Defragmented (Review)

Source: Review Copy
Price: £10.99
Where To Get It: Steam

The dark future, it seems, involves pretty numbers going up. Also shooting people in the face, sometimes nauseating camera, and strange facial proportions. With Defragmented, the time comes to play a reviewer/critic’s game called “What am I deliberately ignoring?”

I love the expressions... It's just the odd facial proportions that turn me off. And yes, that probably isn't what you want to hear today, Mai.

I love the expressions… It’s just the odd facial proportions that turn me off. And yes, that probably isn’t what you want to hear today, Mai.

This is a pretty simple game, although not how it sounds. In this game, you note down what features you didn’t really need to use, and which ones you didn’t want to use, and why. Then you ask how it differed from what appears to be the intended experience. So let’s talk about the intended experience in Defragmented first.

Defragmented is meant to be a cyberpunk Hotline Miami, where death is quick, restarting is just as quick, and you’re scored on how quickly you killed your targets, how little you died, and how thoroughly you looted everything. There are, however, problems, and one of them is that it also expects you to use special RPG abilities, level up, switch inventory, and read a plot that doesn’t appear to change with your class.

Oh, did I mention there are classes, with different abilities, different starting weapons, and this… Doesn’t seem to really matter in the long run? Silly me! Yes, you shoot with left click, throw grenades with right click, open things and push things with E, hit things up close with, er… Q… And abilities on F. This would sound fine, if it weren’t for the required action time. Specifically, the moment an enemy sees you, they’re going to fill the screen with tracers, and odds are you’re going to die. Other reasons you might die include “The enemy spotted me from a long way away” , “My ability/gun didn’t do as much damage as I thought it would” , and “Something was blocking the use of my ability/gun that I didn’t quite see because it blends with the wall/floor.”

Pictured: Just some of the confusion that's going to arise. That's just one shooting. Go in the front door, and anything up to three folk will do this.

Pictured: Just some of the confusion that’s going to arise. That’s just one shooting. Go in the front door, and anything up to three folk will do this.

Why doesn’t it matter in the long run? Because most of the abilities are very, very situational, whereas a) Having a gun with bigger numbers, and b) Shooting them repeatedly before they see you nearly always works. Nearly being the operative phrase, because guns have accuracy, which means… Sometimes they won’t hit. Meanwhile, loot is procedurally generated, which… Isn’t terribly useful. Similarly, perspective camera isn’t terribly useful because it then moves around your mouse pointer, and aiming becomes somewhat different, which… Is not recommended when you have maybe half a second to kill the other person before they kill you. Or when there’s an open elevator pit in the near vicinity.

So this, in essence, is the core problem. The only thing that’s really reliable are enemy positions. Loot is procedurally generated, so you could go several levels without a decent gun, the offensive powers don’t seem to scale with the enemies, and melee is… Largely ignorable, due to a similar unreliability. Special abilities, similarly, can be decidedly iffy, to the point where relying on them is a bad idea. It’s a game I want to like, because it has some cool ideas, some interesting designs, and a moderately entertaining story in which the Via Ascensio, home of Cyber-Psychics, is trying to overthrow the Ascended Council, who are corrupt conservatives. Okay, it sounds a lot better in the game, as does the music, but… The game’s got a bit of a conflict going on between its need for twitch, and the more thoughtful end of things, and this is leading to difficulties. Perhaps if the enemies didn’t react immediately, that balance would be a little bit more in favour. But while it’s entertaining, and tuneful, I’m not a fan of either enemies who can shoot you from off screen (Mission 1-2, even with the camera changes in a recent patch), or the uncertainty that any of my plans beyond “Shoot it a lot” will actually work.

I definitely don't grudge the simple visuals, but the camera (And the neon) takes getting used to.

I definitely don’t grudge the simple visuals, but the camera (And the neon) takes getting used to.

But who knows, maybe you’ll do better than I, or see what I’m missing here. After all, for all that it’s hard as nails, and the dying in the same places can get frustrating, death doesn’t really have a consequence (You just restart the mission instantly), so it can definitely be completed. I just wish it didn’t feel like difficulty for the sake of difficulty.

The Mad Welshman can always count on Deal-EO. Powers, politics, safety… None of these things could be trusted. But Deal-EO gave him the other thing he trusted. Guns. Lots of guns.

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Master of Orion (Early Access Review)

Source: Cashmoneys
Price: £29.99
Where To Get It: Steam (NB – Comes with the original 3 Master of Orion games)
Other Reviews: Release

This isn’t really going to be an article reviewing how much game there is. It’s pretty obvious, at this point, that while the game is playable, and victories can be achieved, it’s incomplete, and there is more to come, including balancing of units and the like. This is about another important question: Do NGD and Wargaming “get” Space Opera?

The planetary environments, while the same canned anims that you'd see in the original MoO, are gorgeous.

The planetary environments, while the same canned anims that you’d see in the original MoO, are gorgeous.

Judging by the tears leaking down my face from the opening theme, with its violins, choirs, harps, and wind instruments? It’s a good starting sign. And the game is already showing heaps of promise. Let’s start with the races. So far, every race is presented fairly neutrally. Nobody is unequivocally a “good” or “bad” race, from the proud Alkari, to… Okay, maybe the Mrrshan are a little dickish, what with the “They’ll sometimes even attack their allies for the fun of it.” For those who don’t know Master of Orion’s universe (First seen in 1996 with the titular game by Microprose), there are 10 races, 6 of which are available at this point in the Early Access: The psychic, four armed scientists, the Psilons; The preening birdfolk with elite piloting skills, the Alkari; The tough Space Bears of Nature, the Bulrathi; The ruthless matriarchal catfolk with a penchant for ground combat, the Mrrshan; the reptilian, quickly colonising Sakkra Brood… Oh, and Humans, who have, in Space Opera tradition, formed a Grand Republic. Somehow.

Well, that’s why they call it Space Opera, really… Grandiose in view, and not a little implausible at times. Nonetheless, aurally, it’s an almost constant, and pleasant assault on the senses, from the sweeping orchestral score that quickens the blood and sets the mood well, from combat to colonisation, to the smooth tones of the voice actors and actresses that make the star studded cast. Most are immediately recognisable, such as Michael Dorn (Narrator), John De Lancie (President of the Republic), and Kat Cressida (Mrrshan Empress), while others take a little more work to identify, but no less enjoyment, such as Nika Futterman (Mrrshan Advisor, and, once they’re in the game, Darlok Advisor), John Kassir (The Alkari Advisor, whose squawks, shrieks, and excitement slay me with laughter.) Visually, similarly, it’s all gloss, from the tight UI design (Minimal, but stylistically fitting) to the ships (Each having their own character, and some customisation options, such as 2 model styles per class, and several preset colour schemes.)

The last thing a Space Pirate is going to see in the Early Game: The Missile Lock Indicator.

The last thing a Space Pirate is going to see in the Early Game: The Missile Lock Indicator.

It’s pretty clear it’s had a lot of cash spent on it. So how does it play? Well, it would be a disservice to say it plays exactly like the original Master of Orion, because there are definitely refinements, but many of these are subtle at the present time, and I don’t think we’ll see a whole lot of rocking the boat in terms of gameplay. It is, nonetheless, its own entity, with some changes to areas such as research (No more does every tech lock you out of something, for example), tactical combat (Which is now real time, although still, as far as I can tell, on a level plane. Also, you can get a rough estimate of how your chances are against a fleet or space creature), and pollution (Which, instead of being a Fact of Life, can now be reduced via the build menu.) There is also, because the game is still in development, a bunch of missing features (Such as Tech victories, Economic victories, four races, custom races, and miscellaneous bits and bobs like a full Volcanic Planet description) and the odd typo, but right now? The game is definitely playable, and, if you liked, say, Master of Orion 2, it’s an enjoyable play.

That isn’t to say there aren’t some things that don’t feel a little off to me. It’s important right now, for example, to make sure you hit the “Randomise seed” button for your galactic maps, unless you feel like playing the same map over and over again, some voice clips fail to play at times, and, to be brutally honest, I’m not overly fond of the Mrrshan, although their portrayal is consistent, and makes sense. No, I’m not particularly offended by Mrrshan Sideboob. I’m more annoyed that everyone else seems to be characterised more neutrally, including the Alkari, who are, as far as I recall, bigger assholes as a race. Psilons? Yeah, go out and study things! Bulrathi? Let’s Protect Nature (Any Way We Can)! Sakkra? We’re lookin’ out for our kids! Mrrshan? Yeaaahhhh, more shit to fight, fuck yes! If we don’t find anyone else, we’ll smack our allies around for the fun of it, yeaaaaahhh!

The Mrrshan have pretty ships, but are the least pretty faction, tonally.

The Mrrshan have pretty ships, but are the least pretty faction, tonally.

However, aside from these few hiccups (One of which may well just be me), it’s early days yet, and to see polish and promise this early on makes me feel fairly confident that, even if Master of Orion doesn’t break new ground, it’s already got character, it’s got atmosphere, and if it continues to improve and refine, it’s going to do well.

The Mad Welshman grinned as he stared at the holovisor. GNN had voted him “Most Dashing Tyrant” for the second year running, and… The proximity alarms blared as he scrambled to the console. “Oh no… ALKARI!”

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Tharsis (Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam

Sometimes, you have games seemingly designed to encourage us never to leave this green earth again. Games which say “Space is so stupidly dangerous, there is literally no point in going up there.” Tharsis is one such game… And I don’t really think that’s so much intention as theorycrafting over testing.

No, you weren't prepared. You weren't prepared at all, and you're going to die.

No, you weren’t prepared. You weren’t prepared at all, and you’re going to die.

Make no mistake, Tharsis is beautiful. Digital paintings abound, the Tharsis itself doesn’t look bad by any stretch of the imagination, and the UI, while not as helpful as it could be, is laid out well. The music, similarly, hits the right note, with the cutscene music’s mood of “We are fucked” and the main game’s “Okay, but let’s go down working, eh?” It fits. Which makes the game’s core problem of… Er… The core all the more heartbreaking. Essentially, while on a mission to Mars to investigate a transmission, a micrometeoroid shower blows up one of your modules, setting off a cascade of problems, and killing two of your crew, leaving you four crew, and… Well, an ever growing list of potentially lethal problems on your mission. And that, right there, is both the thematic core of the game, and its core problem.

Simply put, there is never, ever enough work to go round. I wouldn’t mind it so much if it were a case of “Welp, I missed saving the ship by one die roll, I can do better next time!”, but it never is. It’s nearly always around 4 weeks in, with an absolute mess of sudden, critical, and life threatening problems. On “Normal” difficulty. And it seems to show how little thought went into the interaction between game elements that I cannot find a single way to get myself through this block. If I somehow had seven dice (out of a maximum of six), and managed to roll every single number on those dice once (Plus a 5) and got the right piece of research, I would be able to manage one out of five critical problems that arise. But this is also assuming, firstly, that I had seven out of six dice (An impossibility), secondly, that none of those six results were Void (Removes dice), Injury (Removes a health level from a crew member), or Stasis (Locks the number rolled), and, last but not least… It would be assuming it’s only one 20 odd dice problem, instead of… Er… Up to four.

Sometimes, your end is as ignominious as this. Others, it's at least mercifully quick.

Sometimes, your end is as ignominious as this. Others, it’s at least mercifully quick.

There are things that can sort of help, but they require dice to use, and usually specific numbers. Want some food to give one of your crew more dice next turn? This requires firstly, that nothing else life threatening is distracting you (Good luck with that), and secondly, that you get… Er… At least two dice with the same number. Assuming, of course, that you have two spare dice to go around. There’s more, of course, but it all comes back to the same core problem: You simply do not have enough dice to even attempt anything but prayer. In a sense, this is fitting with the mood the game is trying to portray. You will not win this game through strategy, because the dice are the true arbiter of whether you survive a turn. On the one hand, it’s relatively quick. On the other, once you’ve won it once, there’s really not much incentive to come back, as the story, and the ship remain the same. All that changes is the crew (Four members, with most choices being unlockable through… Well, grind, basically. Did you research 800 things? Have a crew member choice!) the specific set of disasters you’re going to go through (Which come in flavours of “Will blow up bits of the ship”, “Will turn off those features you rarely use because you’re too busy stopping the ship from blowing up”, “Will take away food”, and “Will take away dice”), and the side projects, combination heal and harm decisions that might give you that edge you need… But it’s generally doubtful, and as the stress mounts, the decisions get worse, and the chance of fuckups costing heavily increases. Oh, just for reference, stress is the bar on the left of the character’s portrait. Research falls to the same problem: You do not have the dice to spare, most of the time.

Do I think it’s well designed in terms of trying to recreate a mood? Yes. Do I think anyone except the masochistic or those who explore thematic design principles will enjoy it? Jesus wept, no. Do I think it could be rebalanced to be less sadistic to appeal to a broader audience? Yes. Right now, however, it just isn’t that approachable. There’s a lot of potential clarity work to go in, there’s grind for questionable results, and this is basically a game about managing luck. Skill will usually get you 4-6 weeks in, but you’re going to need 10, and for that? RNJesus is your only real recourse. For the price it’s asking… I’m not really sure this would appeal very broadly.

There is rarely a good choice here. There is rarely a good choice *anywhere*

There is rarely a good choice here. There is rarely a good choice *anywhere*

The Mad Welshman groaned as yet another monitor sparked in an alarming way. He was six weeks from retirement, dammit, this was meant to be an easy mission, and he couldn’t even get the satisfaction of recreating that one scene from Dark Star at the rate things were going!

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Subnautica (Early Access Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Early Access 2, Early Access 3, Release

Subnautica is a game that takes a while to get going, and then GIANT SQUID happen. It’s also a game that takes a little while to learn. While Starbound does strange new worlds, and games like State of Decay do the zombie survival thing, Subnautica does Blue Planet. Ocean everywhere. And it does a good job of dissuading you of the idea this would be boring… But some things do require a little bit to learn. Thankfully, with the exception of Creative Mode, you get to enjoy the story in the manner you want, with a choice of Permadeath and Everything on, and varieties of Not-Permadeath with or without the need for food and water.

Being underwater may seem confusing in screenshots, but feels natural in game... Also beautiful.

Being underwater may seem confusing in screenshots, but feels natural in game… Also beautiful.

Funnily enough, the base Survival mode (No permadeath, but you need to obtain food and water) is the right mode for me, it seems. Because fish are assholes, and once the world opened up to me? Wow, did I suddenly feel very small… In the best way. So let’s talk progression, to give you some idea of why I like this game.

It begins with an escape pod. Yours. Your ship, a coloniser, got shot down over an ocean planet, by strange energy beams. You’re the only survivor, and you can hold your breath for 45 seconds. You’re slightly hungry, slightly thirsty, and rather irritable. So you explore this salty “paradise”, and grudgingly admit that yes, it does look beautiful. Kelp forests, caves, underwater gardens of red weed, and… Thank fuck, the fish are actually edible. One of them, the Airsack, even filters water for you if you run it through your Fabricator. Okay, that’s one worry gone. Now for building a home, because it looks like you’re going to be here a while. Titanium and Copper, it seems, can be found in limestone nodules that are thankfully easy to break apart, and the wreckage of the Aurora, your ex-ship (Which is making some worrying noises, and will explode soon, kicking off the story.) But you can’t find any silver, which you’re told is useful for all sorts of electronics, vehicles, and Lead, for a radiation proof suit (Important, because large areas are irradiated now.)

Once you get past the hump, you too can make a home away from home!

Once you get past the hump, you too can make a home away from home!

It takes you a while to realise that there are two kinds of nodule in the Kelp forests, and you have to brave Stalkers (Asshole Fish #1) to get that Sandstone, which gives you silver and gold. Luckily, building a base mostly takes Titanium and Glass, and you don’t have to build very much to make it a home away from home: Couple of solar panels (Titanium and Quartz), rooms and foundations (Titanium), maybe an observatory (Stalker Teeth and Quartz to make Enamelled Glass), and some lockers and a fabricator (Mostly titanium, some glass). Along the way, you will probably have discovered Asshole Fishes #2 and #3 (A large, carnivorous burrower and EXPLODER FISH.) But food and water are still largely not a problem. You can even completely leave the escape pod behind if you want.

But until you realise where the silver is, you aren’t getting to the really interesting stuff. And that can be a pain, some games. But once you do? Oh boy. Both the kit and the world get bigger. The Aurora is explorable. You build personal mini-subs, and probably get them blown up exploring cave networks. Jellyfish that hang out in cave networks. Massive blue and green glowing creatures that seem harmless… And Gigantic, toothy beasts. Oh god, the Gigantic… Toothy… “Squid”. Subnautica is one of the few games that can claim to have caused an underwear replacement, and my first encounter with this beastie is exactly why…

…Picture the scene. I’m trundling home in a somewhat damaged minisub (The Seamoth), and I keep hearing… Noises. Big noises. It’s dark, even for the depths I’m at, and something is on the edge of my limited vision. There are bumps. Big ones. My console starts sparking. I turn around…

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!

OHGODITLATCHEDONTOMYCOCKPITBAILBAILBAIL!

…Faced with so many teeth, I take the option of leaving my Seamoth just in time. Seemingly satisfied, the creature (Many times bigger than I am) slinks back into the darkness, leaving me to try and make my way home the slow way.

So yeah… Although the ocean in Subnautica is beautiful, and it seems, at first, like a slow game with little combat… The ocean is also deadly… It just takes a little while to make you realise that. It’s a survival game which could do with a little more help for the player, but lets you mostly play at your own pace, and I’m definitely looking forward to when it becomes a release candidate. As it is, it’s worth checking out if you like the genre or the ocean… Just be aware… The Squid Is Out There, and It Is Always Angry.

Not everything that's big is lethal. Maybe. The jury's out.

Not everything that’s big is lethal. Maybe. The jury’s out.

The Mad Welshman loves the ocean. He loves some of the… Things that dwell in it a little less.

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Duskers (Early Access Review)

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

It’s tough to be a drone operator sometimes. Especially when your equipment is less than stellar. Especially when you’re relying on them to keep you both supplied and alive. Especially when you have meaty sausage fingers like mine. “Turert… No, Turet… No… Oh, Sod.”

Red bad. Blocked door bad. That the ship stops responding to my door commands soon after? BAD.

Red bad. Blocked door bad. That the ship stops responding to my door commands soon after? BAD.

But such is the life of the average salvager in Duskers, an intriguing game by Misfits Attic (Who you may remember for devilish action puzzler A Virus Named Tom) that nonetheless makes me hate my big ol’ ham hands. Because it involves text commands. In real time.

Duskers has apparently been in Early Access since early August, and it’s relatively easy to describe: You bimble around a procedurally generated universe absolutely chock full of dead, not-so-dead, and very much alive and dangerous shipwrecks, sending little drones to try and explore, survive, and salvage, despite a variety of threats. Including the fact that you can only directly control one drone at a time, and have to do quite a few things with typed console commands.

In a way, it’s similar to Deadnaut, in that you’re never going to have the full information, you’re often under equipped, and the threats ramp up quite quickly. Thankfully, just as Deadnaut has recently added difficulty options, Duskers has them also, allowing you to turn off certain threats, such as radiation, which, as you’d guess, makes rooms basically uninhabitable, and tends to spread, or vents. If you don’t get where the threat from an open vent is, you haven’t seen or read enough horror. I like that.

Others have come before, leaving their drones to be salvaged by us. Problem is, the things that destroyed them are very often still around.

Others have come before, leaving their drones to be salvaged by us. Problem is, the things that destroyed them are very often still around.

What I’m not so sure about is the input scheme. Which is awkward, because it’s clear this is the core of the game. Without the quicker enemies, the radiation, and vents, the game is almost like a realtime puzzle. Generators only power certain parts of each ship or station you visit, doors may or may not work, and the slower threats are a case of “Spot, back away, work out how to lead them away from where you want to work.”

But, even with a useful autocomplete, you’re not always going to react quickly enough. As an example, there’s nothing that shares the ‘tu’ of turrets, so ‘tu [enter]’ is usually enough, but that “Not always” can be somewhat frustrating, rather than the challenging I think Misfits Attic are aiming for. Still, in the majority of runs I’ve had so far, I’ve at least been able to make a start on objectives the game offers, and I’m kind of impressed by other aspects of the game. For example, for something roughly 28% done, there’s that complexity from simple rules that I adore in many games. Let’s meet a few Drones and Ships, and give you some examples.

Toby is a sturdy wheeled ROV. He’s not very fast, but he can take a whalloping, and that’s not surprising, considering he’s my tow truck, for recovering ship upgrades, disabled (But not destroyed) drones, and other important features that are too big for my Gatherer to handle. But he’s by no means defenseless. See, Toby recently found a Trap module… Four anti-vehicular shaped charges with remote detonators. Well, to the victor go the spoils, said I, and he’s been a valuable member of the team ever since I worked out the blast radius of my explosive surprises. It’s a little irritating to time things properly on typing “trap boom”, then hitting enter, but I think I’ve gotten the hang of things, and Toby rarely fails.

I currently haven't needed to press 1. Yet. But the fact it's in there is slightly intimidating.

I currently haven’t needed to press 1. Yet. But the fact it’s in there is slightly intimidating.

Jane, meanwhile, is a somewhat plainer model. Her specialty is smaller material and fuel for my ship. So, she’s plain, but indispensable. Even more so now that she can detect motion in adjacent rooms. It’s not perfect, as some rooms are shielded, but she often lets me know ahead of time if something nasty’s hiding in the next room. Considering that, two games out of three, her compatriots failed to have motion sensors, I’m happy.

Finally, there’s Vinnie. Vinnie’s not tough, despite a common association of the name Vinnie with grim jawed tough folks, but he’s useful, as he’s got a portable power interface. He’s the only one who can turn generators on and off, and without Vinnie, I’d probably be in serious trouble. He got a stealth module, which means he can hide in (relatively) plain sight for enough time to get him out of danger… So long as I have the scrap to keep his stealth module in good nick.

Meanwhile, my ship, the Maria Asumpta (A grand old lady) has survived long enough to pick up a pair of modules herself. The first is a Power Rerouter, allowing me to shift which rooms and their doors are powered through linked generators. It saves a lot of time, and keeps Vinnie safer. Meanwhile, a Long Range Scanner, while almost on the verge of breakage (And deteriorating as it goes) allows me to more comprehensively scan my local area, opening up more options for travel.

You will, it's almost guaranteed, never have enough scrap to fix everything. Prioritisation is important.

You will, it’s almost guaranteed, never have enough scrap to fix everything. Prioritisation is important.

Of course, since this could be called a Roguelike, resource scarcity and degradation of equipment are a distinct problem. I need scrap to repair and upgrade… Well, pretty much everything. I need fuel to explore my surroundings, and jump-core rods to properly get around. Meanwhile, apart from the whirr of my drones’ motors, all is deadly quiet. A little too quiet, sometimes.

But it’s still early days yet, it’s definitely interesting, and if you liked Deadnaut, you should give this a go. It’s got similar replayability, a somewhat interesting premise, and the game is clearly designed around its atmosphere and aesthetic. But be aware that quick and correct typing is important for play, so you may need to tone down the difficulty if, like me, you have clumsy typing fingers.

There are two supporting videos here. The first is the Halloween update vid, with a somewhat amusing stunt Misfits Attic pulled (Real-life Duskers), and the second is one of my run-throughs of a game, showing what I can. (Part 1 , Part 2)

The Mad Welshman glared at his nemesis, the keyboard. Tiny buttons… Big fingers. He was all alone in the universe, and the only tool for survival was his command line skills.

…Needless to say, he was somewhat tense.

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