World of Horror (Early Access Review)
Source: Cashmoneys
Price: £11.39
Where To Get It: Steam, Itch.IO
Content Warning: This game has body horror and mutilation imagery, mentions of suicide, self harm, and murder.
(more…)Source: Cashmoneys
Price: £11.39
Where To Get It: Steam, Itch.IO
Content Warning: This game has body horror and mutilation imagery, mentions of suicide, self harm, and murder.
(more…)Source: Cashmoneys
Price: £12.99
Where To Get It: Steam
At first, Endcycle Vs didn’t interest me, despite loving Megaman Battle Network’s combat system of a 3×6 grid, split in two, in which the player and their opponents use abilities (Chips, in the case of the player) to attack the enemy, a new hand coming when the old one is used. After all, it was multiplayer only, and not even mod support was going to bring me to that party.
But now, it has singleplayer and… Well, I’m somewhat bouncing off it, to be quite honest.
Mainly, it’s for a very simple reason: Everything is fast. And can seemingly move diagonally, although that may be just that they’re… Going really fast. In its inspiration, MegaMan Battle Network, things generally don’t move quickly. And the few enemies that do are considered the biggest pains in the ass in the series. Similarly, some moves where instant hits (known as hitscan), so you at least knew that, the moment you hit the fire button, something would get damaged.
And neither of these appear to be true, with the exception of swords, in Endcycle Vs. Spreadshots? Slowish projectiles. Cannons? Slowish projectiles. The “Rush” Sword is, in fact, a leisurely dodge. And grenade and trap type weapons both have a specific range, and are, generally speaking, slow. Meanwhile, enemies fast. Can you perhaps see the problem here?
Now, less a problem and more “Something different, to maybe get used to” is the fact that, instead of getting a new “hand” of chips once you’ve used the last, you have three sets of four chips, each with cooldowns, and you can switch between chips with the space key, and use one of those four chips with the arrow keys. Okay, cool. But what this, generally speaking, means is that you’re either waiting on a cooldown, or rapidly switching between ability sets. Now, you can set everything to attack chips, if you really want, but it’s good to have some sort of healing, some sort of defence, and some sort of area or panel grab chip, which makes neutral panels yours, or enemy patterns neutral. Because you can only move on neutral or your panels, so without those, you can get hemmed in.
Aesthetically, it’s alright. The music is good, light, but pumping beats for combat, a synth theme, various other tunes, all inspired by… Well, its inspiration. The spritework’s alright, the menus have a consistent font, and my main gripe is that it’s hard to parse cooldowns when you’re concentrating more on the enemy’s position rather than, y’know, you. Where the icons and their cooldown shaders are.
Overall, it’s very obviously designed for the Pro E-Sports crowd, balanced around people who are twitchier, more timing aware, and fine with longish matches because they’re darting around so damn much. But that definitely isn’t for me, and I don’t particularly see it being appealing to more than a niche crowd within the niche that is people who like this sort of battle game overall, and the people who, like me, loved a game boy advance series from way back when.
There are other games like this in my future. And so, I don’t actually have all that much interest in coming back to this.
The Mad Welshman lives in the cyberworld. He has to admit, it’s a somewhat dull place. You get used to those rushing neon comets quite quickly.
Source: Cashmoneys
Price: £7.19
Where To Get It: Steam
I admit it: Normally, I am not a fan of Tower Defence. It’s just a personal preference, and I’ve only enjoyed a few games in the genre. So for me to say Dungeon Origins is okay? It might be more than that for you. Who knows. Let’s get into it.
The story idea is actually a pretty fun one: A hero has cleansed the land of the great evils, and the kingdom is at peace. Well, right up until the moment where the King makes the extremely unwise decision of trying to kill said hero, who has defeated great evils, because he’s too dangerous to let live.
Kind of a self-fulfilling prophecy, as said hero then resolves to create a great and evil dungeon, with which to punish the kingdom. And what results can basically be summed up as “Dungeon management tower defense.” With a tutorial that… Isn’t great. Basically, plonk down paths, making sure you have a nice twisty path with the space available to you (because, at the beginning, it ain’t much), traps, monsters (mostly monsters, as traps are less reliable), and, when you’re ready, go for the next wave! Every 10 or so waves, a boss spawns… And, of course, the more waves you get through, the tougher the obstacles on the way.
And here is where it’s alright instead of good. See, while it has some cool ideas, its implementation, even as a score attack type deal where you see how many days you last is… Not great. Monsters, for the most part, are fine. Learning how to mix monsters, like a tough melee type in front of weaker, ranged monsters, is a must, and, if worst comes to worst, the dungeon core itself can attack intruders who’ve reached it, with monsters respawning after each wave… That’s fine. But paths and tile placement is… Awkward. Mainly because you are encouraged to get certain dungeon features, which, in addition to costing… A lot, will also cost a tile worth of gold, an increasing cost, and those features will completely block that tile. Traps not being able to be placed with monsters? That’s more reasonable. But special rooms take up more of the economy than they claim to, and what they claim to is an arm and a leg for wherever they’re recommended.
There’s also a skill tree, which, again, is fine… But traps deserve another mention, because the earliest trap (indeed, the only trap I was able to unlock on the first run) has… a 10% chance of going off. Which, not going to lie, feels a little ridiculous. The idea is that, if it goes off, it does a significant chunk of damage… But it also does sod all to thieves, who will steal the hardest resource to get in the game: Gold.
Mana gems are, it’s true, the rarest, but regular raids will provide you with a pretty consistent supply, whereas gold… Gold drops in relatively piddling amounts unless you’re going big with the raids (potentially disastrous, because raids cost your most common… And most used resource, Souls.) Spells… Exist, but have long cooldowns for what is, at first, not a great effect. Perhaps a scaling cooldown might have worked better there, but a single use, and then a several day cooldown is not great. (Hero assaults occur once a turn, which is a day, and raids for magic gems and gold take several days, a minimum of 2.)
Aesthetically, it’s alright. Lo-fi pixelwork, some chunky sounds, a relatively clear UX… But I found myself hemming and hawwing over this one, because while it was entertaining and a little interesting at first, the power creep of the heroes compared to the growth of me and my dungeon felt uncomfortable. So… If you want a Tower Defence game with RPG elements, then… Maybe?
The Mad Welshman has a dungeon. It’s where he reviews from. Quite nice, considering…
Source: Review Copy
Price: £16.99
Where To Get It: Steam
Previous Reviews: Early Access
It is the far future. And you’ve got a job ahead of you, commander. Because you’re the head of a private agency (not a corporation, honestly, really!) who has been tasked with dealing with the criminal influence of four cacklingly evil corporations, on behalf of the government. In sector 451 of the city of Conglomerate, and yes, they did call it that. So… It’s cyber, but not punk. Still.
So yes, this is one of those step based RPGs (first person, move a tile at a time, moving costs time but turning or looking around doesn’t, effectively turn based), with random loot, random enemy placement, a pool of maps, a research tree… It seems like a lot, but what it boils down to is: You do missions, which are usually kill a thing, kill lots of things, or find a thing. And doing these things breaks the influence of one of the four corporations who are openly criminal in the sense of drug dealing, slavery, and the like. Them’s your basics.
So… Last time I reviewed this, I said it was mostly solid, pretty promising, with a few things that needed work. That opinion has, apart from the whole “It’s released” thing, not really changed all that much. Because it still has issues. It’s just that they’re now mostly in terms of writing and accessiblity, rather than one of the two minigames being tedious as hell (the hacking has changed to be something a little more quickfire than “Click on some text when you see it”), and the money part of the game’s economy not being great (unlocking the in-mission benefits like “Can always ambush enemies if they don’t see you” costs money now. Which I’m fine with.) Not changed, however, is the fact that the bigass gun which looks like it can chew a room to shreds has a range of… 9 meters.
Now… Even if you have white writing, folks, it’s going to be nigh illegible with a moving background, or something of even roughly the same value. That’s an accessibility issue, for which there is no option to fix. Dark red health on a dark brown background? That’s hard to read, so… Colourblindness issue, no option to fix. These are both two examples of how the game could work on its accessibility (a third being UX/Text scaling.) And then… The writing/barks. I’m not expecting Great American Novel, folks. What I do expect, however, is not to be very tired of the AI’s yakking two minutes into a mission. Yes, I get she was built by bad people to help you do bad things to bad people. I got that in the first two voicelines about how gleeful she gets about murder.
What I’m less fond of is references, without a hint of self awareness. Ah yes, my training mission was a “Kobayashi Maru” type. Mmmhm. Why yes, AI, we did come, we did see, we did kick its ass… But both of these references are almost as old as I am. And no, there is no option to turn off these barks, which… Sorry, developers, they’re not well written, and in one case (SPU chips, which add a little to stats), it doesn’t even make sense. Copper and some wires, but maybe it will be useful? I… AI? Have you been trained? At all?
So, in terms of aesthetics, it’s alright. There’s some good enemy designs, the world maps are interesting and aptly get the feel across, the sound isn’t bad, and the visuals for attacks are kinda cool in places. In terms of gameplay, it’s a little grindy, but otherwise, I’m actually down for a limited set of map layouts, partly because you know vaguely what to expect. Improvements have been made in some areas… It’s still got jank, but… I’d still recommend it somewhat for fans of step-based RPGs, because it ain’t bad.
But it could definitely work on its accessibility.
The Mad Welshman would offer their services as a dystopia writing consultant, but… Well, not much point.
Source: Cashmoneys
Price: £27.99
Where To Get It: Steam
Ah, the games that try to give us the Pokemon experience on PC. The hunting of cute creatures, the training of cute creatures, the, er… Well, let’s skip over one of those points to the charm of gym leaders, the worlds, and the cartoonishly villainous antagonists. Yeah… And Temtem, in Early Access right now, is one of those, and is also… An MMO.
That’s right, a massively multiplayer game, in which you can, at times, interact with other trainers. Suffice to say, I am an internet hermit, so I shall most likely end up talking about that on the next Early Access review. For now, though, let’s talk about interesting differences, nice touches, aesthetics, and, of course, how it feels to play.
Pretty much from the beginning, there were interesting things that quickly became apparent. Now, before we talk about that, the way it usually goes for the new folks: You are a monster tamer, catching monsters in some form of digital storage (cards, in this case) after weakening them enough, and using them to fight other trainers, most of whom will pick a fight with you first. The wild temtem only exist in bodies of water and tall grasses, for the most part, and, once a fight begins, you engage in a turn based battle, which is where the first differences crop up.
Some things stay the same. Your Temtem all have types, and those types are strong against one or more types… And weak against others. But here’s an important difference: Once you run out of stamina, the resource each Temtem has for using moves, it’s not “Oh heck, that move’s useless now.” No, you can do one of two things, both of which have different risks. You can rest that Temtem for a turn, which means you’re losing out on damage, but get stamina back… Or you can still use the move, but take the overflow of stamina loss to your hit points, then have to rest a turn. If you have healing items, and that move makes a win that turn likely, odds are high that one’s going to bring you the higher reward.
Even better, once you have a Temtem caught and registered in your codex, the game will colour code the target ring around the Temtem a bright green (for super-effective), or a dark red (for weak.) Value differences, people: They make a lot of difference. It’s by no means the only set of changes, which make for a more streamlined, nuanced experience, but it’s definitely one you notice straight away. Finally on the interesting and positive differences front, there is Temtem Essence, effectively, a full party heal and revive that can be used once, until you return to the nearest healing station. Cool.
Aesthetically, the game is cartoonish in nature, with cel shaded 3D models, nice, orchestral style music (I do love the cheery violin number you first hear when travelling the first route), and the writing… Well, from the moment you look at the Fire starter, and you hear the professor mention he won that starter in a pub brawl, you know the writing’s going to be a little more mature, and I appreciate this step. So… There’s a fair amount to like. What’s not so hot?
Okay, it’s only a few things so far, and I’m sure that, later in Early access, the devs will handle some of them. Balance wise, the first area is a little tough, and I had to rush back to the healing console a few times before I got to the first town, because some of the trainer fights (for example, the fight where there’s a level 11… I already forget the name, but it’s a bigass piranha.) are somewhat tough. Not unbeatable, for sure, but there’s some you’re definitely not coming out of without a Temtem being knocked out. Which neatly leads into another minor niggle… Unless you’re talking to everybody, you may not realise which of the three consoles you come across are the healing one, the storage one, or the vendor. It’s not a big problem, as experimentation quickly shows which is which (it’s the left one for healing), but it is an annoyance. But, on the other hand, it’s a definite improvement that there’s no unskippable speech, and the animation for healing is pretty quick. Very nice quality of life thing, right there.
Finally, the things that are interesting, but whether they please is to taste. Firstly, that some Temtem start without offensive moves when they’re caught. That one usually resolves itself relatively quickly, but in your first area, levelling up requires them to be in a fight to get experience, for at least one round. And secondly, that evolution levels are not “This level, full stop”, but “This many levels after the level you caught it at.” Personally, I found it an interesting touch that doesn’t overly affect my experience, but others may get turned off, so that has to be mentioned. There is also the fact that any one Temtem only has a limited number of breedings in them, and, when bred, the child has the lower breeding limit of the two parents. That one can, potentially sting.
Anyway, overall, I’ve had a pleasant time so far, now that the rush of the first few days has gone down. It has quite a few quality of life features (more than I could explain in my usual review size), interesting mechanical changes from its spiritual inspiration, a nice aesthetic, and, of course, playing with your friends. I can appreciate this a fair bit.
The Mad Welshman is a hermit, it’s true. But in his time in the mountains, he learned well the art of swearing at a monster-capturing device to make it work better. A valuable skill.