GRIP (Review)

Source: Cashmoneys
Price: £24.99 (Assorted team unlock DLC totalling around £6)
Where To Get It: Steam
Other Reviews: Early Access, Early Access 2

GRIP, spiritual successor to Rollcage and future racing game about cars that work equally well (or poorly) both ways up, remains a game where when it goes well, it goes very well, and when it goes poorly, you say rude words and hit the “RESTART” button. It also remains a game where the line between the two can be quite thin. As thin as a single ramp, or some inconsiderate driver you’ve just shot with a gatling deciding to get in your way after several high caliber reminders not to.

Pictured: Poor combat-racer etiquette, as demonstrated by a robot.

You’d think they’d learn after the fifth missile for getting ahead of me in a row. But such is life in the world of GRIP. C’est la guerre, as they say.

The thing with GRIP is that, although it’s undeniably cool, it is also harder and a little less accessible than other Future Racers. Breakneck speed, combined with the ability to launch yourself into the air, combined with less than stellar track signposting and some nasty corners… This is before we get into things like the entire HUD going screwy when you’re heavily damaged, or the less than friendly multiplayer interface (and odd segregation of race types.)

Does that, necessarily, make it bad? Well, no. It’s aiming for barely controlled chaos, and it gets barely controlled chaos. It’s also one of the first future racers where I felt obligated to use the brakes. And, to its credit, it does mention the difficulty of the tracks, and it’s not joking when it says “Hard.” To take one example, the aptly named Acrophobia (A mountain track set above some deadly drops) finishes with perhaps the nastiest brake trick I’ve seen, a leap from one track to another vertically opposite, then… Ah, then, if you don’t immediately slow down, you’ll careen off the side of a 90 degree hard turn, rather than quickly braking (or at least, taking your finger off accelerate) dropping from the second track, slowed down, but able to take that sharply angled corner. That one caught me out more times than I care to count.

I can’t deny, however, that it looks *awesome* when you pull it off.

On the plus side, beyond the track design, and the usual Future Racer tricks (Such as only hitting the accelerator on “GO!” to get a boost-start… Itself mainly useful if you don’t have a conga line of racers in front to ruin said boost), difficulty can be set in a moderately granular fashion. Don’t like blowing up mid-race? GRIP feels you, and lets you turn that option off. Want packs to be more cohesive, and to never feel truly safe in a race? Rubber-banding can be turned on and off. Don’t like Blue Shells (the Hunter missile)? You can turn that off in pickups. Well, in single player and online, anyway. In Campaign, the rules are mostly set.

Speaking of weapons, the game seems to be at its best when it’s sticking to traditional models. There, any flaws in the bots seem more natural. In Arena mode, for example, I never really felt challenged by the bots, only by other players, while in Ultimate race mode (which adds a stunt and combat scoring mechanism, as well as racing points), it felt like the more cohesive the pack was, the harder the time I had racking up those points. After all, you don’t get points for fucking up and losing seven places… Speaking of… A reset remains punishing in most cases, so occasionally, there’s the frustration of a second placer knocking you off the track (or going off the track due to a moment’s inattention), and… All of a sudden, you’ve lost several places, and, if this is anything after the 2nd lap, good luck clawing your place back. Combat is nearly all frontal, with some clever exceptions like the EMP field (also known as “Punish anyone coming close”) and the time slow powerup (Which slows everyone except you… Normally quite powerful, it can, however, aid some players through the more difficult sections, which makes it a bit of a gamble. But a clever one, as some distance is always gained.)

The Hydra Missile. Poor lock-on range, situational… Still like it because it’s a swarm missile.

Overall, GRIP is something I personally enjoy, while acknowledging it’s a bit of a mixed bag. The menu accessibility varies, the track signposting is iffy, the tracks can get hard pretty quick. But the powerups are pretty balanced, the granular difficulty is a good choice, the music and visuals overall are pretty, and the feeling of big, chunky jet-propelled cars careening around their chosen track or arena is pretty good, right up until it suddenly feels a bit frustrating. Probably not best for first time future racers, but at least alright overall.

The Mad Welshman will always, when customisation options are available, go for the most garish car imaginable. It’s basically like using missiles, but for the eyes.

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MegaMan 11 (Review)

Source: Supporter Gift
Price: £24.99
Where To Get It: Steam

Yup, it’s a MegaMan game. I knew that from the moment I died for the fifth time on a single screen, and thought fondly about violence against bats… Which, in the real world, I quite like, but in videogames, they are a symbol of the purest rage and hatred.

Bats, bats, they’ll ruin your day, they’ll ruin your day and they’ll get in your way…

Which is a good segue into how I feel about MegaMan 11, an artfully designed, clever game that makes me want to throw things on even its actual “Normal” difficulty of “Casual.”

MegaMan is, in many ways, an archetypal run’n’gun platformer. You, MegaMan, the greatest creation of benevolent robotics professor Dr. Light, have to take on eight normally good robots who have been corrupted by Doctor Wily, a man who has been attempting to destroy the world since his tech proposals got turned down in college (A facet we now see in the intro to MegaMan 11.) And how do we do this? We visit eight themed stages, plus Wily’s Castle, and go through platforming and shootman challenges, fighting one or two minibosses in each stage, before taking on the bosses, whether that’s armed with their thematic weakness, or just with whatever weapons we have, which can be charged.

It’s a tight formula, with some similarly tight challenges, that, despite its artistry, contains a lot of things I just plain hate. And it seems the developers are aware of this, because there are things you can obtain that ameliorate some of the worst. Such as items that protect you, for a short time, against the horror that is the instant spikes of spikey death. There is also a pair of boots that allow you to not slip everywhere in Tundra Man’s stage. You might be able to hazard a… Sharp guess as to why I mention those two items in rapid succession. Oh, and let’s not forget our oldest “friends” , shielded turret (or Sniper Joe, which is functionally the same) where you want to jump, and FUCKING BATS.

About three seconds before Mega got exploded, and I was tempted to throw things.

The thing is, for what it is, MegaMan is, in fact, very well designed. Its stages teach you their quirks as you go along pretty easily, and they repeat their challenges just enough to keep things interesting, never outstaying their welcome. The bosses and minibosses, with one “Old Friend” exception, are well designed, their patterns pretty clear. That one exception, by the way, is the return of Yellow Devil, a boss that has never sat well with me due to its “Get up and wait” pattern. Graphically, it’s solid, musically, it’s stirring, its narrative works well, and its Dual-Gear system, allowing you to charge up either power or speed, is a clever addition.

And when it isn’t specifically set up to kill you on your first failure, I feel a sort of enjoyment. I actively enjoyed working out what I was doing with the second Bounce Man miniboss fight, or how to dodge Fuse Man’s hyper-speed attacks (It’s possible without the Speed Gear, but it really helps.) But then there are parts like the wall of fiery death in Torchman’s stage, coupled with enemies that are both largely invisible and definitely invincible, that make me want to throw things.

So, in short, MegaMan 11 is a well designed mixed bag. It tightens up its formula, makes a few new additions, but it will probably never remove that feeling of hate when something slaps you into a bottomless pit. It definitely isn’t a bad game, but… Not for me, sadly.

I would also like to note that I feel horrible about defeating BounceMan. It’s like kicking a puppy…

The Mad Welshman is very much a “Save The MegaMan” type person. Is that a GDQ donation category?

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60 Parsecs! (Review)

Source: Review Copy
Price: £10.99 (£14.38 for both this and 60 Seconds)
Where To Get It: Steam

Sometimes, even the smallest things can have long term consequences. That was the core idea behind 60 Seconds, the first game in this series, and now, in 60 Parsecs (A joke title based on a common nitpick with Star Wars Episode IV), that same question is asked… But in SPAAAACE!

DIVE DIVE DIVE! Each character has their own animation for getting the heck out of about-to-be-nuked Dodge.

It also saves a little time, because it means I can say that if you liked 60 Seconds, odds are high you’d like 60 Parsecs, because the core is the same: You have 60 seconds to pick up as much survival gear as you humanly can, from tins of soup, to crewmembers, before your alternate 50s space station gets blown up, and from there… Hopefully find and survive in space, long enough to get rescued… Or for something else to happen. It depends on both luck of the draw and your choices.

I never thought, for example, of the many potential uses of the humble sock puppet. Morale booster, sanity keeper… And apparently, very useful for dealing with aliens who want to steal my soup? Huh, better write that one down then.

One thing that immediately leaps out about the writing (for lo, writing is a lot of what you’re going to see in the game, along with the slowly changing faces of your ever more haggard crew) is that its humour rarely, if ever, punches down. It could have been a mean game, considering its subject matter, but at no point did I feel belittled or groan at a line… Mostly, in fact, I was chuckling if not outright laughing. For a game about an apocalypse, and surviving in extremely hostile (and cramped) conditions, it’s light hearted, and pulled me in. When Baby Bronco, the buff, but not very smart crew member fell in love with me, it was over positive reassurance, a reminder that he was valued. That was kiiiinda undermined by my dying of rats the next day, but it was sweet, and I appreciated its presentation. Even if I didn’t quite appreciate the whole “eaten by rats” thing.

I mean… We went together, that’s gotta count as a romantic no- No, it doesn’t, does it? Welp…

So… Writing’s good, sound’s good, art style is good (unlike 60 Seconds, which tried 3d models for the “OHCRAP GRAB THINGS” portion, 60 Parsecs has a nice, consistent style throughout, well animated and presented) … What’s not so good? Well, it’s a core thing, and, as such, this is more of a “Be warned” than a thumbs down. Not having the right item in some situations kills you. Failing certain events kills you. You will die, and sometimes it’s for the silliest of reasons (The rat thing, for example, was because I’d sent Baby Bronco out with the very item I needed to deal with the rats… The day before.)

I’d say, for the most part, the charm of the game gets around this, but it should be noted that getting to the end of either of the 60 [time units] games is hard. A lot of the enjoyment is not so much in the destinations (Of which there are multiple, some hidden), but in the journey.

Overall, I kind of like 60 Parsecs. It does the thing it does quite well, it’s got a lot of charm to it, it tutorialises fairly well, and, when I find myself even chuckling at some of the gruesome ends I and my crew have fallen prey to, I feel like, tonally, it’s hit a good mark.

“LET ME IN, EDDIE!”
“I’m sorry, I can’t quite do that, Cap’n! I have *no* idea why, and it *certainly* isn’t sinister, nosirree!”

The Mad Welshman would probably not make a good captain. I mean, both Captains and Vaudevillains often have rocking moustaches, but that’s nowhere near the amount of similarity needed…

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Deep Sky Derelicts (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam
Other Reviews: Early Access

There is something deeply cathartic about smacking things with mechanical rocketfists. It doesn’t matter that it’s turn-based, and that this rocket-fist has been carefully considered after a couple of minutes. It doesn’t even matter that this is presented as the same comic frame for this move, repeated every time I choose it. The power of a good comic frame, really… It entertains even when you’ve seen it multiple times.

This screenshot is not, technically, lying. Sometimes you can get a Double Strike with more than two attacks. Ehehehe.

Similarly, that presentation helps make Deep Sky Derelicts as fun as it is. Which, when you think about it, is quite the achievement, considering it’s effectively a turn-based dungeon crawler where you want pretty numbers to go up. Consider: What I just said, compared to “You are a trio of convicts from diverse backgrounds, in a dystopian future, tasked by the Station Manager to find an ancient mothership by hopping from hulk to hulk, solving problems and being menaced by a variety of deadly aliens, mechanoid horrors, and environmental hazards.”

Makes all the difference. As does one of its little mechanical touches: Energy. Even though it’s rarely truly threatening, thanks to various means of getting it and conserving it that are open to characters, it’s never far from your thoughts, as it goes down with each move, each combat turn, each time you want to see just that little bit further… And if it goes to 0, you all die. Because it’s your suit energy.

As mentioned, though, the energy economy in the game is quite good, so it’s mostly inattention that gets you there. No, where the game gets you is when the enemies decide to take their gloves off. Because when they do, they do it hard. Summons. Armour. Miss chances, misfires, radiation… That last one, especially, is evil, because normally, your shields regenerate, and can easily be replenished, unlike your health, which stays gone, and can only be fixed up back at home base for prices best described as “Exorbitant” (Even in the midgame, when you’re getting a lot of stuff to sell, it can hurt.) Even with a mode where you can freely load from your last save, and death of a party member is reversible, around level 5, it starts getting tough.

This is one of the “nicer” enemy groupings of Level 5. And it was only due to liberal use of stuns on the Alpha Skinks there that I got out of it only needing to leave the station and heal…

Aesthetically, it comes together quite well. Comic book stylings (complete with frames that pop in for your moves) mesh well with a solid UI, marred only by some odd control issues (Sometimes, the mouse fails to register clicks until you move it, once you’ve left an event, for example) , and equally odd choices (Scanning should be default when exploring, but it’s a part of your PDA, and so… Don’t close your PDA out of inventory, save some time and click the “Scanner” button instead.) It has some nice dark tones going on with the music, and the events that are scattered around the various hulks are varied and interesting, such as the morally grey tale of the man who wants to be an AI, or the lighter events where a giant pest can be dealt with… Well, differently to your usual solutions of “Hack it, shoot it, hack it in the swordy type sense.”

As to problems, well, apart from the aforementioned oddities, it should be noted that the game’s fast music somewhat belies its slowish pacing (and loading.) It’s turn based, and, while the hulks do have enemies, events, and later environmental hazards and traps, early on, they feel empty, and later on, you sometimes find yourself wishing they were a little more empty, as the difficulty spikes around the aforementioned level 5 mark. Thankfully, one of my other niggles is somewhat dealt with by mousing over cards (When your hand gets big enough, it’s hard to see the cards), but never entirely goes away. Otherwise, it does something a little different with a formula that’s become all too familiar, and it’s a solidly presented game in an interesting world. Worth a look.

That’s a lot of cards. Thing is, I could have *even more*

The Mad Welshman reminds you that exploring old hulks is dangerous. Old games, less so.

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DISTANCE (Review)

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

2018 continues to be a year of firsts for me saying words I never thought I’d say. In the case of Distance, spiritual successor to Nitronic Rush, those words are “Wow, I never thought I’d see a good horror game in the Future Racing genre.”

Grain, spooky thing in the distance, ambience? Yup, that’s… Waaaaaait…

And yet… Here we are. A Future Racing game involving a car that can fly, tumble, and make sharp turns without braking… Also being a game with horror stylings, unsettling the player with strange vistas of a world gone horribly wrong, shining hope transmuted to despair. Without a single human character, only a car, a road that inexplicably seems to want you dead, a teleporter, and a rogue machine… OR IS IT?

Okay, so it gets a little odd and ambiguous at times, and I’m not 100% sure I can give the game props for horror writing when I haven’t completely played through the second campaign, but moodwise, it definitely creates feelings I’d associate with horror: Uneasiness and dissociation, asking myself… What’s really going on?

It also helps that it’s a smooth game. While I would recommend controller over keyboard for Distance, if only because the control scheme is a little odd, the keyboard controls are, nonetheless, quite smooth, and I only ever felt a little put out during the quicker, more difficult segments by the aforementioned control scheme (Quickly hitting SPACE, A/D, and SHIFT in the right timings was a little bit frustrating. Only needed late in the main campaign, and I’m sure rearranging keybinds could help.)

While flying is relatively rare, the cold, deep depths of space aren’t. They’re breathtaking. Well, they would be if cars had lungs, anyway…

Aesthetically, the game is on point pretty much throughout. Good signposting, clear visuals, and a dystopian retrofuturist aesthetic that works well whether it’s ruined or not, I never felt distracted. Musically, it switches well from pumping electronic beats to more ambient, horror styled soundscapes, and the sound effects and voice work well.

So… So far, I’ve been pretty glowing about Distance. And it is a good game. It helps that it also has a track editor and Workshop support, but one thing I will say is that I don’t really feel like the campaign added a whole lot to flying before it’s taken away from you for the majority of the rest. Part of that, I get, flying is hard, and inverting the vertical controls is a bit of a shock if you aren’t prepared for it (My exact words were, as I recall “Friends don’t let friends invert on you.”), but it was somewhat disappointing to see flying under-represented. But other changes from the original formula, such as a “down” thrust (that’s “down relative to your car”) are definitely welcomed, and I did, overall, find enjoyment in doing some of the silly things you can do with your jumping, thrusting, tumbling electronic car before the end of its main campaign.

And that, honestly, is about all I can say, because the game is simple and tight, elegantly tutorialises, and is fairly accessible to boot. It’s got some interesting horror elements that feel natural, and is well worth a look from the Future Racing crowd.

Another improvement over Nitronic Rush… These spikes didn’t want to make me throw my control-device out of a window.

No, for reference, Twisted Metal doesn’t count, because it’s a Combat Racer. Small diff.

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