Source: Cashmoneys Price: Name your own price (Option to donate if the game pleases) Where To Get It: Itch.IO
Content Warnings for the game include dubcon, drugging, mind control, mental programming, and hypnosis, light mind break, memory changes, restraint, oral, and edging. However, people who are going to cry foul at the mental aspects of this, read the review before commenting, thanks.
The game has a full list of content warnings (the majority of which have been presented here) in a TXT file in the main game directory.
Source: Supporter Gift Price: £16.99 Where To Get It: Steam
Ah, the game that has been colloquially called XCOP (and other, lewder names, thanks to our old friends, the serpents.) It’s been talked about for a little while now, and, to be fair, the XCOM rebooted series has definitely made for some interesting times (I really should do an XCOM 2 Going Back at some point, missed the boat on that one.)
It’s interesting to see how similar the basic formula is, and yet… It adds little touches I find interesting, and pretty fitting.
The general story is as follows: Congratulations, the war is over, and now, aliens and humans live in… Relative harmony in a place called City 31, one of the most diverse cities on the planet! And then it starts going to shit, when a hostage situation by whiny bigoted shitbags who otherwise wouldn’t have the power to cause a hostage situation ends up with the mayor rescued… And then immediately blown up by a plasma bomb. On the first official operation of Chimera Squad.
Well, shit.
There are three gangs suspected, a bunch of psionics who believe they see the true future of City 31, a set of Muton scavengers and weapons dealers who are collecting Elerium for… Reasons? And religious alien-human hybrids, who preach salvation for, er… Non X-COM supporters. Each of them has the potential to be the real bad, but I suspect the real answer is “None of them, something nastier’s in the woodshed.”
Can’t really say, even though I’ve been playing it avidly, it has only been a day or two since release.
What I can say is, apart from cutscenes being motion comics rather than fully rendered scenes, for the most part, aesthetically, it’ll be something you easily recognise. Right down to fucking tiny back buttons. Tip: Right mouse is “Back one step in a menu”, as well as move. Still annoying. In any case, the aesthetic of the models remains largely the same, except… Ohhhh yeah, since it’s a diverse city, and this is a new team called Chimera Squad… There are aliens on your squad. Pretty friendly ones, all told. Except Torque, the snake lady, who is a snarky, irritable woman. In place of classes, there are the field agents, each with their own unique skill tree, specialties, and lines on recruitment and during story time. It definitely helps give that more down to earth, personal feel.
The other thing that gives that down to earth, personal feel, as well as a higher degree of risk management, is that no, unless you have enough agents to back you up, or androids… You are all alone, and every bleedout hurts. Every death is to be avoided at all costs. And, of course, you are cops. Rescuing civilians gets you small bonuses. Taking in perps alive gets you intel, one of the three valuable resources, and is worth more score-wise than dead. Good luck with that, although it can be do-able on even the big-ass Legionnaires, Mutons who still have their old power armour. Each mission is spread into a series of breaches, and, with each breach, things get hotter.
So, it’s an interesting riff on the established formula, there’s some good, tense moments, difficulty adjustments, the usual fun stuff, and, thank fuck, a restart mission and a restart encounter button. I’m enjoying it quite a bit, and I think XCOM fans and turn based strategy fans will too.
The Mad Welshman loves a good action movie sequence. Maybe, one day, we’ll have turn-based games that turn your mission replay into one. Ah heck, the game’s good enough without.
Source: Cashmoneys Price: £19.49 Where To Get It: Steam Previous Reviews: Early Access 1
There is perhaps nothing more satisfying than riddling demons with holes with dual wielded SMGs. The kickback, the satisfying noise, the rapid thuds followed by the larger thud (or boom) as the monstrosity from another dimension finally keels over. In your imagination, of course, because while there’s bullet trails in Jupiter Hell (allowing you to see just how much ammo you wasted murdering them), death animations aren’t really that impressive, nor do they need to be.
Oh. Wait. There is perhaps nothing more satisfying than seeing the
sizzling holes, melting a demon piece by piece, with dual wielded
plasma SMGs. I stand corrected.
What I’m saying is, 0.8.8, the Dual Wield update for Jupiter Hell,
has a feature that’s pretty damn satisfying, even if it has some
qualifiers, like “You get this cool thing if you survive
your first three level ups”, “It will still take up two weapon
slots”, “Remember how you had that ammo problem? It will chew
through ammo faster”, and “Only Marines and Scouts get this.
Sorry Techies.”
Of course, it’s not the only change, although hacking turrets
feels… A little underwhelming, as an example. Find the computer
terminal on a level, spend 3 of the new combo armour
replacement/hacking items, the multitool, and bam, turrets are…
Deactivated, seemingly. Since I’ve never seen a turret shoot someone,
and they have an ammo drop next to them, that’s basically what I
assume, anyways. I mean, it makes levels slightly easier?
Anyway, yes, I forgot, all this time, to say what Jupiter Hell is,
for the folks in the back. Jupiter Hell is a turn-based roguelike,
heavily inspired by Doom (Its spiritual predecessor actually was
Doom: The Roguelike, and it was only Bethesda’s litigiousness, in
spite of Id Software being cool with it, even flattered, that it is
not called DoomRL2 today.) Actions like moving, reloading, firing…
All take a certain amount of time, and the enemies, similarly, work
on a timer. Diagonal movement costs two squares of movement, but
moving doubles your chance of evading shots, so it’s valid to, when
seeing a big old bundle of enemies, to book it to a safer position.
Indeed, considering enemies will now hit cover when they see you most
times, and only get out if you destroy it (sometimes possible) or
lure them out (a risky move in some cases, but risk management is the
name of the game.)
And how does all this feel? Well, easy mode feels pretty do-able,
although you definitely have hairy moments. Normal is a roguelike
experience, something that takes a fair amount of tactical thought to
defeat… And, of course, there’s challenge modes. I don’t recommend
challenge modes for the casual player, or the higher difficulties.
But it is casual playthrough accessible, with relatively
minimal unlocks for getting certain achievements.
It helps that it also looks and sounds pretty good. Shots sound
satisfying, the clank of one of the chonky security robots is a sound
that, once you know the enemy itself, makes you break into a cold
sweat and hunt cautiously for both the robot and the best cover, the
maps look pretty good for being tile based, quite atmospheric, and
the music… Well, as with its inspiration, it veers between heavy,
driving metal, and ominous, low tunes, setting the mood for each
area. Oh, and then there’s the Marine/Scout/Techie, whose angry
growls evoke that 90s protag feel, but in a way that’s not, like
quite a few of the 90s FPS protags, a dickwad. Just a dude very, very
angry that shit’s gone to hell.
So yeah, Jupiter Hell is getting closeish to release now, the devs have been very good about trying to balance it while maintaining interesting mechanics, and, while I don’t think they’re quite there yet, it’s a pretty good roguelike to start your entrance into the genre.
The Mad Welshman has nothing against demonic denizens. He just wished they’d stop trying to kill him.
Source: Cashmoneys Price: £12.99 Where To Get It: Steam
At first, Endcycle Vs didn’t interest me, despite loving Megaman Battle Network’s combat system of a 3×6 grid, split in two, in which the player and their opponents use abilities (Chips, in the case of the player) to attack the enemy, a new hand coming when the old one is used. After all, it was multiplayer only, and not even mod support was going to bring me to that party.
But now, it has singleplayer and… Well, I’m somewhat bouncing off
it, to be quite honest.
Mainly, it’s for a very simple reason: Everything is fast. And can
seemingly move diagonally, although that may be just that they’re…
Going really fast. In its inspiration, MegaMan Battle Network, things
generally don’t move quickly. And the few enemies that do are
considered the biggest pains in the ass in the series. Similarly,
some moves where instant hits (known as hitscan), so you at least
knew that, the moment you hit the fire button, something would get
damaged.
And neither of these appear to be true, with the exception of swords,
in Endcycle Vs. Spreadshots? Slowish projectiles. Cannons? Slowish
projectiles. The “Rush” Sword is, in fact, a leisurely dodge. And
grenade and trap type weapons both have a specific range, and are,
generally speaking, slow. Meanwhile, enemies fast. Can you perhaps
see the problem here?
Now, less a problem and more “Something different, to maybe get
used to” is the fact that, instead of getting a new “hand” of
chips once you’ve used the last, you have three sets of four chips,
each with cooldowns, and you can switch between chips with the space
key, and use one of those four chips with the arrow keys. Okay, cool.
But what this, generally speaking, means is that you’re either
waiting on a cooldown, or rapidly switching between ability sets.
Now, you can set everything to attack chips, if you really
want, but it’s good to have some sort of healing, some sort of
defence, and some sort of area or panel grab chip, which makes
neutral panels yours, or enemy patterns neutral. Because you can only
move on neutral or your panels, so without those, you can get
hemmed in.
Aesthetically, it’s alright. The music is good, light, but pumping
beats for combat, a synth theme, various other tunes, all inspired
by… Well, its inspiration. The spritework’s alright, the menus have
a consistent font, and my main gripe is that it’s hard to parse
cooldowns when you’re concentrating more on the enemy’s position
rather than, y’know, you. Where the icons and their cooldown
shaders are.
Overall, it’s very obviously designed for the Pro E-Sports crowd,
balanced around people who are twitchier, more timing aware, and fine
with longish matches because they’re darting around so damn much. But
that definitely isn’t for me, and I don’t particularly see it being
appealing to more than a niche crowd within the niche that is people
who like this sort of battle game overall, and the people who, like
me, loved a game boy advance series from way back when.
There are other games like this in my future. And so, I don’t actually have all that much interest in coming back to this.
The Mad Welshman lives in the cyberworld. He has to admit, it’s a somewhat dull place. You get used to those rushing neon comets quite quickly.
Source: Review Copy Price: £16.99 Where To Get It: Steam Previous Reviews: Early Access
It is the far future. And you’ve got a job ahead of you, commander. Because you’re the head of a private agency (not a corporation, honestly, really!) who has been tasked with dealing with the criminal influence of four cacklingly evil corporations, on behalf of the government. In sector 451 of the city of Conglomerate, and yes, they did call it that. So… It’s cyber, but not punk. Still.
So yes, this is one of those step based RPGs (first person, move a
tile at a time, moving costs time but turning or looking around
doesn’t, effectively turn based), with random loot, random enemy
placement, a pool of maps, a research tree… It seems like a lot,
but what it boils down to is: You do missions, which are usually kill
a thing, kill lots of things, or find a thing. And doing these things
breaks the influence of one of the four corporations who are openly
criminal in the sense of drug dealing, slavery, and the like. Them’s
your basics.
So… Last time I reviewed this, I said it was mostly solid, pretty
promising, with a few things that needed work. That opinion has,
apart from the whole “It’s released” thing, not really changed
all that much. Because it still has issues. It’s just that they’re
now mostly in terms of writing and accessiblity, rather than one of
the two minigames being tedious as hell (the hacking has changed to
be something a little more quickfire than “Click on some text when
you see it”), and the money part of the game’s economy not being
great (unlocking the in-mission benefits like “Can always ambush
enemies if they don’t see you” costs money now. Which I’m fine
with.) Not changed, however, is the fact that the bigass gun which
looks like it can chew a room to shreds has a range of… 9 meters.
Now… Even if you have white writing, folks, it’s going to be nigh
illegible with a moving background, or something of even roughly the
same value. That’s an accessibility issue, for which there is no
option to fix. Dark red health on a dark brown background? That’s
hard to read, so… Colourblindness issue, no option to fix. These
are both two examples of how the game could work on its accessibility
(a third being UX/Text scaling.) And then… The writing/barks. I’m
not expecting Great American Novel, folks. What I do expect, however,
is not to be very tired of the AI’s yakking two minutes into a
mission. Yes, I get she was built by bad people to help you do bad
things to bad people. I got that in the first two voicelines about
how gleeful she gets about murder.
What I’m less fond of is references, without a hint of self
awareness. Ah yes, my training mission was a “Kobayashi Maru”
type. Mmmhm. Why yes, AI, we did come, we did see, we did kick its
ass… But both of these references are almost as old as I am. And
no, there is no option to turn off these barks, which… Sorry,
developers, they’re not well written, and in one case (SPU chips,
which add a little to stats), it doesn’t even make sense. Copper and
some wires, but maybe it will be useful? I… AI? Have you been
trained? At all?
So, in terms of aesthetics, it’s alright. There’s some good enemy
designs, the world maps are interesting and aptly get the feel
across, the sound isn’t bad, and the visuals for attacks are kinda
cool in places. In terms of gameplay, it’s a little grindy, but
otherwise, I’m actually down for a limited set of map layouts, partly
because you know vaguely what to expect. Improvements have been made
in some areas… It’s still got jank, but… I’d still recommend it
somewhat for fans of step-based RPGs, because it ain’t bad.
But it could definitely work on its accessibility.
The Mad Welshman would offer their services as a dystopia writing consultant, but… Well, not much point.