60 Seconds Reatomized (Review)

Source: Free because I had both games on release 😛
Price: £6.99 (or £17.98 for both this and 60 Parsecs)
Where To Get It: Steam

I had, in the past, quite enjoyed 60 Parsecs, the 50s themed science fiction sequel to this game, so, when I’d heard 60 Seconds was getting a remaster of sorts, I thought: Good golly, I can have a jolly old time with a quite literal nuclear family, radiation sickness, marauders, and all!

The cat, meanwhile, lives on. It goes where it damn well pleases in this new wasteland, as it always has.

And, as I expected, I’ve been having a mostly good time with the remaster or 60 Seconds. After all, I came in with the expectation I wouldn’t survive for a long time, just build up an interesting collection of events before the family’s inevitable demise. In retrospect, I maybe should have gotten more soup. More soup is important.

RIP the nuclear family, who never had enough rich, nutritios tomato soup that claims to last for 763 years (It probably wouldn’t. But it would at least survive long enough for us to eat it.)

Shit, shit, where’s the medkit, where’s the medki- BOOOOOOOOM.

In any case, 60 seconds is a game of two parts, both of which you can play separately for practice. In the first, you’re rushing around your home, with 60 seconds to get as much as you can for your shelter, including family members, and then… The days go by. You go on expeditions, try to deal with problems, and keep your family hale and hearty, because if everyone’s too sick to go out, or dead, or starved… Well, you didn’t survive. Your eventual goal is to be rescued by the military, but, partly because events are random, and you’ll never know quite what you need for your particular run, and partly because the military is slow as heck to get things going, it is, as you might guess, unsurprisingly difficult.

Now, one thing that remains slightly jarring about 60 Seconds Reatomized is the difference in styles. For the majority of the game, it’s 2D and cartoonish, wonderfully so. But for the actual gathering of supplies, it’s 3D, and, not gonna lie, I would have enjoyed the style being consistent, as it is in 60 Parsecs, more. But I respect that they stuck with that decision, at the very least. It is, overall, aesthetically pleasing, with everything except the collection being very clear (the 3D portion is, as part of that gripe, less so), the music sticking to that 50s style, and fitting sound effects that warn you what type of event is coming, or when someone comes back, about five to ten seconds before you see it for yourself, and the writing remains amusing for many of the events.

“Where did you get them rocks, then? Basalt isn’t native to the midwest!”

If I had any other gripes, it would be that the tutorial is very slow paced, but that, honestly, is a one time thing, so it is a minor gripe. Otherwise… Well, I expected exactly what I got, considering I’d reviewed the sequel beforehand: A fun, easy to learn, but difficult to master survival game, with adjustable difficulty (always nice), and solid writing and aesthetics. If you enjoyed 60 Parsecs, and hadn’t gotten 60 Seconds, the Reatomized is a good purchase… If you don’t already have it.

The Mad Welshman would, also, probably not survive a nuclear apocalypse. His mutated bones, however, would probably have a whale of a time.

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Gato Roboto (Review)

Source: Cashmoneys
Price: £5.79
Where To Get It: Steam

Cats are glorious creatures. Ask any cat owner. Said cat owners will also confirm that they are clowns, doofuses, malevolent little gits… Cats have quite the range. And it’s gratifying to see a cat in a mech suit as the protagonist of Gato Roboto, a game which… Well, it’s very, very similar to early Metroid games, with a 1-bit art style (Pixels in black or white), and…

Kiki is cattily smug when they manage to screw attack someone.

…It’s got a speedrun timer. This is… A mixed sign, I’ve found. And lo and behold, this is borne out. A game you can complete quickly, it nonetheless has some challenges that are both mandatory… And going to annoy the hell out of the player who doesn’t know the tricks. You good at screw attack chaining, m’folk? No? Well… There’s an entire section with that. And a boss fight that seriously outstays its god-damn welcome. Which, funnily enough, is a good segue into some other problems.

Boss cutscenes skippable? No sirree. You screw up that boss, you get to hit Z through the whole damn thing all over again. And it is always Z, because keys are not rebindable. And that boss has a lotta hitpoints for a god-damn mouse in a robot suit.

Without the rapid shots powerup, this one’s as hard on the index finger (or thumb, on controller) as it is on your tolerance.

It’s a shame really, because the designs and aesthetic are a charm, and a fair amount of the actual areas are fairly well designed. The sound is good, even if the music didn’t really grab me. The animations are lovely. But the third encounter with a certain asshole who also has robot suits (plural), in particular, annoys me. Not because it has a bundle of hitpoints, although that helps. Not because it’s easy to assume it’s a screw-attack exam, rather than a dodge exam. No. Because that bundle of hitpoints is best whittled down (at first) with… An item you get, not via the usual method, but technically a “bonus” item from collecting all secret 1-bit palette changes from the first two areas, and knowing where a tight collision hitbox ends. Argh.

Including a Metroid Fusion style “You come here as a cat, no Mech Suit or actual health bar for you, Sonny Jim!

Still, once that hurdle’s over, it’s an okay Metroidvania, taking cheeky nods from the original Metroid and Metroid Fusion, keeping the progression area-linear (Essentially, you go through each area once to complete it, then again to get everything you possibly can find now the area blockages are removed.) The story isn’t bad, but yes, the game has enough annoyances that it took me a frustratingly long time to get to enjoy it.

The Mad Welshman is eternally salty that house rules and budget disallow a cat of his own. He loves them so.

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Cliff Empire (Early Access Reviews)

Source: Cashmoneys
Price: £5.99
Where To Get It: Steam
Other Reviews: Release

Right now, Cliff Empire is a frustrating experience. Not because it doesn’t have a good idea. Not because it doesn’t have a good aesthetic (futurist and clean.) No, it’s simply because its tutorial… Does not actually teach very well. Or, more accurately, it doesn’t keep up very well with how it is currently balanced.

Our latest bunch of hapless colonists.

Example: You are asked to build one matter generator. Then you’re asked to build a whole bunch of stuff that uses matter. Congratulations, your matter economy is now borked. If you, yourself, fix that, well… Did you know the power economy is, in the early game, heavily weighted toward building a lot of power surplus during the day, then disabling buildings and using batteries constructed by power surplus for the night? No? Oh. Well now you do. Some other things are more obvious, such as needing enough food and water to keep your colonist fed. But some needs are… Irritating.

Oh, yes… Premise. Earth has been blasted by radioactive war, leaving a lot of the fallout. Some folks escaped to an orbital station (which is doing just fine, by the by. Bastards), while the ones who remained, out of some weird altruism (that I don’t think those station folk are owed) built giant cliffs to rise above the radioactive fog that now covers the Earth.

Fun fact: They don’t always fill your needs. Perhaps the survivors on Earth had a sense of humour. In any case, there are three modes of play: Sandbox (currently preferred), Default (In which raiders don’t appear to come, but you have to fill those needs), and Tower Defense, which I haven’t even touched because… Come the hell on, I don’t need powering missile stations and shit on top of the hot mess that is currently “Just keeping folks alive.”

Trying to go it alone resulted in a… Marginally better life. Marginally.

Because yes, you will have trouble balancing needs. Colonists come in groups of 15 (needing Uranium to land, something you will have to trade for in the early game because you don’t know how much is in your particular cliff top), but housing comes in… 13, with the options for more if you spend the money. The money you won’t have until you build a trading station.

While we’re on the subject, let’s talk about the UI. Most of the time, the UI is just fine. But currently, the trading UI is clear as mud. It specifically wants you to enter numbers in the more than columns and less than columns as needed (Once you’ve put in a number, entering 0 for less than, or a number higher than you think you can feasibly reach for more than, is needed.) Buuuut guess how the columns, and the rows are differentiated? Answer: Not at all. It’s a big black space that, honestly, confused me for far longer than it should have.

What this doesn’t tell you: Also have enough matter creation to be able to handle that 3d printing and everything else you’re about to do…

Overall, Cliff Empire has an interesting premise (Even if I feel antipathy toward the orbital station survivors, considering their likely background), and it doesn’t need much more work, aesthetically speaking (Music is fine and calming, buildings are clear and futurist, UI… Needs some scaling options, and the aforementioned Trading UI thing.) But the balancing seems to need work, considering that nearly every building past the first few has some sort of roadblock or bottleneck associated with it.

The Mad Welshman will not allow the rich to get to the orbital stations. His knife and fork are at the ready…

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Alt Frequncies (Review)

Source: Cashmoneys
Price: £5.79
Where to Get It: Steam

Time loops. A poorly understood phenomenon, with many potential dangers. Do folks remember their time looping? Is it really ethical to kick off a time loop? Why would you kick off a time loop? And, let’s be fair here… Why Monday?

Yes, now… What was it again? (Default is down arrow)

Such is the story behind Alt Frequencies, in which a dystopian government has ensured it’s always Monday. Why? That’s… Not terribly clear. Something about controlling the masses by always having the same things to deal with? Nonetheless, a small resistance has worked out that it is, in fact, always Monday, and are asking you to fight, with the power of recording and sending radio clips.

Alt-Frequencies is, on the accessibility front, mostly good. It’s audio based, but with closed captioning and screen reading, it’s visually very clear, and so, it’s relatively easy to play: So long as you remembered your keybinds. Because it doesn’t prompt you with them. So if you, say, started the game without looking at the keybinds, well… That mandatory tutorial is suddenly a little more frustrating.

You do. And yet you flub it. So damn hard.

But where it, alas, becomes more frustrating is that it is not always very clear what has progressed things, and that, when it progresses… Well, it goes so quickly, that its plot beats don’t really land. Or end up contradicting themselves. Oh look, the journalist on the mainstream news station suddenly thinks those not affected by the memory aspect of the time loop are terrorists. Were they gotten to, since they remember the loop? Not clear. And no, it’s not really explained why the government are doing this. So…

All this, is, honestly, a shame. It’s a good idea, mixed with some good accessibility features that are baked in, and yet… It doesn’t stick the landing, and there’s not a whole lot else I can say beyond that. The voice acting varies from solid to slightly hammy, and some characters are well written (The obnoxious Talk.FM, guy, for example, is exactly as obnoxious as intended), but when the core writing isn’t so solid? Well, that makes it less enjoyable.

Silently ticks the box marked “Asshole”, moves swiftly on…

Fans of experimental idea may like this one, but, unfortunately, it bounced off me, and I can’t really recommend it.

The Mad Welshman wasn’t sure what was more infuriating about reviewing this: Avoiding heavy spoilers, or trying to list the plot threads that just suddenly cut off in his head while doing so…

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Fission Superstar X (Review)

Source: Review Copy
Price: £11.39 (£2.09 soundtrack)
Where to Get It: Steam

Ahhh, Space. There’s so much more room for plotting and cackling there. Also dogfights and heavy capital ship whaling, which… Is where Fission Superstar X comes in. With a distinct Death Road to Canada vibe, Fission Superstar X is the tale of Doctor Leopold Merkin, and his attempts to make a super-nuclear bomb… A superstar. Her name is Celine Fission, and you will enjoy her concert, fools…

Aaaaand IIIIIII-EEEEIIIII Will always bomb YOUUU-OOOOHHHHHH!

Describing how this roguelike shmup works can seem a little fusterclucky, but it’s really quite simple: You have four potential crew slots, up to two of which are filled at the beginning (For a while, it will just be your Clone Pilot and Clone Scientist, but options open up the more you play.) Each one mans a single turret quadrant (From Pilot, top, to Engineer, rear), and enemies will come at you from varying directions. Kill them before they kill you, and you’ll get a chance to train up your folks or heal in some fashion, then pick where to go next, including Recruitment (potentially better crew), Shipyards (potentially better ship stats, definitely some repairs), and special event locations of varying evil (From the relatively nice Medicaid Drones, to Comet Tails which blow you the heck about, to the Ion Storm or Minefield, which might as well be marked with “HERE BE ALMOST CERTAIN DEATH.”) You pick up money and ammo from destroyed ships where you can, and, once you beat a planet’s boss (From Pluto all the way to…???), you can choose to blow up the bomb early, earning you a new ship (and a shot of Doctor Merkin angrily wondering how it went wrong.)

This is what is known as “Hanging on through sheer bloody mindedness.” That’s me at the top, by the way.

And them’s the basics, although there’s a lot more to it than that. Armoured ships, whose only weak point is the cockpit. Minibosses, including the Doctor Leopold Police Task Force. Those terrifying saw-ships, whose only purpose is to ram into you and murder murder murder. And, of course, different weapon types. I could probably spend a long while just talking about the variety of things that can happen, and references, and joy at the pew-pew guns. So let’s just assume “It is packed full of things wot happen”, and move on.

Aesthetically, the game is pretty interesting. Cartoonish pixels, junk, gore every now and again, and a fair amount of male presenting nipples, the ships are both clear in their design, and also interesting in and of themselves. Heck, there’s visible representation of your own ship upgrades, always a nice touch, and the music is solid stuff, giving that space opera B-Movie vibe. The ships deliberately don’t control that hot until you upgrade the handling (seriously, in the case of the Big Yins), and it’s all, honestly, very fitting for what it’s aiming for (The feel of a gigantic space bomber lurching its way through space.) The difficulty progression is mostly fair (Although those sawship enemies fill me with terror the moment they’re on screen, regardless of my or my crew’s armour), and, in the case of nastier encounters, it does warn you.

“Where we’re going, we don’t need eyes. Geddit, guys? I’m Dr. Where!”

“Shut up and shoot this guy before he shoots you. Or we do…”

Feelwise, it’s meant to feel like a hectic chase across the Solar System, hounded by everyone and their dog, with you the villain, and… Yep, it nails that feel. The speed of even the slowest ships is shown in the starfield, and the feeling of trying to slide past a small battleship while it’s peppering you with missiles, wave beams, and whatever whatnots it’s throwing at you (probably while other things are also shooting at you) invokes just as much adrenaline based swearing as you’d imagine, and it’s a nice touch that you know how long the level’s going to last, as well as how much closer it gets you toward its goal.

So, overall, it does really well. What does it not do so well? Window customisation and the fact that individual runs are long. That last one’s more a taste thing than anything else (It isn’t a lunch break game, it’s something you play of an evening when you want to… Hrm, destress probably isn’t the right word… Play, I guess.) Still, overall, I like its feel, I like its guns, I like its heft… Fission Superstar X gets a vaudevillainous thumbs up, one Mad Scientist to another.

The Mad Welshman doesn’t have too much to add to this. He’s still working on writing his name on the moon. Best demonstration of ownership, writing your name on the moon with a giant laser…

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