Subnautica (Early Access Review 3)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam
Version Played: Eye Candy Update (Dec 2017)
Other Reviews: Early Access 1, Early Access 2, Release

Subnautica, it seems, has come a long way. From just puttering around, building what the heck you want, to an involved story of survivors distinctly unprepared for the unlikely circumstances they found themselves in, trapped on a watery world with a deadly mystery, and, more specifically, of you, the sole definitely surviving survivor.

Echoes of Lost In Space here… We wanted to rescue these folks, but… Well…

Oh, it’s come a long way indeed, and, at the present time? Things are largely in the cleanup phase, with prettifications and bug fixes abound in the “Eye Candy” update. But it’s been a few updates since I last covered the game, so let’s get into the meat of it. Last time, I asked if you really want to leave this un-named blue planet, with its intriguing mysteries, fascinating, and sometimes deadly life forms, extinct aliens, and, of course, your crashed starship, which is likely going to kill large swathes of that aforementioned life if you don’t fix the reactor anytime soon.

Now? Well, very early on, you get some signs that… Perhaps not all is well. I don’t particularly want to spoil things for you, because this game comes highly recommended in the survival genre for an interesting, balanced, and well realised watery world (Itself uncommon), but… Leaving is definitely not an option until you clean up, both after yourself and the ancient, possibly extinct aliens that didn’t exactly do great things themselves.

The game is, for the most part, pretty accessible, with story being largely a choice at the present time, and you can, if you wish, just tootle around the planet, exploring without having to worry about mean ol’ food, or even, at the cost of story, oxygen. Conversely, you can ironman the game, with one life, and no oxygen warnings from your friendly computer. Survival, the default, however… Really isn’t bad. Oxygen limits exploration somewhat, but as you get further in the game, more options exist, such as mech suits, minisubs, the big Cyclops mobile base/submarine. Each survival pod you explore, each base now has little bits of voiced story, to give you more detail, and, in a couple of cases, some mild bemusement at how the heck you managed to survive when your compatriots have done things like wave thermite flares around fuel tanks, or overclock their Seaglides (No, really, both of these things happen, and the results apparently weren’t pretty.)

“Bo-Chu-Da?”
“Er, we’re here to… Turn off the generator?”
“Five a dozen, ho ho ho!”
“…How rude!”

As you might have guessed, things are close to release. And, judging by the things I’ve done, the drama I’ve encountered, and the beautiful sights along the way, I have little doubt I’ll be saying much the same thing I have during the Early Access period for Subnautica…

…If you want a survival game with an underwater twist, that’s not terribly twitchy, has an intriguing world, some beautiful sights to see and treats for your ears… Subnautica remains a good pick. I look forward to finishing up the story, and, honestly? I’ll be a little sad when I leave this blue planet. It’s been so good to me, apart from the Reaper Leviathan.

Actually, can I elect to shoot the Reaper into space and live here? That would be just dreamy. Aaah.

Perhaps unsurprisingly, crashing from high orbit hasn’t done the Aurora any favours.

The Mad Welshman would like to note that Subnautica comes out of Early Access next month. So we’ll be back to this watery world very soon. Very soon.

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Tower 57 (Review)

Source: Cashmoneys
Price: £9.29
Where To Get It: Steam

I make no bones about the fact I loved the Amiga and Atari ST (The latter more than the former, mainly due to exposure.) This was a period when pixel art was going very strong, and designs went in interesting directions, even if they didn’t always work. Nowadays, of course, pixel art is going very strong, and designs go in interesting directions, even if they don’t always work. How things have changed!

This, of course, is a nice segue into Tower 57, a game where its greatest strengths and its biggest flaws tie directly into wanting to recreate the feel of old Amiga twinstick shooters. It’s pretty obvious where its main inspiration comes from (The Chaos Engine, Bitmap Brothers, 1993) , and…

Yes, it involves a dystopia. But this, surprisingly, is a relatively light moment, and a good example of the visual storytelling in the game.

…Well, let’s get the good out the way first. Visually, the game is good, and consistently so. It’s solid, clear, and with some good visual designs in the more complex beasties and mechanical creations. Music wise, the tunes also work well, fitting, pumping, and dramatic when they need to be. The writing is mostly pretty good (Being about “Agents” sent to break up a worker’s strike, and, as it turns out, something stinks almost from the word “Go”), and, overall, it’s a solid, linear game with some of the goodies I quite liked from the Days of Yore, like secrets hidden behind walls that, since the game is a linear, curated experience, I can remember and go back to, replaying with different characters. It even has some interesting minigames in the main level hub, and the six main characters do have their differences and uses. Levels, again, are interesting, with some good setpieces.

Where it starts to fall down, though, are the bosses. The difficulty curve on the bosses varies immensely, from “Oh gods, how the hell am I going to get out of this segment without losing a life” to “Ho-hum, circle strafe and murder, circle strafe and murder.” Although one of them would probably have been a lot harder if I ditched the anti-toxin trousers you can get in the very first level. Keep those trousers.

Oh, I just *love* me fights against turrets and beefy chasing drones in a confined space! Oh wait, no, love… HATE. Yes. Hate.

The minigames, similarly, while being fun, are also somewhat necessary if you want to be upgrading as much as possible, as the amount of money is largely set, and you will, for the sake of easing your travails with some of the nastier bosses, want double healing upgrades on all three of your characters. Oh, and extra stuff on the guns, only purchasable in the hub. As to the characters…

…Well, they vary in usefulness, and follow a similar function to lives in any other game, except if the lives then changed how the character played, the usefulness of their special ability, and… For example, for the boss that’s currently proven the biggest roadblock (Unsurprisingly, pictured), I went with the Cop, the Don, and the Diplomat. The Don survived the longest in this boss battle, due to having range on his gun. But eventually, they all went down, and while I could continue from a checkpoint (with all three characters) , I didn’t particularly feel like that this time around. Maybe later. In multiplayer, of course, you have double the firepower, a second player, but regardless of whether you’re playing alone, or with a friend, you won’t be changing characters too much unless they die, due to the lack of opportunities to do so. After all, it requires a closet, or one of the characters dying, and so… You tend to forget those other characters exist, by and large.

Finally, there’s things that were added, either for flavour, humour, or just interesting mechanics, that fall flat in various ways. A red light district, complete with sex workers (One of which you can attempt to chat up. Badly.) Limb damage, temporarily losing you weapons, tools, or moving at more than a crawl, until you fork out the dough to repair them (A forced tutorial example removes your legs… And indeed, leg removal remains the most irritating of the bunch.) The tools, funnily enough, also fit into this category, being mostly forgotten because you can get by a lot of the game without them. There are barks from the main characters, but they often feel either superfluous or odd, and I could, for example, definitely do without the Cop bemoaning possible drug addiction and testing each time she picks up a health pack.

Hrm. Would it be diplomatic to mention Electric Six at this point? Probably not, but that won’t stop me *thinking* it.

I still enjoy parts of this game. The levels are mostly interesting, apart from the odd set piece that doesn’t work so well. The news, mostly, paints an interesting picture. I’ve already mentioned some other good bits. But, overall, there’s enough that falls flat, or feels like difficulty for the sake of difficulty, or “Gotcha!” that, overall, this honestly doesn’t feel like something for me.

The Mad Welshman has also changed over the years. He’s got better textures now.

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Nowhere Prophet (Early Access Review)

Source: Review Copy
Price: $19.99 First Access (With further donation options)
Where To Get It: Itch.IO
Other Reviews: Early Access 2, Release

The Scions of the Dreaming Dark surround my people. Their eldritch machines drain their blood, only to make them more violent, more willing to die for their leader. Their people may fall rapidly, but each time one falls, so do many of mine. And their leader… Their leader feeds off their hate, their rage, their death. He takes blows that would slay a normal human like rain off my jacket, shrugging, laughing.

My people are falling. We may never reach the Promised Land. And the longer this fight goes on… The harder it becomes.

Well… This is… Awkward. The combat plays *somewhat* like Hearthstone with the Momentum. But, y’know, without the monetisation. Sweet.

It’s intriguing, isn’t it, how games imply a world with mechanics. And Nowhere Prophet, by Sharkbomb Studio, does this so very well. Even for a game that currently has two areas playable.

The basic idea, storywise, is that you are a latter day Moses, except, of course, I really do mean “Latter” day, as the world has kind of gone to ruin, with some technology still being known, and used, but others, such as the satellite that crash lands near our titular Prophet, mystified and referred to in the simple terms of the day. It talks of safety, and knowledge. Isn’t that enough to make a grand journey for, and to share with others?

But here’s the thing: It’s all very well to promise a Promised Land. But how, in the end, will you lead your people? Praise knowledge? Kindness? How will you keep their hope up, when you aren’t there yet, and the journey seems so long… How will you defend them, in these hostile lands?

Hrm… Possibility of painful death, or Possibility of painfu… New followers? Sold!

While it’s not perfect, the game has this: How do you return hope? Well, the birth of a child can happen, that helps. But mostly, you’re passing round shinies, in the hope that it will distract them. It sounds cynical as hell, but it can’t be denied that yeah, a little luxury makes a journey go faster. Lose hope, and problems arise. Similarly, food. You sort of need that to live, last I checked. And so, tough decisions are made. Do you take that nastier route because it has food, even knowing that it’s going to cost food to get the food, and that said food is probably already claimed by animals, ancient and malfunctioning robots using it as bait, bandits, or an end-times cult? Or do you take the easier route in the hope that something comes along?

Combat, similarly, has options, due to the deckbuilding system. You start with 23 followers, and the clothes on your back, and, no matter how much you want to preserve these people you promised, if you die, everybody loses. Take out the enemy leader, or make them run away. Even here, there’s decisions to be made. Do you keep a lot of weaker followers that synergise well, but might die in droves if the fight doesn’t go the way you want it to? Maybe bigger folks, buying time with your followers. Use them too harshly, and… Well, you don’t have followers anymore.

As you might tell, I like and enjoy this game. That isn’t to say it’s perfect, but what imperfections it has? Well, it’s early days. But the writing is good, the art style really sets the tone for each faction, and my main criticisms right now can be fixed with time. Basically… More. A little more music, to break things up. Obviously, the areas that are already coming. For some of the events with options that require 50 followers or 26 Altruism to maaaaybe not proc in the first area where I don’t see reasonable ways of achieving this? That last one, honestly, is mostly a grump, these events can happen anywhere down the line, but… Yes, I’ve had a lot of enjoyment with Nowhere Prophet so far, and foresee more, because it makes interesting choices, has a cool art style, tutorialises well, and its mechanics sync well with its narrative. So, all in all? Thumbs up.

It’s important to note that not all paths are pre-mapped. There’s nearly always a way forward, even if it’s… Uncomfortable.

The Mad Welshman is a quiet Prophet. Mostly a prophet of interesting design choices that people seem to miss. Ah well, it’s a niche.

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Stars In Shadow + Legacy DLC (Review)

Source: Review Copy
Price: £18.99 Base Game, Legacy DLC £3.99
Where To Get It: Steam

I’d missed Stars In Shadow the first time around, sadly, but, thanks to a nice, cheap DLC introducing a new race, hey, I get to review it! Isn’t that nice? Wait, a cyborg race worshipping a computer that comprises most of their planet? Even better!

Awww, wookitdawiddle religious murderbots!

So, for those who, like me, missed Stars In Shadow, the basic idea is that it’s a relatively simple, very friendly to play turn based strategy game in space, where you raise an alien species (or, y’know, humans) with differing specialities and flaws to the stars in a micro-universe. Usually, it must be said, through building lots of ships and tanks, murderising the heck out of everyone else, while researching ways to keep your economy going and build better, murderier tanks and ships.

Okay, so there’s maybe other victory conditions too, like allied victory and winning the galactic presidency… But blowing ships up is, honestly, a skill you’ll need throughout. Also it involves building your very own Dread Star, and how many can turn that down?

Because this is mainly to do with the DLC, however, let us note that the majority of my playtime has been with the Tinkers, the cybernetic race who possess the upside of not needing food, and the downside of… Well, tying up an entire planet’s resources every time they want to increase their otherwise slow to grow population. Dagnabbit, game abstractions! They also convert population by, effectively, borging them, which is a shame, because they otherwise seem like very nice theocrats who worship a planet computer.

The Herald, who, sadly, had to make bank off someone else… Who got the sweet, sweet technologies I didn’t.

Which is a sentence I never thought I’d say. In any case, even if the Legacy DLC just involved a playable faction, it would be reasonably priced, but there’s also an added NPC race (The Arda Seed, who are treefolk), and… The Herald. The Herald’s an interesting one, as he flies about the galaxy, visiting pretty much every race, and offering them a leg up, research wise, in exchange for materials. It adds a bit of much needed spice.

There’s actually a fair bit added for the price, and that’s somewhat nice, because, as is, Stars In Shadow is very streamlined. It’s friendly enough that I would certainly recommend it as an entry point into Space 4X games, and the turn based combat is pleasant, as is the ship design system, but… I freely admit I have a little trouble saying much because I’m rather used to different fare by now. Is Stars In Shadow good? Alas, not for me personally. But, as mentioned, it’s a friendly and mostly accessible entry point into the 4X genre, and games are relatively quick. A 50 star game can be finished in a couple of hours, either to victory or defeat, and when it does end in defeat, it’s usually pretty clear what you had problems with. And the Legacy DLC? Well, it adds a bit more depth, a bit more challenge, and an entirely new race to play with for a very reasonable price.

A good example of an early game mistake: Taking on space pirates with only starting weaponry. So consider this “1 turn before Bad Things Happen.”

The Mad Welshman likes robot factions. It’s one of the easier ways to his heart.

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Auto Age: Standoff (Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam

Auto Age Standoff is a game I foresee playing quite a few bot-matches with. Not because it’s a bad game, but due to the simple (and sad) fact that not every multiplayer game gets a playerbase. And, for all that Auto Age Standoff is, at the time of writing the review, a fun multiplayer game, and one with the much needed feature of playing against bots (and challenging ones too) when, say, nobody’s around to play, it is also a game that needs more players. Also, it’s a game that nails the aesthetic it’s going for.

Oh, yes. Puns. Those too.

What aesthetic is that? Saturday Morning Cartoons. Cheesy theme song? Yup. Bright and clearly cel shaded? Yup. Colour coded factions? Yup. Villain who possesses not just one name that makes you question their life choices, but two? Oh, hi, Bonecrusher who is now Dark Jaw, leader of the evil Jawlings!

So yes… In the far future, SAIGE, an AI who helped preserve the civilisations of the wastes, is being hunted by Dark Jaw, so he can RUUULE THE WORLD AHAHAHAHAAA!

Er… Sorry, villainous side showing a bit there. Anyway, she recruits a courier called Val Vega, and… Well, there’s more implied in the world, like the missing (in universe, but playable in game) S-Force, the Jawlings, and the like, but beyond the tutorial… Well, that’s your reason for fighting in arenas in bright, team colour coded vehicles. This, by the way, is the part where I get a bit sad more people aren’t playing this. Why?

Combat is quick and chaotic, but most of that is movement. Targeting is automatic at the right ranges.

Honestly, it’s fun. Vehicles each come with one special ability according to their type, such as Medium vehicles having self-repair, and Heavy vehicles coming with a ram damage booster auto-equipped, different secondary special abilities can be added (like auto-tracking turrets or drunk missiles), the handling is different enough that you feel it, but not enough to make anything but a tower feel like a brick riding on other bricks, and you can be really, really mobile.

Okay. Consider this for a second. Boosting into an enemy car. They get knocked back, you back up a sec, power forward, then… Jump and shoot them from above. Yes, these cars have jumps, boosts, and, with a good run up, can basically flip. Even if you do end up on your roof, flipping is quick and easy. So yeah, it’s pretty fluid, and the AI is fun.

Essentially, if you want something cool and multiplayer that you can play with friends, and practice with bots, Auto-Age Standoff is pretty fun. Sure, it could do with more SatAm cheese than the tutorial provides, but honestly? The developers are adding new maps with each update so far, the 8 maps currently in provide a fair amount of variety, and I’m okay with that.

Jawling Towers. On the one hand, very easy to topple. On the other, they have some *serious* weaponry.

JAWLING RECRUITMENT DRIVE.DOC [SAVE… UPLOAD COMPLETE]

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