Umurangi Generation (Going Back)

Source: Cashmoneys
Price: £11.39 (Soundtrack £3.99, DLC £7.19 (good stuff), Soundtrack for DLC £3.99)
Where To Get It: Steam

Photography is one hell of a thing. Like all art, it can show beauty or ugliness. It creates feelings, and often informs. And so, Umurangi Generation is all about… Just that. In each area, get all 10 basic photos (and five bonus objectives), and get more tools to take more photos.

Your four friends. Remember, it doesn’t count as taking a photo of them if even one is left out. Who would leave a cute penguin friend out? Monsters, that’s who.

Seems simple, doesn’t it? Hahaha, it’s not. In many respects. Control wise, it is actually that simple. Hold up camera, take photos, get money, although you get more for photos with lots of objects in that have lots of colours. You can even fiddle with exposure, colour balance, and tint, if you think it looks cool. Take the photos you’re asked for, get to the red marker, always where you start (the yellow one is a sign for the postcard objective), hit E, you’re done. Do it in 10 minutes for extra kudos.

But it’s not that simple, for a couple of reasons. First, some of your objectives are out of the way, difficult to find, or outright hidden. Sometimes, you need a specific lens, which makes it tough to deal with. And, the further you go on, the further you realise these are, essentially, postcards from hell.

I needlessly tilted that one, but… Yeah, shit’s going to hell…

At first, it’s subtle. You can just about see a UN blockade in the first area. Then it becomes more obvious: The troops are here, and the world is somewhat fucked. And the folks high up? They don’t give a fuck. It’s a dystopian future, which you’re living through and documenting… Just like photojournalists covering some of the events of the modern day.

Some of it, yes, is fantastical, like the Squids, but it’s all couched in a sense of reality, however strange it may seem. The UN soldiers on break are lounging around, smoking. The people of the city are… People. And it’s all with a sense of its location, a Maori world, with their symbols and culture… And graffiti and snaps you need to take… That paint the whole, grim picture.

They may be chilling out now… But things are going to hell.

Climate change, war, the price of rampant capitalism… All seen through a camera lens. You’re just trying to get by, in a world getting closer to apocalypse, a world where the leaders desert their duty because they don’t see it as a serious problem… A world that can feel all too real.

It’s a solid, sometimes depressing, sometimes beautiful game. It engages with its subjects through its level design, and I’d highly recommend it. Well, except for folks for whom this will be too depressing.

The Mad Welshman admits he got too-real vibes. Yes, even during the bigger stuff.

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In Other Waters (Going Back)

Source: Cashmoneys
Price: £11.39 (Soundtrack £5.79, “A Study of Gliese 677Cc” (book), £7.19)
Where To Get It: Steam

Exploring alien worlds, with new life… We see it a lot in fiction. What we don’t see so often is a world that gets properly explored. Oh, those pretty plants? What’s their function, their relation to other species, how does it fit into the ecosystem, and… Is it actually healthy?

You can juuuust about see that the good Doctor’s ship has only 75% oxygen right now. Feelin’ a little pressured…

Well, this is all a consideration to an exobiologist, and indeed, In Other Waters, that would be all that you’d be worrying about outside of your own health. But the protagonists of In Other Waters have other problems. One, the human Dr. Ellery Vas, has been summoned to this world by an old… Well, their feelings are conflicted… Let’s say friend for now. Except she’s nowhere to be found, and her bases have been abandoned.

The other is you, the suspiciously advanced AI of a diving suit, and a malfunctioning suit at that. You’re her only hope. Both to survive… And to solve the riddles of Gliese 677Cc, a world where all may not be well.

Or, y’know, nature is just being nature, and you and Dr. Vas happened to stop in at a bad time. That could be it too. I’m not telling you.

Speaking of nature, once you finish studying a species, you get sweet biological drawings! Awww, isn’t this thing the cutest/

Still, what this results in? Is a minimalist game, in an undersea world which doesn’t really know you, and you don’t know it. Dr. Vas is fascinated, because, well, scientist, and she tries her best to understand the role of the various species she encounters, adding them to a rough taxonomy. Even as an expert, she isn’t sure of what’s going on, but she makes reasonable, educated guesses. And, despite the fact you can’t talk, she tries to communicate with you. After all, the friend she was looking for doesn’t look like she’s anywhere around. You’re all that’s left.

And, as such, it’s a game where you read about beauty… Yet, as a suit, it’s a sterile radar display, a UX for a robot, function, direction… You can see the movement of creatures, hear the water, the hissing of toxins clogging your rebreather, sometimes noises of the various animals and plants and fungi… But you are disconnected from it all. Just as Dr. Vas… Ellery… Is disconnected from her friend, and cannot properly communicate with you, disconnected from you in a different way.

The world as you see it. A washed out radar readout. Come to think of it, this is a bit of a nightmare colourblindness wise. Hrm.

You are all, in a sense, strangers in a strange land, alone, seeing beauty, trying to understand it… But you aren’t part of it. And the music, this UX, clean, easily understood, yet sterile, the way the world is presented… It all adds to one feeling, a feeling that’s strange for a game of exploration. Well, sort of strange. It fits well here, for example.

Loneliness. Maybe that’s just me, but it’s a lonely game, in several respects.

But here’s the thing: It wants you to explore its world. It eases you in, and each area has a sort of puzzle associated with it. How to get creatures to come out of their hidey holes. How to put others back in. How to maybe, just maybe, clear a toxic area with local plantlife just long enough to get where you need to go without Dr. Vas running out of oxygen, causing an override to your suit.

And I recommend it. I recommend its serene bleakness, the beauty you can only read about, and not experience for yourself, not fully. I recommend its story about searching for truth and piercing the veil of secrets, on several levels. It’s slow… But it’s good.

I’d like to be… Beneath the sea… In a… Sod, this doesn’t actually work. Beep boop, I can human well.

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Sublevel Zero Redux (Going Back)

Source: Cashmoneys
Price: £10.99 (Soundtrack £4.99)
Where To Get It: Steam

Wait, I never reviewed the original? Apparently I never reviewed the original. Which is rather odd, because Sublevel Zero is exactly my jam, and exactly the sort of thing I’d want to tell you about. Even if, alas, many wouldn’t be able to play it for the same reason they can’t play other 6 degrees of freedom shooters, procedurally generated or not.

OHGODHORRRRRKKKK!!!

Also particles. Lots and lots of particles.

Yes, motion sickness warning on this one, and a biggie. Moreso if you’re going to try this VR. God, even I feel a little queasy thinking about that. Now, let’s get into it.

It is the far future. Space-time is kind of fucked. But you, a space explorer, have been drawn into a mysterious space station full of killer drones, a space station which might actually hold the clues as to what broke space-time in the first place.

Oh. Yeah. Those killer drones might be a problem. Also some of the generators at the end of each level getting all murderous, presumably because they heard their siblings got wrecked.

Good thing you thought ahead and have guns and missiles, isn’t it?

That… Sounds like a normal one, honestly…

So yes, Sublevel Zero is a procedurally generated shooter, in which you fly around a station where “up” is a room to room matter of preference, you need to think in three dimensions (and keep track of enemies and hazards in those same dimensions), get to the end of each level, hopefully collecting lots of moolah and finding or crafting better weapons, engines, and armour along the way, until… The end. Individual runs are short, although they get longer the more you win, the more you unlock.

And it is a good game. The guns feel different, the unlocks are mostly reasonable, the story, as slim as it is, is slowly revealed to be a dramatic fuckup of epic proportions, and each enemy is recognisable by both shape and colour, even if, sometimes, they’re hard to spot due to mixing in with a specific biome (or deliberately and fittingly designed to be a little hard to spot until you’re too close, like the drone mines. Evil little things…)

Low Poly: Extremely my jam.

Aesthetically, it’s that low poly shit I love so much. Clean, yet with character, a UX that does the job, maybe a little workmanlike, but overall, its worst sins are some smallish text, good and responsive controls, a decent tutorial, and enjoyable, mood fitting sounds and music.

Problems? Well… In its final levels, it relies a bit too much on rooms filled with monsters, which, yes, is hectic, but sometimes, it’s just… Annoying, a packed shooting gallery for you to waste ammo on, as they’re all jostling in the corridor.

Overall, though, it’s a solid roguelike shooter in an arcade style of space combat, a ship that has 6 degrees of freedom, and it comes recommended for fans of both.

Pew pew, pew pew pew pew…

What, were you expecting The Mad Welshman to have something else to say when there’s so much that goes pew pew? Oh wait, dakkadakkadakka. And KABOOOOOM. Yup, that about covers it.

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Superliminal (Review)

Source: Review Copy
Price: £15.49 (Soundtrack £5.79)
Where To Get It: Steam

Perspective is a very funny thing. It can trick us. It can aid us, although not always in time. Looking at it differently allows us to change, or to empathise with others. But it can also damn us if we don’t change it.

How does that bear on a puzzle game in which you seem to be trapped in an Augmented Reality meant to be for your therapy? Well… Everything. Because fighting through the nightmare you find yourself in requires you to look at things a different way. Here, let me illustrate.

This was quite small before. And now it’s big. Because I decided it was big, and made it so by shifting my perspective.

Take the nearest cuboid object to you that you can lift easily. For me, it’s one of my vape juice containers. Hold it up at arms length in front of you. Looks okay, right? Now hold it in between your eyes, and, as expected, it looks bigger. Hold it end first, and, as expected, it looks longer.

So far, so expected, right? Well, the thing about Superliminal is that changing the perception of an object’s size changes its size. You have to pick something up to do it, but essentially, every puzzle is about perspective, be it looking at things from a certain angle to turn them into objects, picking something up and holding it in such a way it appears bigger to make it bigger, or smaller, understanding how perspective can trick us into thinking there’s no hole in a shadowy room, even if the room’s well lit…

From this, I conclude that the protagonist is a fan of Rage Against The Machine. What a coincidence, so am I!

Perspective. And the way the story progresses is also about perspective. Although I really can’t explain how, or why it’s connected to feelings of hopelessness, imposter syndrome, depression, anxiety… Without getting into massive spoiler territory. Hell, just saying that has spoiled something for a fair few people.

But I like it, even if some puzzles are infuriating. Apples. Ohhhh, apples have been the bane of my existence at least once. You will scream when you get one in particular. Please don’t throw things. You probably need those things you want to throw. Deep breaths… Deeeeep breaths.

Better? Good.

Because… Everything is going wrong? Okay, in the context, this is fitting to the game, but I couldn’t resist…

In any case, even though it’s a somewhat short game if you know exactly what to do, it all comes together pretty neatly in the end with an “Ah” moment (probably combined with a “You bastard” moment), its puzzles, while sometimes infuriating, are clever, and, for puzzle fans, this one comes recommended.

But that’s just my perspective. Maybe you’ll see it. Maybe you’ll have to shift your head around a bit to see it. Maybe you never will.

The Mad Welshman has to see a hero(ine)’s perspective. How else can he craft his easily escaped deathtraps so they find it easy to escape?

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Pacer (Review)

Source: Early Access Purchase
Price: £34.99
Where To Get It: Steam
Other Reviews: Early Access 1, Early Access 2, Formula Fusion Release

I can’t lie, I’m still a bit confused as to what’s happened with Pacer, formerly Formula Fusion. It was finished (I tend not to write “Review” if it’s still Early Access), then it wasn’t, now it’s finished, but under a new name… It’s been a bit of a weird ride. But, since it is apparently finished now, well, it’s time for a review, isn’t it?

Ah, the middle rear of the pack. My lease favourite place to be. Still, 1st is pretty lonely…

And yes, the feel has changed. The vehicles… Well, actually, it can be tough to tell the difference without looking hard, mechanically speaking, and you aren’t going to be working out whose team someone’s on midrace, even if the craft themselves do have their own character. So… Eh? But a fair bit has changed. Some of it I like, some of it I don’t, and the Gauss Cannon (Actually a machine gun that heavily glitches your screen on hit and does damage like billy-oh if it hits) can go to hell.

As noted, the feel of actual racing has changed, becoming more, as I suppose the fans wanted, Wipeout-ish… Honestly, I was happy with FF having its own flavour, but fans are… Yeah, let’s move on. Airbraking is harder than I expected, slowing you down somewhat drastically, but also turning you more sharply (good), and, while the weapon system hasn’t significantly changed (pick up weapon pickups, so you can use either of your chosen weaponry), the boosting system has a slow buildup on top of the usual method of hitting turbo pads to add boost. So that’s nice. There’s a fair variety of weapons, not all of which are weapons (alas, the shield analogue, the Tank, can only shield one hit.)

In a static image, you can just about see the mines (except the one literally next to me.) When moving? Yeah, it’s hard.

And there’s a few interesting game modes, even if Storm is somewhat poorly explained (Stay inside the bubble, the center of which is a sort of handlebar icon), and Thread The Needle runs into a problem I noted last time I looked at the game: Mines are an utter bastard to see, and, being light blue, they’re even more of an issue to see on the first track they’re introduced in, a Russian tundra track. Colourblindness checking, people, or colourblindness options, they’re fucking useful! Boost pads can also, at times, be a git to spot, again, the problem mostly being on ice tracks and the occasional blue glowy track.

Still, aesthetically, the game’s a treat. Pretty craft, somewhat customisable, gorgeous tracks, a slicker and more compact UX (my only bitch there is we can’t see the splash for the races before we click on it, if that’s changed, it saves us a click to see that and just go right into the event menu.) And, speaking of gorgeous and slicker, oh look, the music is a whole panoply of great artists (including, of course, CoLD SToRAGE, whose music has been iconic throughout the future racing genre.) And, best of all, this game, while in UE4 (normally a resource hoggy engine) is well optimised, so loading times are minimal, and I can get stuck in.

Unsurprising to anybody who knows my history with Future Racing, I go with the Russian team every time.

And finally, tracks… Alas, airtime has completely been removed from the game, so it’s sticking to the track like glue. Shame, that sometimes led to hilarity, and sometimes, it led to track skips. Oh well. There’s a fair few tracks, the unlocks doled out over the career mode, and they’re, uhh… Mostly technical tracks, some with blind corners and hills, although even the blind hills generally give you time afterwards to see what’s in front of you. Not always though, so, if technical is a turnoff, then yeah, you’re probably going to be turned off.

So, overall, yes, it is somewhat of an improvement on the previous iteration, but I’ll say what I said last time: If you can look past or cope with the flaws, this remains a solid future racing game, although not necessarily an introduction to the genre.

In conclusion: Haha, Gagarin Gauss Cannon go brbrbrbrbr…

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