fight, Huge Rifts are a more difficult fight, Priest can (for a price in one of the currencies of the game, the coins) resurrect dead party members, so on. But some of these are necessary for levelling up heroes you find, items you find, enchanting items you find… And there are good reasons for doing so.

Before Level 5 (the maximum, which all four of your base party members start with), you only have one special ability. Levels 1 to 4 are for rune slots, modifiers you can make to your hero, costing 1, 1, 3, and 5 runes out of the 10 allotted to you in the prep phase for a fight. For example, Fandrake, a beefy shark boy with a massive boomeranchor, can, with 5 runes, make the party immune to damage reflection. But with his first two rune slots, he can make half his damage be unblockable Chaos type (rather than wearing away the enemy’s armour), and every time he kills someone with his special Sweep ability, all the party gets their potion effect.

The other important thing is the card/movement system. Each turn, you’re dealt a number of cards (2 x the number of currently alive heroes, an important fact to remember for later) in one of four types: Attack, Defence, Mana, and Potion. They serve a quadruple purpose: They’re spent on movement, 1 a tile. They buff the hero (In the case of Attack and Defense, better attack and a shield respectively. The last two give mana or use your equipped potion.) They trigger special abilities when used in the correct order (like Sword and Shield for Hasaki, which unleashes a devastating attack.)

Awww crap, it’s a robot… That looks a bit like a buff cat! I don’t know whether to fight or scratch it behind the ears, HELP!

The thing is, you have to use the cards while moving to get their effect. Just standing still does nothing. So it emphasises mobility and synergy for the best effect. But not moving, not spending those cards, unleashes the other, fourth use: Using the terrain. Sometimes this is necessary, to move a map obstacle out of the way. But each single tile terrain item has an effect, and putting it on top of someone, for good or ill, does things. Rocks stun. Snowy trees freeze. Scrolls power up. That sort of thing.

It still heavily incentivises moving around, which is a shift in thinking that’s important to playing, but it’s an interesting one. Flaws wise, well, apart from the bosses being fucking hard, and the aforementioned tiny icons, there’s some tiny amount of untranslated text, or poorly translated text, but that last one’s a minor niggle, and overall?

Overall, this is an interesting game, trying something different, and it seems to be working. I look forward to seeing what happens next with it, and recommend taking a look.

I feel like rifts between time and space throwing disparate groups together to clash in a fun way isn’t done enough. Just throwing that out there…

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Deck of Ashes (Review)

Source: Cashmoneys
Price: £15.49 (£5.19 each for OST and Print-Ready Posters, £7.19 each for expanded art book and unique character skins)
Where To Get It: Steam

Other Reviews: Early Access

Deck of Ashes is, to me, an odd one. It’s not often we deal with Grimdark (where the darkness almost seems so dark as to be comical, except… When it’s not.) A world where Death’s Curse has been unleashed by 3 fools and an evil jester who misled them. And now… A mysterious man leads all four back, to meet their fates.

Except it’s never that easy, is it?

Bah, you shall have the food in your mouth turn to ash, asshole.

Deck of Ashes is one of those card combat, turn based roguelike dealios, in which our four protagonists, each with their own unique gimmick, fight their way to Lady Death, unlocking cards for their deck along the way, along with useful items.

The deck part is important, because your deck… Has a direct effect on your health. No, no free reshuffles for you, boyo, every time you run out of cards, you have to spend 10 health points, to get 5 random cards back in. You can upgrade this to either 8 random cards or five selected cards, but the cost remains pretty much the same: Health, for cards back.

Buck’s friend Charon, when unable to lend their strength to Buck, gets mean.

And this, funnily enough, is both a help and a hindrance to all characters. Lucia’s fire magic, for example, is damaging to herself, so ending fights quickly is a must. Buck doesn’t want some of his cards back, because while they’re in the Ash deck, as the discard pile is known, some of them give him special abilities. So if one or more goes out… Whoops, there they go, and you only get one chance of putting all ash cards… In your hand… Back into the Ash pile to do their thing.

Similarly, everyone has a story, and the grimdark is strong with this one, as every single one of the characters has some kind of dark past, although the most relatable is Buck, who is highly empathetic, and wants to save his friend. Least relatable is Magnus the Jester, who is a manipulative, hateful asshole through and through, using his powers of manipulation not to solve his problem (people dismiss him and despise him for his deformity), but to ruin things, and even at the time we join him, after he unleashed the Ash Curse, nope, he wants to become a new god. Asshole. Suffice to say, nobody’s end seems happy, because grimdark.

That’s right. Go back to the hateful, small little fool you are, Magnus.

Despite the whole “Your mileage may vary on grimdark” thing, aesthetically, it’s pretty pleasing overall. Good art style (even if the loading screens are in a different style, they still show the characters well), solid music, with threatening bass lines and violins quavering at the violence (not actually, but this is the mood they were going for), and… Ah, yeah, we do have one problem: Although most of the tooltips, menus, etcetera are clear and readable, there is one very odd exception: The resource trade menu… Which is tiny. Not only is it hard to read, it’s hard to select, and I don’t know why this is.

Still, overall, there’s some interesting tactics here, an interesting take on the roguelike card battling type genre, and even though I’m not particularly a fan of grimdark, I do appreciate that the story is pretty well presented for what it is. So, overall, a recommendation.

Er, fix the menu though, folks, eh?

The Mad Welshman appreciates a good experiment. He’s less fond of all the screaming and gore during one, though…

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