MAIA (Early Access Review 2)

Source: Cashmoneys
Price: £17.98
Where To Get It: Steam
Version: 0.64
Other Reviews: Early Access

“Mr. Johnson, Aldis isn’t moving.”

“I say, not moving? Isn’t he perfectly fine with an 18 hour workday and sleeping on cold tile?”

“Er… I think he might be dead, Mr. Johnson.”

Well, that’s a crap work ethic!”

Pictured: A Crap Work Ethic

MAIA remains a Very British Game. What do we do when we have to concentrate on power, oxygen and food generation, and our colonists collapse? Why, we call down another one, every ten minutes, until the bally problem’s solved! Hurricanes? Oh, we’ll bunker down, we’ve done this before, and it’s not like we need all that oxygen right now. Or cooking. Or light. Twelve earthquakes in a row? Anybody dead or anything damaged? No? Well, carry on then.

It’s interesting just how dystopic it all is, from the improvements to the solar stills (Oh, we’ll just add this drug that helps keep colonists cool… Yes, it has nasty side effects if we use it too much, but naaaaah, that’d never happen!) to minor descriptions (The Body Storage, on mouse over, reveals that it is, in fact, the Snuff Box. Care for a pinch?)

But it works. There are, as you might expect from early access, still some bugs, and it’s a game that takes a while to get going, but nothing is insurmountable, and that’s nice. Yes, there will be things that seriously screw it up (If a megabeast decides your Geothermal Generator is the perfect place to scratch their back, well… Scratch one Generator), there will be obstacles, but everything has at least palliative solutions, if not always actual solutions. Air and heat, for example, are pretty quick to solve, and, even without beginning research, there are basic food solutions, you can meet your power needs (Especially if you happen to find some Geothermal vents near enough to build with), and your colonists…

Since animal-proof locks were considered surplus to budget requirements, yes, the native flora can and will invade your base. Thankfully, *nobody* is truly defenseless.

…Well, they can be helpful. You’ll quickly spot the middle manager types, because not only don’t they do much, they have this tendency of calling for meetings or wanting to suggest plans. Meanwhile, others will try to make the IMPs (Your friendly mining droids) sentient, work on improving heat insulation, offer to set your crops on fire to solve a crop infection… And some of this, among other offers they make, are legitimately helpful. They even write nice little haikus and strange ambient tunes, when they feel like it.

Despite a sometimes slow pace to the game, I legitimately enjoy MAIA. It’s got a clear aesthetic, and due to the fact that, barring something that wipes out all your colonists within a 10 minute window, you can come back from disasters, it’s also a fairly pleasant ride.

It is the far future. Space can be colonised, but nobody particularly wants to build a toilet. In spite of this, life has become good…

Welsh and villainous
I control your lives now
Dance gaily for me.

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Cogmind (Early Access Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam, Official Site
Version: Beta 3

It’s one heck of a thing, to see a robotic hive in action. A wall gets blown up, along with some hostile bots, and a small army of utility robots arrives on the scene quite quickly, to pick up parts and rubble for recycling, to rebuild the walls, and, before you know it, everything’s pristine again.

The mines, where I found a wonderful sensor that I thought would keep me safe. Oh boy, was I wrong.

Not that you’ll be spending too much time watching this, since hostile robots are also quite quick to the scene, repair is hard to come by, and, being a sentient robot that is quite fragile once all the bits it’s accumulated have blown off, you generally don’t want to be hanging around. But it is interesting to see. Such is Cogmind, the Roguelike by GridSage Games.

Now, one thing to definitely get out of the way first is that Cogmind is hard. Thankfully, there are two factors that make this game more accessible (Beyond being turn-based.) Firstly, there’s two flavours of “Easier Mode” in the options (Yes and EXTRA YES) , and secondly, the controls are fairly simple. Left clicking on things interacts with them (and is fairly context sensitive: Left clicking an enemy fires at it, for example), right clicking examines them (Useful information wise, and the ASCII art for various items is kind of cool), numpad keys moves, G gets things, and escape opens up the menu.

Core to the game is the fact that you are reliant on parts to become less vulnerable… But those parts come from other robots, and the longer you stay in one area, the more you fight or blow shit up or hack things, the bigger the response is. Leaving for another area lowers the alert a little, but you’re always a patrol or two away from death, even with high powered machinery. So… Do you try to find sensors, so you can see them before they see you? Bigger bangtubes so you can kill them before they have much of a chance to react? Smarter weaponry that lets you murder from afar? Maybe hacking tools, so you can make all these lovely, deadly creations your best friends in the whole world? All of these require different strategies, and, of course, finding the right parts. Which, generally speaking, will not be parted so easily from the robots that are currently using them. Everything else, from finding materials forges to murdering scavenger droids for anything they’ve picked up, is pretty much a gamble. And, since the parts double as your armour, getting into fights means you have to replace parts, changing your strategy on the fly.

On the one hand, I got tantalising information, and hints as to how get more. On the other, the alert level just got raised, and they know roughly where I am. Crap.

As such, the main killler of my runs so far aren’t the rare boss encounters, or the melee only Bruiser Bots… No, it’s the humble S-10 “Pest.” They’re not armed with much… They’re not tough… But they’re fast, and come in groups, outpacing even your speedily rolling exposed core. And if something can keep up with, and keep firing on, your core… Well, it’s game over, and back to the trash-heap you go.

If you can get into it, however, and get somewhere, there’s an interesting world out there. A world of robots, some sentient, some not-so-sentient, and clues as to the true nature of your core. It helps that, once you’ve got the hang of things, you can do some serious damage, and get around a fair bit. But, most often, you’ll end your runs a small, desperately rolling ball, chased and reduced to scrap, seemingly for the crime of being just that little bit different.

If you’re okay with that, then give Cogmind a go. Perhaps you’ll find more about the world than I have.

I’d managed to blow quite a few up before they got me, but, as you can see… There were a lot more coming, and I had no options left. Time to die…

The Mad Welshman sympathises with the plight of his robot overlo- er, friends. Yes, definitely friends.

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Heat Signature (Review)

Source: Cashmoneys
Price: £10.99 (£21.99 for Supporter’s Edition with extra stuff, £10.99 if you already have the game and want to upgrade)
Where To Get It: Steam

The wheels of the revolution are always oiled with the blood of the people. That may sound like a needlessly depressing start to a review of Suspicious Developments’ Heat Signature, a game about invading spaceships, but, in a very real sense, that’s what it is. Consider…

…Dying in the cold depths of space… It ain’t so bad, compared to failing the Liberation…

For all that characters have a brief, procgenned story, a reason for them to join the revolution, it’s their stuff that matters. Yep, okay, once you’ve done enough missions and earned enough intel on the ongoing interstellar war we’re trying to stop by, er… Liberating everyone with guerilla warfare… We’ll let you know how to save your sister, or steal that thing to pay off your debt, or murder the guy that sentenced your parents to death. Cool. No, you can’t will your things to others, even though we basically tell you, every one of you, that it’s basically a suicide mission, and good luck!

Essentially, while you can change characters at any time (even leaving them to die in the cold depths of space, if you so choose, as I admit I’ve occasionally done when particularly annoyed by a mission failure), what you cannot trade is their stuff. And, believe me, you’ll need some of that stuff, as certain enemy types are unkillable without either some very silly plans (Like shooting an airlock to blow them out of it, or just plain blowing up the room) or some very specific stuff in limited supply. Shields, for example, can only be dealt with by subverters and crashbeams. Turrets, at least, you can turn off if you come at them from the right direction… Shielded guys? Nope. Similarly, if you don’t have something armour piercing or explosive, you’re screwed regarding armoured guys who spot you. Those are the only truly egregious examples, but yes, some enemies just aren’t killable without either blowing up the room they’re in, or stuff.

Secondly, over time, the Revolution will tire of you. After a certain point, your liberations, your strikes against the four Mans of the game (the Foundry, the Glitch, Sovereign, and Offworld Security… Independents also exist, but don’t have a specific style, usually just denoted with “They’ve gone rogue, they won’t be running to anybody.”) won’t be as effective in liberating the stations, which provide challenge runs, possible unlockable defectors, and, of course, better stuff in the shop, be that armour piercing weaponry, rechargeable teleporters (Glitching reality in specific and interesting ways), better pod types (like the Foundry Brick, which can just ram its way into a ship rather than have to faff about with all this “Airlock” stuff), and the like. You’re not the hot new flavour of the month, Pavo, it’s maybe time to either retire or go out in the blaze of glory you deserve. After all, the end-goal of the game is to capture all four main factions’ home bases. Your “personal” mission? Even if you finish it, that will be so that you can pass on one of your things (aka, part of your stuff), to ensure it has extra nice traits for somebody, somewhere in the interwubs playing the game. Maybe even you!

Sorry buddy, nothing personal, but you have a key I need.

Similarly, you can, as a personal mission (Personal missions are always max difficulty), rescue another player’s character, giving them… Perhaps a fresh start? For a time, anyway… As noted, the Revolution cares not for Johnny-Come-Latelies, only the New Hotness.

Overall, the game is somewhat friendly to play, as, for all that it can get twitchy at moments, time slows down when you’re doing something, like lining up a shot or an item use, you can freely switch between items by pausing with no penalty I could see, and, beyond the visual designs of the ships being somewhat hard to read at first, the important parts (the guards, the keys, the captain, the timer, and boxes from which you can steal more items) are very clear. There are also clever ways of doing things, if you have the balls and the right idea… Luring or Swapping an enemy into your ship, then taking off, for example, knocks them out, letting you murder or capture them at your leisure. A Sidewinder or two, cleverly used, can teleport you in hops to the objective or the captain, as, once the captain’s down, alarms no longer trigger. You can even, if you’re ballsy and skilled, blow someone out of a window, and catch both them and yourself with your pod, remote controlled.

So, in the end, Heat Signature is a fairly well designed game. Even folks with silly equipment can, with planning (or a plan you’re not sure will work because holy crap, the first plan failed spectactularly but you aren’t dead and you have a few seconds and… Wait, it worked?), be dealt with. Nonetheless, even acknowledging this, I freely admit I don’t like Heat Signature. Not because it’s a bad game, because it isn’t.

Ships get *big* , and chock full of deadly things in the higher difficulty missions… and Personal missions are always the *deadliest*

But holy crap, do I not like being reminded of the subtext on display here.

The Mad Welshman would very much like armour piercing concussive weapons. Hopefully one day, he will find them. Or make them. It matters not.

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Oxygen Not Included (Oil Update, Early Access Review)

Source: Cashmoneys
Price: £18.99
Where To Get It: Steam
Other Reviews: Release

I can, even at this relatively early stage of Klei’s survival sim, see a few obvious things. Firstly, due to the very nature of Oxygen Not Included, I get easily frustrated. Secondly, plumbers and electricians are deities among humankind. Not a lot of this makes sense until you realise that the core element of the game is that it’s a survival management game… In a closed system. Oxygen is most definitely not included. It must be earned. And, past about day 10, this is a near constant struggle.

Yes, I get frustrated with it easily. But that definitely doesn’t mean I can’t appreciate the vision here.

When Digging Out Water-Pools Backfires Horribly, a TMW Special.

In any case, the basic idea is very simple: You start with three “Duplicants” (clones, basically), stranded mysteriously by a teleporting gate (that also, periodically, is able to “print” new Duplicants.) They start with a ration box, and a small room that has some oxygen, and from there? Well, everything. Outhouses. You need those. And sinks to clean up. Wait, now you need water to wash with. Beds. Food. Electricity to power de-oxidisers and research stations. Algae to run those de-oxidisers, and dirt and more water for research. Wait, crap, you forgot about the carbon dioxide buildup, got to put that somewhere… And the poop. And the bad water. And so it goes, on and on until you’re trying to displace all the waste heat your generators and de-oxidisers and wires and pipes are making.

It is, perhaps, the first game I’ve come across where it becomes more complicated the more established you are. Because, of course, all of these actions, from growing to laying pipes to manning fans and giant hamster wheels, take time. And sure, more people will mean more gets done, but more people also means more CO2 generated. More food eaten. And, because Duplicants have flaws like consuming more oxygen than their compatriots, having a weak bladder, farting a lot… You have to choose your Duplicants wisely, as well. Heck, everything has to be chosen wisely, and, as I’ve mentioned, the further you get, the bigger the scale of the things you have to do, to deal with the buildup of problems over time. I highly expect, by the time I get to day 50, that I’ll have to build an oxygen pump at the top of my base, running a heat dissipating pipe through several areas I don’t care about (but will have to dig through and survive), before finally pumping that good, and most importantly, cooler air near the bottom of my base. Not the exact bottom, you understand… I have to have somewhere the CO2’s going to… Oh wait, now I need to dig down. Crap.

Not Pictured: Me panicking as I realise I’m going to run out of Algae *and* Hydrogen before I can build and power a Slime to Algae Converter.

Right now, there isn’t an end-goal to the game, although there are tantalising hints and things to be discovered. Offices, isolated in the middle of this asteroid in nowhere. Vending machines, with notices not to put harmful materials in. Brains in jars, that give your Duplicants new or improved skills, providing you find them. And, of course, beasties. The simple Hatch, which can be useful for their ability to eat things and poop coal, but will also, unchecked, eat the food destined for your colonist’s bellies. The Slimepuff, which can make slime in areas of polluted oxygen… Whether you want them to or not. And, of course, germs. There’s more, obviously, but I want at least some mystery for the new player.

Overall, I look forward to seeing where Oxygen Not Included goes, because when it comes to survival games, you can’t really top this in terms of challenge without becoming deeply unfair and unfun. As it is, I can see the long-term frustration inherent to its core premise turning folks off, but I also appreciate the thought and craftsmanship that’s gone into making even surviving to 100 days plus possible without resorting to “Eh, this thing just makes the air cooler/adds oxygen/just removes a need” to this point.

MYSTERY!

The Mad Welshman is pleased to announce that Klei have entered the hallowed ranks of “These developers slightly intimidate me.” He politely asks that they not abuse this honour.

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Steamworld Dig 2 (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam

It’s not so bad, being a robot miner whose uncle left you some kick-ass robot powers strewn around the very place where he’s gone missing. Well, y’know, apart from all the times you got disassembled because you got too curious… Or found yourself further on the path toward finding your Unc than you were maybe prepared for. But, generally speaking, being a robot miner isn’t bad.

…Yes, that is a Post-Facts reference. Yes, I’m wincing just as hard as you are.

A wee backgrounder before we continue: Steamworld Dig was the story of Rusty, a mining droid who dug deep, discovered an ancient, electronic evil, and put paid to it via digging, selling ore, gaining and using special abilities from lost technology, and buying ladders just in case he screwed up and dug too far. It was an interesting game, but also a somewhat grindy one at times.

I can happily state that this sequel, while still having the digging and the exploring and the selling ore and finding whatnots, is a tighter, less grindy game. Gone are purchasing teleports, replaced with a (mostly) handy pneumatic tube system that serves as checkpoints, and an ability you can earn later on that allows you to teleport to the surface anywhere that isn’t a cave or a plot-important area. Ladders, similarly, exist in a sense, but the game relies more on the more traditional mobility powerups to speed getting around and gate progress. For example, one particularly clever segment has you using a hookshot to cross a very windy segment of desert, with the most difficult segment involving timing your walljumping to coincide with very short periods of lower wind speed, and, importantly, very little of it feels frustrating.

Here, we see the hookshot being ohgodwhywon’tthelavarobotsgoaway…

Well, except for one feature, but that’s pretty much a personal preference: I really, really don’t like bosses who are invincible for the majority of their pattern, and there are a couple of those. Nonetheless, overall, Steamworld Dig 2 trades a lot of its procgen for something that, in the context, works better… tight design. From the very first, you are taught to use your powers until they feel natural, and then asked to think of them in slightly different ways. Hookshot as means of climbing. Hookshot as means of passing an impediment. Hookshot as means of clearing nuisances. Hookshot as boss avoider. A lot of the time, while there is a difficulty curve, it’s mostly only when the game seriously changes up the formula, or introduces something you’re not prepared for that you notice that. So yeah, props on that. Anything bad?

Well… Not… Really. The game isn’t going to win any awards for writing, with most characters being both functional and one-dimensional (Here’s the cowardly greedy mayor, and his long-suffering mother. There’s the shy mechanic, surprised and pleased when you actually want to hear the tutorials or them nattering about the tech you’ve gotten. Merchant. Archaeologist. Most folks are defined by their role, more than anything else.) But beyond that, it’s a well designed action platformer with clear direction, clear visuals, and some cool powerups. Honestly, that’s all it needs to be.

See, this *looks* intimidating… But thankfully, it’s a lot more chill than it *looks*

The Mad Welshman took quite a few screenshots. And then he realised a lot of them are spoilery as heck. Consarnit.

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