100 Ft Robot Golf (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam, Humble Store

100 Ft Robot Golf is not so much a golf game with giant stompy robots, as a giant stompy robot game with golf. It’s a relaxing experience, even if it’s not quite the one you might expect.

But is it a good game? It’s an okay game. More importantly, it’s a fairly relaxing game, and I’m 100% down for that. So let’s talk about some things.

Like I said… it’s *relaxing*

Let’s start with how the mechanics interact in ways that seem counter to conventional wisdom. Yes, you have special weapons. But odds are high you’re not going to be affecting the other players with them. No, your weapons are best for blowing up buildings that are in your way, and thus clearing up a shot that otherwise would have slowed you down. There is no turn taking, and it’s effectively a race to the finish line, but if you’re even halfway good at golf games, quickly lining up swings should be no problem, even with the fact that each type of mech has a different system that effectively amounts to “How accurate was this shot?” And dickery such as the Kuvo maneuver, where you block the ball with your giant metal body, is perfectly acceptable so long as you have the skill to pull it off.

So the game isn’t complicated, and it isn’t as bloodthirsty as you’d think. Similarly, the story is a lighthearted riffing on the silliest parts of 90s anime: Max and Vahnija, one of whom is a failed golfing host (Because Robot Golf blew up the moon), and one of whom now owns Robot Golfing (despite not being that good a Robot Golfer) organise a new tournament, bringing talent both old and new, while they have… A NEFARIOUS PLAN, AHAHAHAAAA (Ehehehehee!)! Meanwhile, the NGDL , led by Panzato and Dando, are finally ready to enact… Project C. Project C are good dogs, yes they are, they’re such good dogs, gooood dogs. It’s dumb, it’s deliberately hammy, and it somehow still makes a sort of sense despite being deliberately written how 90s anime is often perceived (A mess of threads that somehow clash together for a BIG FINISH.)

See? They’re good dogs. And one of them is *Welsh* ! <3

The thing is, I could go on for a very long time about things like the visual design (Slightly janky, but charming), the sound design and voicework that went into this game (Deliberately, as before, aimed at that 90s Anime aesthetic, while also being aimed at parodying how golf commentary struggles to be exciting), and how little touches like how even the quickplay versus mode has little anime style “LAST EPISODE” blurbs add that touch more charm, but in the end, you’re either going to love it or hate it. The campaign takes something like 3 or 4 hours to complete (true ending and all), and, after that, it’s unlocking skins, playing with friends, and maybe replaying for the plot, and you know what?

I am A-okay with that. You might not be, and I respect that. But 100 Ft Robot Golf, to me, is a relaxing, relatively nonviolent time despite, y’know, explosions and buildings being destroyed, and it has a charm that I can’t help but like.

Even the customisation has some small charm to it. Remember, Support Esports!

Also, y’know, they’re good dogs, Dante. They’re good dogs, Danforth.

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EVERSPACE (Early Access Review)

Source: Birthday Prezzie
Price: £22.99
Where To Get It: Steam, Official Page
Version Reviewed: 0.3 (March 7th, 2017)
Other Reviews: Release

Good spaceflight games are, even in these days where they’re coming back, few and far between. But Everspace, god help me, has definitely grabbed my attention in a big way, because even though it’s only at 0.3 (0.4 coming soon), it’s already quite polished, and had me whooping like a schoolchild at how enjoyable it was to die, again and again and again.

The game has missions, every now and again. I can tell the mission giver is not a hoopy frood, because he doesn’t know where his towel is.

Yes, you heard me right. It was, and is enjoyable, even in losing. But let’s get into it. Everspace is the 3D equivalent of something like FTL, a procedurally generated universe made of sectors, themselves made of small, junk filled arenas where a series of pilots (played by you), attempt to get to their destination while being chased by the Okkar empire, a reptilian people, being hounded by outlaws, trying to find the resources (Especially fuel, which is needed for Jumps between subsectors) you need to survive, while also being nagged by perhaps the most British AI I have yet to encounter.

Interestingly, all of these pilots are named differently, but sound the same… And I honestly don’t mind. It… Works, somehow. I wish I could tell you how. In any case, the game is very polished for a 0.3 release, with some great soundwork, music that gets the blood pumping, a solid UI, and some nice, chunky ship designs, from the tri-foil Outlaw fighters, to the Okkar Corvette that I encountered in Sector 3 (So far, the furthest I’ve gotten in something like 30 runs.) Every time you die, the money earned goes towards levelling up abilities, chance of good drops, better equipment, and… Different ships.

It’s somewhat difficult, for obvious reasons, to grab footage of a fight as it’s happening. Thankfully, the game’s Action Pause Camera allows me to wow you anyway.

I’m not going to say better ships, because I’ve been learning that lesson the hard way with the Gunship. Oh, it’s meaty, alright. The Medium Explorer has a shield, a pulse laser, and a gatling gun (With the option to increase damage for a period of time), but, while the Gunship has armour (Reducing damage taken overall), a Gatling Turret, Combat Drones out of the box, and the highly satisfying Flak Cannon (Mangle an Okkar Fighter in just a couple of shots once its shields are down! Mine an asteroid or crystal node with one shot!), it also has… No shields, and its shield damaging weapon is the highly erratic and energy intensive Fusion Cannon (Which I try to replace with my dependable buddy the Pulse Laser as soon as humanly possible.) It’s also slower, and harder to turn. So, while, with the Explorer, it’s entirely possible to get through an encounter undamaged, the Gunship is very much in the “Damage race” end of things, especially as most of its weaponry is close range (Sub 1Km)

Considering I have to get 10 thousand credits in a single run to buy the Scout, I can’t really tell you what the Light option is like right now (Although I most definitely will before release), but I can tell you that each ship has its own upgrade tree, with a player tree for things like better maps (GOOD), Better retrieval of the wreck of your last run (Providing, of course, you can find it), extra equipment choices, and, of course, more cash, better repairs, more fuel… And while yes, there’s a limited amount of things you can encounter, the later sectors have bigger and badder things (Such as the Link Drone Ship, invincible until you destroy the swarming little beggars it produces… Periodically.) and, of course, the game isn’t finished, so more things are being promised.

Even as is, though, the game is high octane in its combat, darkly relaxing in between, with a lot of its potential already shining through.

Pictured: The first time I took the Gunship out for a spin. I underestimated my opponents, and I paid the price for not understanding how my ship worked. LET’S DO IT AGAIN!

Oh, and it has an action-pause cam from the menu, allowing you to hit escape at the right moment, go to the cam, and capture your ship either wrecking… Or getting wrecked. I’d like to be able to take pics from more than just the players’ perspective (I mean, if it’s my Gunship getting owned, maybe I’d like to take it from the perspective of my killer, or some random drone that still has a good angle?), but right now? That’s my only niggle with this game. It’s built around multiple runs, and so far, it’s doing a very good job of sucking me into one more run.

The Mad Welshman grinned as he heard the DING of target lock. What was causing all these ships of the same model to come by? Oh, no matter, they always had good loot!

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Diluvion (Review)

Source: Cashmoneys
Price: £14.99 (£18.99 for Fleet Edition)
Where To Get It: Humble StoreGOGSteam

The sea is a harsh mistress. She is also, in Diluvion, a strangely empty one. Unless you count pirate ships, of which there are plenty.

Thankfully, at this range, it’s almost impossible to miss. The day is mine!

Let’s step back a bit: Diluvion is a submarine adventurey simulation type thing, in which you pick one of three ships, eventually upgrading to better ones that can go deeper, picking up crew and having adventures as you go.

There’s just one problem: It’s not very intuitive, and it doesn’t feel all that rewarding. It is, without doubt, pretty. When you find an ice block, several times bigger than your sub, or an abandoned research station surrounded by mines, you can’t help but wonder at the stories. But, even with the landmarks, those stories are mostly one liners, and most of what you’ll be seeing, even if you work out how to efficiently use the faster currents to get around, is murky dankness, filled with the bacteria and dead flesh of the ocean, the marine snow.

Not the shiniest landmark. But still an *impressive* landmark, considering…

The main thing that comes to mind with Diluvion is that yes, it’s a fairly open world, but it’s an open world without a whole lot to do. The first main quest (Upgrading the sub) is effectively an extended fetch quest, asking you to find scrap (Which is the easiest, being common, and ammunition for your main guns aside), reinforced plates (Seemingly only found in a minefield, because this is a post-apocalypse), engine parts (Seemingly, again, only found in certain areas), some blackberries (God knows how they’re grown, but I’ve also found Ferns and Daisies, so… Good job?), and a morse radio (Again, found… Somewhere. Somewhere I haven’t been yet.) Meanwhile, most of what this entails is docking with abandoned research stations, Loot Spheres (No, really, that’s what they’re called), pirate ships you’ve attacked, hunting around a hand drawn 2d representation of the thing you docked with for chests, and looting the buggers. Occasionally, there will be a crew member to hire (Including, weirdly, in the pirate ships you cripple with your scrap cannons), a trader, or an event hidden behind a door, itself gated by whether you have a crew member (Who you will potentially lose) and a crowbar (Which you will definitely lose, regardless.)

Again, these… Just blend into each other, to be honest, the majority not even being noticeable, let alone memorable. Crazed crewman to calm down was the most common one I saw, along with “There is a loot chest here, but it’s dangerous to get, maybe a crewman will help!” Meanwhile, Lady with Party Hat seems to get about a lot faster than I do, being seen in multiple places, at multiple times, sometimes even in the same building. Sometimes she’ll be running a bed and breakfast. Sometimes, she’s got absolutely nothing to say. Sometimes she’s a crafter of charms, which, due to the strange world, actually have an effect. But she is Lady with Party Hat, and unfortunately, you can tell me no different.

Good Heavens, they’re *multiplying* o.O

There is an over-arching story to this, by the way, something about a treasure, with everything unknown but its rough location (Very Deep Underwater), that apparently will make Everything Alright… But, for all that there are excellent ship designs, and the buildings are interesting, the sameness of a lot of the ones you encounter dulls the overall experience. It’s interesting, in its way, how a first quest can really mess up an experience. There are interesting things to find, and I’ve mentioned a few (Another would be the Angry Captain. Poor feller’s driven himself into an electricity pylon, and needs to make the cash to get towed), but despite seeing these things, I’m bored, and this big ol’ fetch quest is a big part of that.

It doesn’t help that, as mentioned, it’s somewhat unintuitive, and a little bugged to boot. When entering the settings, mouse sensitivity and the window size aren’t remembered between sittings (Occasionally causing swearing as Apply resizes beyond what I was comfortable with), the crew end up being pretty numbers, and applying them is odd, combat depends upon you remembering turret position, and just because something is a landmark, doesn’t always mean its a checkpoint. To be perfectly fair, dying is not a big problem, as you can reload from the last checkpoint just fine, but switching between 2d captain mode (For talking to crew, boarding ships, etc) and the main 3d mode is annoying at best, and, even with the addition of a slowdown function to switch crew between stations in combat, frustrating at worst.

Tonnesburg is, so long as you look around, a surprisingly lovely place. You will be coming back here. A fair bit.

I can see Diluvion being perfectly fine if you go into it with the right mindset, aware of the grind and just wanting to chill out, spend some time. It does, as noted, definitely have its pretty side. There was obvious attention paid to the aesthetics, there’s obviously a world out there. But it’s not really for me. If you want a chill submarine time, then I don’t think you could go far wrong with Diluvion. But if you want something a little spicier, quicker, and a little less grindy, I definitely wouldn’t blame you.

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Subnautica (Early Access Review 2)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Early Access 1, Early Access 3, Release

Subnautica is life’s way of saying “It’s okay that Endless Ocean doesn’t have a PC port.” Even down to the occasional punctuation of chill undersea times with pants wetting terror.

How… How long was I out?

So, it is the far future. Utopia has been achieved, and nice, not animal-killing humans have spread to the stars, exploring and spreading the word of peace and love. Except where you happen to be, because your ship got exploded in orbit around a watery world, and to survive, you will have to… shudder… Eat fish. Also survive, explore the world, and perhaps find out what happened, both to the Aurora and your fellow crewmates who at least managed to escape the ship.

Ohhhh yeah… *Ohhhhhh* yeaaaahhh… The mooon is beautiful…

The first thing you’ll notice, once you begin the game, is how beautiful this alien world is. Schools of fish swim, with many different kinds, plant life abounds, and even the moon is lovingly rendered. It’s also a relaxing experience, swimming, collecting resources, and slowly, but surely, learning more of the world around you.

But then the game enters its second phase, and things become… A little more fraught. For all that this world is a beautiful one, it’s also a dangerous one, and, beyond a survival knife, the protagonist comes from a pacifist society that doesn’t really do weapons. And so, you will find things that want to kill you, and your best policy… Is avoidance. Permadeath, thankfully, is not part of this game unless you wish it to be, so being eaten by one of the more dangerous residents, or running out of oxygen, merely results in being plonked back at the nearest base you’ve built, without the things you collected since you last left (But, crucially, the blueprints you gather will still be gathered, so you can still, in a sense, progress… A nice touch!)

The Reaper Leviathan, as seen from a *relatively* safe distance. Loss count on the current save to this … Thing? 3 deaths and a SeaMoth.

I won’t pretend, however, that this isn’t annoying at times. In my current save, for example, one of the most dangerous creatures of the ocean, the Reaper Leviathan, is plonked right next to one of the richer seams of materials and blueprints, the crashed ship Aurora, and every visit so far has resulted in either death, or the very expensive loss of a minisub (the SeaMoth), and then death. But, fair traveller, this is a temporary phase, and there are other places, other ways to gain the materials you need to improve, and make this world a little safer. You can build bases, waypoints in the deep, and travel between them. You can grow fish, or farm plants, once you find the means to do so. You can create current generators, devices that can very forcefully push the more dangerous fish away from your home of choice. And when you spread your wings, able to explore in relative safety?

Crystalline forests. A strange island, seemingly the only landmass in sight. Mushroom trees, stretching almost to the surface. Swimming among the reefbacks. It’s not often I say a sandbox survival game is a beautiful, calming experience, but once you get over a few resource humps, that’s exactly what Subnautica becomes. And always, always, the mystery of the planet… Awaits. For in one of the most recent updates, the planet now has plot… And mysteeeerious ruins!

Mystery! Excitement! Danger! All of these can be found… In a videogame!

Yes, somebody has heard the Aurora’s SOS, but at the same time… Do you really want to leave, considering there are alien ruins, and teleportation technology, maybe other useful things, and maybe, just maybe, the off switch for whatever the heck blew up the Aurora? I certainly wouldn’t. For £15, the game is highly reasonable, and is only becoming more reasonable as time goes on. Check it out if you like mysteries, living under the sea, and exploration.

The Mad Welshman grinned as he looked at the alien ruins. Triangles… Why was it always triangles with these aliens?

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Endless Space 2 (Early Access Review)

Source: Cashmoneys
Price: £26.24 standard, £33.73 Digital Deluxe
Where To Get It: Steam
Other Reviews: Release

Since the inception of Amplitude in 2011 (An event I remember with some small fondness), the studio have experimented with 4X genre constraints with their Endless series of games (With a little side trip into the roguelike/tower defense genre with Dungeons of the Endless.) They’re an interesting studio, with an interesting model, and, as a result, their games are often interesting. Not always standing the test of time, but often putting new ideas into the game development community.

Political Parties, new to Endless Space 2!

Endless Space 2, so far, is shaping up to be no different in that respect. As such, it’s already a somewhat different beast to the original Endless Space, taking what they’ve learned from Endless Legend to fiddle with the space 4X formula. And the five factions currently available, a mix of the rejiggered old, and completely new, demonstrates this quite aptly.

It also demonstrates that sometimes I don’t get on with aspects of the experimentation, as the first new faction, the Vodyani, demonstrates.

In the Endless Universe (Now rebooted, in a sense, for Endless Space 2), the Vodyani are one half of the uplift philosophies of the two “Endless” precursor alien groups that have left their mark on the universe, the Virtual. Virtual beings seemingly made of flame, the Vodyani are slow burners on the game front, due to their core mechanic: Both population growth and colonisation are tied to Essence, which can either be extracted from Dust (Tying up your production queue) or from other life forms (Tying up your military and souring diplomacy pretty much everywhere they go.) They can move from system to system with their Arks (Heavily armed and armoured space Titans), and it’s only when they attach themselves to a world that they colonise it. Or, you can go with their slow as molasses population growth

Dun Dundrrrun dun du-du-du-dun DAA DAA DAA DA DA-DAAAA DA DA-DAAAA!

But when they do, unlike other races, each counter of population applies to each planet they can colonise. They’re this strange mix of strong and fragile, as I discovered when I found the Ark… Couldn’t defend against a ground invasion. Cue one lost game. One of many.

I’ve had a much better time, by contrast, with the slightly more conventional factions: The United Empire, The Sophons, and the Lumeris (I’ve never been good at playing Cravers, but they seem largely unchanged from ES1, in the sense that being penned in is the worst thing that can happen to them, and conquest is the major victory type.) Each one has a different focus (Industry with the UE, Science with the Sophons, and Dust with the Lumeris), and each faction in general has something to bring to the table. For example, the Lumeris buy their colonies, and can trade them if they so desire, while the Sophons research faster if nobody else has the tech yet, allowing their research to… Far, far outpace their industry, if you’re not careful. The main problems right now (I’m almost certain this is subject to change) is that the AI is a little timid once you’ve built up enough force, and doesn’t seem to play the Rock-Paper-Scissors game with beam, energy, and missile weapons so well… Although they’ll still kick your ass on a ground assault without the numbers on your side.

The United Empire: Now much more clearly Not Good People.

It’s entertaining, there’s no doubt about that, as the questline feature from Endless Legend is applied adroitly to each faction (For example, the UE is about the paranoid emperor trying to find and quash dissent), and the new political system, if your economy goes well, can allow for some drastic shifts in focus, although I often find, due to my playstyle and the fact that war empowers them, that the Militarist party is most often in power regardless of faction, although minor races having their own political affiliation helps. The UI is simple and clean, the battle mode has some clarifications and upgrades (Although not full ship control, which I know turns some folks off) …

… But right now, even though I’m finding it fun a fair amount of the time, it’s also oddly frustrating in portions. When a game goes badly, it goes horrifically, depressingly wrong, but when it goes well? I find myself running out of things to do, to build, and so, by about turn 100 on a good game, I’m finding myself hitting the End Turn button twice, once to try, and once to confirm that yes, I’m not building anything in those five or so core systems because my industry has outpaced my research, or there’s nothing that I particularly need at this point. Your mileage, obviously, may vary there. Something that may get fixed before release is that the battles seem to calculate slower as the game goes on, and this can become a bit annoying, and, as the final screenshot shows, some of the faction colours may be a problem for colourblind folks to read.

Still, the writing of the game so far is pleasant, if somewhat stereotypical in places (Space Shark Mafia are quite literally a Mafia, Crime Families and all, for example), the art and ship designs are gorgeous, the music is calming for the most part, and the rebooted universe of the Endless still, somehow, feels fresh.

I just wish I really understood how the Vodyani played, even if I love Sciencing the crap out of people as the Sophons.

The Sophons know, like all good space-dorks, that Science Is A Verb. 8D

The Mad Welshman fully understands the Sophons’ joy. I mean, there’s nothing quite like writing your name on the moon with a giant death laser, is there?

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