TERRORHYTHM (Early Access Review)

Source: Review Copy
Price: £15.49
Where To Get It: Steam
Version: 0.2.0

What is it with fun-hating dictators? So often in a game, a dictator comes to power, and the first thing they do is ban something fun, like music, or skateboarding, or dabbing and twerking…

…Okay, I have yet to encounter those last two, but I’m sure it’ll come up someday. In any case, in TERRORHYTHM, the thing that’s been banned is music. So, in true video-game revolutionary fashion, not only are we going to defy the endless hordes of the Not-Actually-Great Leader, we’re going to do it with rhythmic beatdowns!

Oh dear. Yep, this doesn’t look good for our rhythmically pounding hero…

The basic idea is that, from left and right, enemies will stream, sometimes big, sometimes small, and you have to fight them to the rhythm. Left and right does basic attacks, down expands your area of influence (as do certain weapons taken from enemies for a limited period of time), and up charges a move where you smack multiple enemies in a direction at once (useful for when they’re grouped up, too close to attack one at a time.) Of course, where the depth comes in is that different enemies change that basic game plan, and you have to adapt. Some enemies (and small groups) can only be beaten up safely with the charged attack, some require multiple attacks, and others cannot be attacked with the charged move. And those are but a few examples.

Suffice to say, the main obstacle to enjoying TERRORHYTHM right now is its difficulty. Although adjustable to some extent, it’s taking me about three or four tries to clear early levels, and, of course, it’s a score attack game, so I’m reminded, every level, that I’m not doing so hot. Still, it’s got its charm, as the base tracks are threatening, pulsing EDM (lots of saw, lots of bass), the aesthetic is similarly hard edged, and enemy types are clear to see as they stream in.

The Tron style Chakram allows you to attack at any range… For a limited time.

In essence, it’s a promising start, and being able to use your own music in the game is a definite plus (I tried it to CoLD SToRAGE’s “Canada” , and died horribly every time), its base gameplay loop works just fine, but it’s quite tough, even after some early balancing. Still, it’s early days yet, and I look forward to seeing what comes next.

No, really… Somebody’s going to end up making a game where a dictator bans twerking. One day…

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Angels Fall First (Early Access Review)

Source: Cashmoneys
Price: £13.37 (No, really. Soundtrack £4)
Where To Get It: Steam
Version: Update 18

Flying through space in a giant brick with guns, with fighters swarming around me is, perhaps, one of the more powerful moments I have. Yes, the giant space brick (A Heimdall Lineship) steers like a cow, and it’s somewhat hard to see exactly what I’m aiming at, but that’s not really mattering too much, because all of my guns are firing, enemy ships are dying, and, in my own small, confused way, I’m contributing to the capture of the Ixion space station.

On the one hand, this thing steers like a brick with strings. On the other, goodness me, it makes things explode!

This is just one moment of Angels Fall First’s gameplay… In a 64 player botmatch. Well, 63, minus me. And it feels good.

A quick catch-up: Angels Fall First is a science fiction multiplayer team shooter, along the lines of a Battlefront, Battlefield, or COD, with space and ground based missions, a bewildering variety of builds, weapons, and vehicles, and locales, that essentially boil down to either taking an objective, destroying an objective, or defending an objective, supporting both multiplayer and solo, bot driven play.

Aesthetic wise, it looks good. Chaotic, but good. Everything has a chunky style that gives at least some idea of what people are using (I can tell, for example, a sniper by the long barrel as they run, or a heavy by the fact that their armour is bigger and chunkier), and the music is properly pounding and theatrical, changing as the battle comes to triumph… or disaster. Elements of the UI are somewhat confusing (The radar in the lower left, for example), and, sadly, the game’s loadout function isn’t as helpful or informative as it maybe could be, but being able to save your own custom loadouts for later use, working them out in botplay, then using them in multiplayer does help somewhat.

Yup, that sure is a thing I’m seeing… an LAV and a Mech fighting side by side, while infantry like me scream and hide.

So, it looks pretty good. It feels pretty good. It’s got its flaws, mostly to do with informing the player what their loadout does and what it’s good for. How’s the AI play?

Well, the AI is very objective focused. What this means in practical terms is that, on the one hand, defending in Incursion mode (where the attacking party has dropships that can be destroyed, but the defending party can’t regain any objectives they lose) is a tough proposition… But on the other hand, the AI is so mission focused that a player can, if they survive long enough to get to the dropships, do some serious, unregenerated damage, perhaps destroying a dropship in a single life. That’s highly chancy early on, when the enemy is pretty much streaming from a single LZ (so your chances of getting to the dropships are low), but once I got to the dropships… Well, the ship defends itself, but the AI infantry tended to only take potshots before heading off to their designated objective from the dropship. So that needs a little bit of work.

I don’t mind this *so* much… After all, I still feel like a badass for doing it. I just probably wouldn’t be able to against human players. XP

Still, for a small team, this is a big game, with customisation options out the wazoo, a variety of weaponry (and the weight of your loadout does matter), and a bunch of ships and maps. Even in Early Access, even with things it needs to iron out, this gets a thumbs up from one of the more multiplayer averse reviewers out there.

The Mad Welshman hasn’t really favoured multiplayer since Bad Company 2. That should give some idea…

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Q.U.B.E. 2 (Review)

Source: Cashmoneys
Price: £19.99 (£4.99 soundtrack. Season pass £9.99 , no DLC yet)
Where To Get It: Steam

QUBE was an interesting puzzle game, a silent, minimalist world, implying something big in its sterile, subtly disordered cubic world, a something that was clarified in its director’s cut (That the Cube was big, headed for Earth, and possibly about to do not nice things. Best be the spanner in the works humans are so good at being, then!)

One of the moments of beauty in QUBE 2. There’s a few of these.

QUBE 2? QUBE 2 improves upon the first in many ways. The general formula is the same: You have a suit, which has the power to affect certain squares of the cubic world, which, for most of the game, is one of one type of block (in Jump-pad, Extend-O-Block, and Cube Drop varieties) , and you use these powers to get around, reroute power in a cubic world, and explore two mysteries.

Why are you, Dr. Amelia Cross, here, in this alien, cubic world?

And what connection does this have to do with the massive cube that maybe threatened Earth last time?

Hrm… Kinda wavering now on whether we were right to blow up that first qube. For multiple reasons…

Unfortunately, explaining it in as minimalist and tight a fashion as the puzzles doesn’t really get across how enjoyable this game is. Yes, three powers. Yes, cubes. But none of that covers, for example, how threatening the world of QUBE 2 starts becoming, as it awakens, and, itself, starts to answer your questions. It doesn’t cover how aesthetically pretty it is, or how there’s a really good colour-blindness accessibility option. It doesn’t cover how the puzzles expand over time, but always iterating in such a way that you can usually see the solution just by stepping back and taking a look. Nothing here feels like a difficulty cliff, just short spikes before the eureka moment hits, and you get that sweet, sweet, puzzle solved endorphin rush. Nice, this goes here, I sit here, and I can switch between these thanks to the cubes I can throw here, and here… And bam, the door is opened, more interesting story awaits!

The long and short of it is: If you like first person puzzlers, QUBE 2 is not only good, it’s an improvement on the original in every way. Unlike the first game, I’m not annoyed at the ball puzzles, or feeling discomfited (at first. It grew on me) by the minimalist style of the game. Well worth a look.

Ahhh… Block C goes on Block B, Insert Person DAC, lift via Tab U. Nice!

One of those times there’s nothing really bad to say. A nice end to the month.

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Assault Gunners HD (Review)

Source: Review Copy
Price: £7.19 (With extra pack, £9.29. Extra pack £3.99)
Where To Get It: Steam

Assault Gunners HD is a game with problems. And it’s perhaps unfortunate that these problems are so pervasive. Still, let’s back up a bit and talk about what the game is.

The laser is a frankly silly weapon when it comes to crowd control. And there’s always a crowd…

Assault Gunners was originally a PS Vita download-only title, reminiscent in both story (Self replicating robots gone bad on a colony) and feel of Armoured Core (Well, it tries. We’ll get to that.) And now, it’s come to Steam, in a HD edition that… Well, doesn’t exactly impress.

On the one hand, the game does some things better than some of its ported brethren. Actual sound, graphics, and keybinding options. Playable keybinds, so no, controller isn’t mandatory with this one. The mechs and enemies look alright, and the music and sound, while a little generic at times, similarly, are alright. Finally, with the exception of one menu element not being terribly clear, subtitles not happening in cutscenes, and the in-mission subtitles being in the top right (IE – where you’d rarely look), the UI and menus are relatively clear. Cluttered, but clear.

But these are, unfortunately, small potatoes compared to things that don’t go so well. There is little sense of impact, even with the missiles, which, in a missile heavy map, are going to obscure your vision, there’s so many smoke trails. You fire at a thing, it goes boom and dies. That’s it. I had originally intended to say the game is slow as hell, but no, that’s just the first body/legs. Once you get, for example, the BUNNY armour, boosting becomes fine, movement becomes fairly good, and with better legs, it gets better. But, funnily enough, this segues well into the next big problem with Assault Gunners HD… Balance.

Pictured: Slapping a ton of good stuff on, consequence free.

…Or, more accurately, lack thereof. By the time I had gotten to the first big enemy, rather than the hordes of small, not very smart, and weak enemies that give it more of a musou feel than that of an Armored Core game, I already had a Laser V (Best I’ve seen so far), level 5 in all the types of armours I know of, the best horizontal missile rack, stamina boost… I had a lot of good things, and, unlike Armoured Core, where its inspiration obviously comes from, there’s no disincentive (beyond the pickup magnet powerup) against just slamming all of them in and calling it a day. Oh no, its a grasshopper me- oh, it died before it managed to complete an entire loop of shooting? Oh, well, we’ll just be sad about the gunships we sent in as backup you obviously didn’t need, then.

So, before I’d reached 8 of the 20 missions in the base game (With a further 15 as DLC), I felt like a little tin god. Tin, because I never felt like it was earned, or even much of a decision. Fuck it, bunny armour and the best guns of their type on everyone! Extra target locks, extra health, shield regen, extra armour of all types, go wild, folks! And, since the mechs are used in every game mode (Edited in the Hangar menu), this then applied to the game’s wave based score attack mode, Inferno. Where scores of geometrically placed enemies died in droves to the fact that geometric placement is great for a piercing weapon, and I let myself die on Wave 18 because I felt the previous 17 waves had provided little entertainment or challenge.

This is *some* missiles. In a missile bot heavy map? This becomes “Good luck seeing anything.”

And that’s Assault Gunners HD… It’s fairly accessible, but, at the same time, I found myself having a relatively easy time, even on hard difficulty, and it had failed to entertain. Which is a shame, because there’s the kernel of a good idea here, and god knows, I wouldn’t mind an Armoured Core style game on PC, considering the lack of Armoured Core on PC, but this, for me, just wasn’t it.

The Mad Welshman consoles himself with a ride through some giant stompy robot games of the past.

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Into The Breach (Review)

Source: Review Copy
Price: £11.39 (£16.18 w/Soundtrack, £4.79 for Soundtrack)
Where To Get It: Steam

Minor paraphrasing aside, Into the Breach sums up, in its own title, how I’ve felt while reviewing it. Once more, unto the breach, dear friends! ONCE! MORE! I’m less enthused about the part where I close up the walls with the English dead, but that’s mainly because I don’t have all that many to close the walls with, and I’m pretty sure most of my mech pilots aren’t English to begin with…

OOPS. Welp, back to the time machine, folks!

…Still, Into the Breach is Subset games’ latest foray into their particular brand of tight, replay dependent strategy, in which three mech pilots (One of which, at any given time, is a traveller from a future where things went horribly wrong) try to hold back an insectile menace, mostly without backup. It’s turn based, and with the clever gimmick that, due to time travelling shenanigans, you already know what your enemy is going to do. Well, to a certain extent. You know what they’re shooting at (and are capable of), and you can take advantage of this to, for example, shove one of them with artillery or a punch in such a way that they actually hit their bugfriends this time around.

As such, it’s a highly tactical game with a lot of depth, which you might not realise looking at screenshots, as every mission is an 8×8 map. On its most basic level, there’s always at least as many of them as you (unless you’re super good), so simply doing damage isn’t enough. In fact, at least some of the time, you’re merely going to be concentrating on avoiding housing damage, as, with enough loss of life, that’s it, the Vek have reached critical mass, time to bug out and maybe find a timeline where you did better (taking one pilot with you.) But then, it adds layers. Pushing and pulling enemies as well as hitting them. Status effects. Synergies. Environmental considerations.

Ahhh, nothing like saving the day by setting things on fire, and then shoving things *into* fire. Or acid. Hell, just plain water does well sometimes too!

Since explaining everything would most likely be rather dull, let me focus on a team that I never thought I’d like… And yet, they consistently get closer to victory than any of my other mech groups. Heck, even their name (The Rusting Hulks) and their price to unlock (a measly 2 coins) doesn’t exactly inspire confidence. The fact that one of their units doesn’t even hurt enemies seems, at very first glance, like the waste of a unit. But this is where it gets fun. Because, you see, the other two units drop smoke. Smoke which, to them and them alone, also electrocutes enemies at the beginning of their turn, on top of what smoke normally does in this game: Stop you being able to attack if you’re in it.

This may not seem useful, but consider this: An enemy not attacking, and taking damage, is a net plus. An enemy that can’t fly shoved into water, or two enemies with 1 HP being shoved into each other with violent gravitic force is not only a plus, it’s being classy as hell. I don’t need powerful beam weaponry, giant fists, or superscience shenanigans. I have smoke and mirrors. What with the different teams each having an interesting style of play, the ability to play with random mechs, and the ability to pick and choose teams, with achievements (and thus further team unlocks) for experimenting? Now that’s what I call encouraging replay and diversity of play, friends…

It hasn’t taken me terribly long to get to the point where things have slowed down a little (A straight night of play has earned me all of the islands, most of the pilots, and some of the teams, with two almost wins) , but, even with everything unlocked, I see the potential here for me coming back. What if I have an all-shoving team? Or having to watch my collateral with highly damaging beam weaponry? Hrm. Hrrrrrrrm!

Smoke and mirrors. Okay, and riding the lightning too, but let’s not go overboard here!
…Okay, let’s go overboard.

It helps that the music is tense, fitting, and atmospheric, the sound solid, the visual aesthetic similarly tight and consistent, and, best of all, it tutorialises fairly well, and is pretty clear. I would consider this a pretty strong purchase for strategy fans, and another fine example to add to my collection of designing clearly and tightly to goals. Props.

Burninate the towns… Burninate… Oh, wait, no, that’s the opposite of what The Mad Welshman is meant to be doing! Sorrrreeeee!

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