Source: Cashmoneys Price: £10.29 (Artbook £3.99, Soundtrack £7.19) Where To Get It: Steam, Itch.IO
It is 2020. Elves, dwarves, orcs, fairies, demons… They all live in this alternate world… And they all have everyday lives. And they’ve got the same happinesses (mostly), the same drama (mostly), and the same problems (sorta mostly) as we do. And Coffee Talk, through the medium of a late night coffee shop, explores those lives in its fictional setting.
I’m loving some of the little things. The joking between a vampire
and a werewolf about werewolves using BDSM as a method for calming
themselves during a fury (myth, in the setting. Some werewolves can
calm themselves with sex, but for obvious risk reasons, they stick to
vanilla.) The little things that remain the same, like people who’ve
been there before giving advice to those going through troubles
(Yeah, really is best not to leave issues unresolved, because yeah,
they fester. Ain’t good for anyone. Wise advice, cop in a computer
game.)
And, here’s the thing: Even though there’s wider story, a wider world
out there, it’s these little stories, these slices of people’s lives,
that are important. And I can only talk about so many, not only for
space reasons, but spoiler reasons too. But I do want to mention that
there’s one point that directly engages with the concept of fantasy
allegories of racism, with a writer in this world pointing out that
yes, there are different species to be racist about, but that
wouldn’t mean that racism as a concept wouldn’t exist if there are
only humans. And, of course, we know it to be true.
Now, mechanically, it’s very simple: Brew the drinks the customers
want, or brew specific ones. There’s a pretty robust save function,
and while, unfortunately, there isn’t a multiple save system, you can
go back to previous days, and there are three profiles to play
with… And the writing’s good enough that I’m reasonably sure you’ll
have an okay time playing through. But also, as a free hint,
be aware that the order of the ingredients is as important as
the type of the ingredients. I learned that the hard way, and several
saves and loads, my first time playing. I wanted to make sure I got a
specific drink right, you see. And that, basically, is the mechanics:
Make the kind of drinks you’d make in a coffee shop, what the
customers want, and the story will progress. Make the wrong kinds of
drinks, and you may just find other things, maybe good, maybe bad,
will happen.
But of course, a visual novel, for that’s basically what it is,
stands on its writing (It’s good, if you hadn’t got that from my two
paragraphs of gushing), and its aesthetics. And its aesthetics, the
pixel art of the various characters, their designs, the simple and
clear UX (the menu is a little small, but not tiny. Just a
little small), and the chill beats really sell the atmosphere
of a warm, welcoming place where people can talk to the mysterious
barista, each other, and be… Be themselves.
I like Coffee Talk. And I’d recommend it. There’s not really anything more to say.
Except that no, I will never screenshot my attempts at latte art.
Source: Review Copy Price: £32.99 for the base game, £9.17 total for the soundtrack and “time-savers” Where To Get It: Steam
Azur Lane is one hell of a phenomenon. It was, originally a mobile shmup gacha type deal that persists to this day. Gacha, by the way, means random drops, like the toy ball machines you sometimes see in cinemas and arcades, which are called Gacha Machines.
But over the years, it’s gotten an anime, several manga, a fan following that make doujin and headcanon, expanding on the world… And the developers, basing their shipgirls, or kansen (women who’ve been given magical girl powers from rebuilt battleships to fight an alien threat called the Sirens… Or to use that alien threat’s technology to be evil) on the battles and cruisers, destroyers, battleships and carriers of World War 2, even down to a plotline in the main game that closely matches that of World War 2.
It’s interesting stuff, and, prior to the release of this game, a
friend encouraged me to try out the original. So here I am, reviewing
a 3D, third person character shmup with players switching between
shipgirls of various abilities to achieve three goals for S rank: All
player ships survive. Bosses killed. And to do that in 2 minutes or
under.
And it’s honestly pretty nice! Very talky, and with a game loop
that’s a somewhat acquired taste, but the writing is good, and each
character shows their development, from Shimakaze, the protagonist of
story mode, a cute, but naïve shipgirl just coming into her own, to
Amagi, the sadistic, dominant, and extremely thirsty cruiser who was
the villain of the early arc of Azur Lane, along with her adoptive
“sister”, Kaga, who is a much more quiet character who merely
appreciates the art of battle… And is a grumpy dork. There’s even a
particularly humorous section in Chapter 4 of the game, where one of
the bigger bads, the Siren “Purifier”, attempts to fight the main
character, with a big, dramatic build up… And then all of that, the
dramatic music, the stormy clouds, the evil laughter and dramatic
monologue… All fall down as she’s told Shimakaze is in the middle
of a friendly match with another character.
“…What.” I laughed, just as I laughed at several moments up
until then.
Mechanically, while the main loop of “Sit through a ton of events,
have some two to five minute battles, maybe grind some earlier
battles to make sure you S rank, collect loot boxes, then do it some
more” may turn folks off, the battles themselves do have their
interesting parts. As with the original mobile game, there are up to
three frontliners, and three support ships, which provide abilities,
covering fire, that sort of thing. But you can switch between the
characters, and when you do… The character you were using heals, a
subtle encouragement to switch characters to use their special
abilities (such as Shimakaze’s speed boost), their lock on attacks,
and their own weaponry, with strengths and weaknesses. My one crit so
far is that while moving forward to the next objective is clearly
marked with a green arrow, it could sometimes be simpler, mission
wise, if the enemies just… Spawned in, rather than wasting time.
Maybe a personal preference thing.
Meanwhile, the keyboard is not recommended for this one, as there are
directional controls, camera controls, two attacks, two specials, a
dodge… That’s tough to keybind well, and I had trouble before I
went to controller to carry on playing.
Aesthetically, Azur Lane in general has been known for its music, and
it’s no different here, with some good tunage, solid sound and voice
work, and the visual novel/overworld map elements are well done. The
UX is pretty clear, and, while the 3D isn’t top notch, it’s still
pretty good, and I do like the water, unrealistic though it may be. I
dunno, maybe it’s because it adds a touch of stylisation.
So, overall, I enjoy Azur Lane: Crosswave. It’s definitely one fans of the original should check out, and, if you like these sorts of genres, there’s going to be an element of the game, at least, that will be enjoyable to you. It knows what niche it’s aiming for, and it lands it, and… Well, I appreciate a well written game!
The Mad Welshman curses the day his friend got him to Azur Lane. It’s killed his productivity…
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.
Source: Cashmoneys Price: £7.19 Where To Get It: Steam
This is, honestly, the first time a metroidvania has bewildered me. Not confused. Not a dislike. Just a sort of mild “Wha- What’s going on?” Part of that is that it throws you into the storyline quite quickly. Part of that is that it’s a colourful assault on the senses at times, especially during boss time… And partly… It’s confusing, and doesn’t currently tutorialise well.
So yes, this is the story of Piko, a Piko Piko hammer (A plastic
whack-a-mole mallet with rubber ends) wielding girl and her fox
friend, both students at the Blacksmith Academy, where… Oh no, the
Great Blacksmith Hammer has been stolen, the school is in ruins, and
Teacher has been framed! Piko and her friend must beat the
everloving crap out of people, mostly fellow students, until they can
get to the bottom of this!
No, really, that’s the premise behind this indie metroidvania type
deal. You are a girl with a surprisingly whallopy plastic hammer, who
goes around hammering things, and using her special abilities, to go
from boss fight to boss fight, solving hammer and ability based
puzzles, and gaining powerups along the way, in their quest to…
Basically, find out what’s going on. And it’s here where we get into
“Shows promise, needs work” territory. Let’s start with the
visual.
On the plus side, it has a windowed mode, the UX is pretty clear, it
looks pretty, and only a few enemies are hard to distinguish from the
backdrop (mostly the leafy enemies.) On the downside, windowed
mode is a little glitchy on the highest windowed resolution it has,
not actually resizing the display, and, if you want over 1440 width,
you might as well go full screen (or 760 and some change, if you want
your window not to be 760 and some change with lots of blackspace.)
The sound design is nice, some nice chunky noises, and a fair few
cute ones too, and, if you expected character design to be cutesy
with a side order of “The hell?” in the case of some of the
bosses (Like the german third grader transfer student in a tank),
then you’re doing well. Similarly, the maps have enough interest, and
locations of interest, to be able to lead you around.
Now, here’s where it gets annoying. The keyboard layout is, in and of itself, not bad. But it’s not signposted. So you won’t know without experimenting that jumping, then holding down and jump, will do a very useful move: A slam. You’d think it would be, for example, down and X (attack on the keyboard), but… No. It’s jump, and, in midair, whether you double jumped or not, down and jump. It wasn’t until a second run through that I even noticed Piko had a jumping special attack on C, because C normally results in your partner throwing a drill.
Oh, and down and C is a slide, which I also didn’t know about. Perhaps you can see why this might be a problem. Options? Not really. Is the hammer slam useful? Yes. But this leads into another thing… The hammer slam is, inarguably, one of your best tools for stunning bosses, letting you get free hits in. It’s also a bitch to land. So… It’s somewhat obtuse, requires experimentation with the controls, and some of its more useful skills, while you have them early on, are hard to use.
Does that make it a bad game? No. Once I got into the swing of things, I beat a few bosses, explored quite a bit, had a lot of fun, and, as mentioned, beat the everloving crap out of lots of cutesy things with my hammer. I even explored the world quite a bit, although there doesn’t appear to be much of a reason to visit many areas (maybe I haven’t gotten far enough.) But it does make it exactly what it is: A work in progress, an Early Access game with some “Mileage May Vary” warning in there. If you’re looking for another pixel metroidvania fix, and don’t mind the game being a work in progress, it’s worth a shot. Otherwise, wait.
The Mad Welshman also has a hammer, but it is not a Piko Piko. It’s a rather large Lucerne, for henchfolk who displease him.
Source: Cashmoneys Price: £34.99 Where To Get It: Steam
Digimon, Digital Monsters, only certain ranks of Digimon are the Champions, as it turns out, doesn’t quite have the same ring to it. But that’s besides the point, we’re reviewing one I missed, because the budget’s never great: Digimon Stories – Cyber Sleuth, Complete Edition. Bit of a mouthful, but I appreciate that it is. Even down to the “Timesaver” bonus content. Whuff.
So
yes, the general idea: It’s the future of our world, virtual reality
that doesn’t make you motion sick (or need to move physically) is a
thing, people quite literally “go on the internet”, and cyber
crime still exists… Except using Digimon, which humanity, as a
whole, seems to be unaware are actually living beings, albeit in
digital form. And two protagonists, along with their friends and
mentors, discover Great Events in the offing, as they gain the
friendship of Digimon, and the Digital World and the Human World
entwine and bleed into each other all the more.
It’s dramatic stuff, and I appreciate how the main plot’s kept me coming back, what with corrupt corporate businessfolks I love to hate (Well, no, I just hate, to be honest), Digimon of various personalities, such as one that simply wants friends, but goes about it in precisely the wrong way (and other, darker individuals), and, of course, friends, characters, their own stories. Nice. It’s also aesthetically pleasing, mostly, with a mostly clear UX. We’ll get into that mostly in a moment. But how does it play?
Well,
beyond the basics, which are a little more involved than Pokemon (You
have two sets of types to consider: Vaccine/Virus/Data/Free,
and element types. And yes, both of them factor into damage,
so if you have precisely the wrong matchup, prepare to have that
Digimon knocked out very quickly indeed), the devil’s in the
details of which story you’re playing in the game: The Hacker’s
Memories, or Cyber Sleuth. The Hacker’s Memories involves different
kinds of battles, and seemingly no use for the Mirror Dungeon part of
the DigiLab (where you do various things starting with Digi- to
Digimon, such as Digivolution, the changing of a Digimon into a
different Digimon, or back to give a little more of a level benefit.
A thing that’s required for certain kinds of digivolutions.)
Meanwhile, Cyber Sleuth has more of a real world map. But both
involve… Look, I would be here for a very long time if I were
talking about mechanical differences, and the Digivolution process,
so let’s talk about how it feels… And the negatives of the game.
Positive wise, we shall leave it so far as “Mostly good aesthetics,
mostly good UX, a fair bit of depth and complexity, without being
overwhelming, and puzzle areas that didn’t make me want to
tear my hair out at the roots.
Feel
wise, I’m feeling myself drawn into the story and its characters,
enjoying the boss battles, and finding the world interesting. It
dripfeeds the lore, only as it needs to, and, for the most part,
doesn’t go “Hey, did you know about ‘World thing?’” unless it’s
genuinely something the character wouldn’t know, or is unclear about.
Good! The random battles… Exist. Maybe I’m overlevelled a lot of
the time, maybe it’s just that way once you get any sort of decent
team, but it’s only either when I’m in a new area, or am just
starting out that I don’t seem to be one-shotting Digimon that
I’m not weak against. So… The random battles feel a little like
busywork as a result, especially due to the digicapture system (yes,
a lot of things being with digi- . Deal with it.)
See,
you have to beat up a certain number of Digimon of a species to get
enough data to hatch one yourself. And then more data, up to
200%, to make sure your Digimon is the best of its kind it can be.
This can be eight fights with a digimon of a type (25%-30% each.) It
can be ten. And it can be 14 fights. I haven’t found anything below
15% Data from each fight yet, but… Yeah, getting Digimon can be a
grind. And some, you have to either feed in the Digifarm a lot, or
have along with you in fights, to raise their CAMaraderie to the
level you need. Rare Digimon can take a silly number of levels, plus
special items to make, but… That’s rare ones, I’m okay with that.
What
I’m less fine with is the type-match colouring when you select an
enemy to hit, which is Red (Good damage, but not necessarilygreat damage, because, as you recall, there are two
sets of type matchup.) which is fine… White for normal, which is
fine… And blue for bad, or, more accurately speaking… Cyan
for bad. These last two colours are very close together, to
the point where even a fair few folks who aren’t colourblind
can’t tell them apart, so… Bit shit, that. And no, there is no
colourblindness option. At all.
Equally,
there are two minor niggles. The dungeon animations, or animations
where your group is both running and bigger than 2, get weird,
because the monsters can easily get caught up on you (stilling their
animations, although it doesn’t restrict their movement), and are
always pointed toward you when they’re running, which looks
janky as hell. It’s not a dealbreaker, and nor is the fact that audio
options don’t seem to take effect (or can even be set) until you
start a game or continue it (the first time you play, you set them,
and can change them in game.)
Overall, I’ve had a fairly good time with Digimon Stories, and it’s probably one of the games I’ll actually new game+ , in my large backlog. As a monster collecting game, it’s solidly designed overall, its story is drawing me in, and, apart from these problems, I’m having fun, and would recommend it to other fans of RPGs, especially those who are into the monster collecting gig.
I’ve appreciated having two months in a row where I’ve had nice monster collecting games. Now if only I had the free time to play them…