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.

Become a Patron!

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.

Become a Patron!

Read Only Memories (Review)

Source: Cashmoneys
Price: £9.99
Where To Get It: Steam

This review is mostly going to sound like gushing. And, in a sense, it will be. Because most of the flaws with Read Only Memories are in questions unanswered, and in flaws with the interface. But the core of the game… That induced a different type of gushing. But I can only talk about that in general terms, because… I don’t want to spoil things for you.

Turing is adorable, if somewhat... Logical at the beginning. He definitely develops, though.

Turing is adorable, if somewhat… Logical at the beginning. He definitely develops, though.

In any case, Read Only Memories is an adventure game, similar in style to older games such as Cobra Mission, Snatcher, and the MacVentures, in that you have a first person view, and interact by clicking on things, then clicking on icons to do things with them. The inventory is a pop-up box menu, and dialogue runs across the blackspace at the bottom of the screen in JRPG fashion (Y’know, typing letters individually with the option to left click to hurry the words along already). It’s got its problems… For example, the dialogue clicking can lead to missing information if you want to hurry things along (A fast mode helps, but only somewhat), and your interaction icons will sometimes require you to move the mouse away from the thing you clicked, and then back, before you can do the thing you were planning to do.

But this is the thing: Those are niggles, and an adventure game lives or dies on not just whether fans like it, but the story, the aesthetic, the themes, and how it deals with them. In this, Read Only Memories does a good job. Visually, it’s going to remind you of Snatcher. Simple, pixel graphics, anime inspired, and most of it looks like a Syd Mead vision of the future rather than grim and gritty. But make no mistake, the story is a grim one. Turing, a self aware robot, breaks into your home to ask you for help in finding his creator, who had been assaulted, possibly kidnapped. Things snowball from there to corporate intrigue, felonies that would make Gabriel Knight or the cast of Day of the Tentacle wince, and… Not gonna lie, you may well cry at portions. Don’t be ashamed of that, it’s both a testament to your empathy, and to the creators’ solid narrative design.

Conservatism. Conservatism never changes. Pompadours, fringe-lines, fashion... But Conservatism... Never changes...

Conservatism. Conservatism never changes. Pompadours, fringe-lines, fashion… But Conservatism… Never changes…

For all that the visuals don’t match perfectly, they match well enough that you believe in this future, where conservatives aren’t worried so much about the colour of your skin as to whether you want to look like a cat or want to improve on the human design with technology, and where robots, for common convenience tasks, are both common and believable in their functions. It’s cyberpunk as hell, in its way, because you’re not a powerful person (A media/hardware journalist, in fact. 😛 ), and it explores themes of consciousness, and privilege of the future, in a very succinct manner.

Perhaps a little too succinct in places (You may never understand why assuming that a feline person might be the TOMCAT you’re looking for is offensive, and the game won’t tell you unless you’re prepared to fuck up more than you already did), but the writing is tight, the music is fitting (I can’t think of a single track that didn’t fit the mood). The sound design is again mostly reminiscent of games like Snatcher, and what rare voice acting there is (The cutscenes) is fitting. What I particularly like, however, is its accessibility. It’s easy to understand, easy to get into, and, while the cutscene sorta assumes a gender for your character at the beginning, that’s not quite true (That cutscene is another niggle), as you can not only state your name, but your preferred pronouns as well (including custom pronouns). Since you never see yourself, and the character is mostly a tabula rasa (within the usual limits of games with dialogue choices), this is a good design choice. I went with they/them/their, and my own name… I don’t particularly know why, but… It felt right.

You may not think this makes sense. But it does. In context. ...Why yes, this is a subtle way of my saying "play the game", why do you ask?

You may not think this makes sense. But it does. In context.
…Why yes, this is a subtle way of my saying “play the game”, why do you ask?

Read Only Memories can be completed in around 4 hours, but multiple paths and endings mean that this is definitely a replayable game… Yes, including bad ends… Most of the cheevos are hidden, another good design decision. As such, I would recommend this to quite a few folks out there, as it’s a simple enough adventure game (mechanically) that it would be a good entry point for folks who have been scared off adventure games before, adventure game fans will find the puzzles mostly well designed (I don’t know if there was a quiet way to do some things. Maybe I’ll find out later), and cyberpunk fans… Yeah, this is cyberpunk as hell. I definitely feel good about my £10, and I think (Don’t take my word for it, obviously!) that many of you will too. Even if, y’know, you get sniffly and tear up like me.

I’m not going to tell you what end I got, but… Folks who know me and my writings won’t be surprised about it, I’ll say that much.

The Mad Welshman sighed as he read news of another zaibatsu dealing with corruption in the ranks, sipping his Strawberry Power Hassy and brushing his long, dark mane. Sodding business news, he thought.

Become a Patron!

20XX (Early Access Review)

Source: Review Copy
Price: £8.99
Where To Get ItSteam
Other Reviews: Release

20XX is a very important year. In that one year, a robotic hero fought many evil robots, many a time, and achieved many great things. Not as many as Astro Boy, though. 20XX is also a procedurally platformer inspired by the Mega Man series, which moved to its beta stage on the 15th of this month. So… How the heck is it?

Don't get close to Terror Spider. If the Gravwave doesn't get you, the bomb-spiders will!

Don’t get close to Terror Spider. If the Gravwave doesn’t get you, the bomb-spiders will!

Not bad, actually! You might feel a little discouraged by the slightly amateurish looking heroine and hero robots (Nina [Megaman style], who is your default character, and Ace [Protoman style], the red dude), but everything about this game reminds a player pretty hard of a MegaMan game… Until they run across those all important differences. Make no mistake, this is a game with elements of roguelike design. But for those who never played a MegaMan game, let’s keep this simple.

You are a robot, fighting other (presumably evil) robots for (presumably good) reasons. The other robots, thankfully, are not very good at logistics, and have left all sorts of crates and goodies around that might help you, from bolts (Currency), to items (Boost your stats), to entirely new systems compatible with all robots (Weapons and special abilities). You run, dash, jump, wallhop, and shoot your way through levels, fighting a pattern based boss monster at the end of each, get a reward for each level you clear, and pick one of three other bosses from a number of choices to fight next (Each preferring a certain kind of stage). You die once, that’s it, start again from the beginning. But that’s not necessarily a bad thing, because collecting “Soul Bolts” during play unlocks more things to grab between runs. The beta even has “Casual” mode, which… Starts you with 3 items, as opposed to none. More helpful than nothing, considering the variety of items.

There is quite a variety of items... And it may take a while to get them all.

There is quite a variety of items… And it may take a while to get them all.

The game recommends a gamepad, and I’d mainly agree, if only because it otherwise means rejigging an odd (But workable) set of keybinds. The game tutorialises pretty well, so the main thing to deal with is how it feels to play.

Most of it actually feels alright, although it does seem as though levels are balanced more for Nina than Ace, and her alternate weapon modes seem better balanced overall. Most of the time, there are multiple paths to your exit, the enemies scale pretty well, and the weapons are interesting, even if they sometimes feel overpowered. The experience could be better in places, however. While there are some things you can avoid, others generate a little harder than they should for the level they’re on. A single disappearing block going in and out quickly between two deadly flowers? That’s mean. However, for the price being asked, it’s not a bad game, with a fair amount of replay value coming from the generation. There are only three “worlds” right now (A foundry, an ice stage, and an air/jungle stage), but there’s enough variation to keep you busy (For example, the foundry stage can have fire blasters, lava pits, and various different enemy types, not all of which will appear the first time round.) Aesthetically… I honestly preferred the earlier version of Frostor, aesthetic wise, but I can understand the decision to make it easier to read. As to the boss battles, in true MegaMan fashion, they’re pattern based, so once you understand the pattern, it’s a case of… Well, not getting caught in it.

The blue bloom is there for a reason. It's to let you know this thing has a better chance of killing you than any of its similar kindred. Doesn't mean I'm overly fond of it, however...

The blue bloom is there for a reason. It’s to let you know this thing has a better chance of killing you than any of its similar kindred. Doesn’t mean I’m overly fond of it, however…

Importantly for a procedurally generated game, it doesn’t often feel unfair. It does every now and again, but since it’s currently in the beta stage of Early Access, I’m willing to say that’s subject to change. So if you like action platformers with some roguelike elements, this is worth at least a look.

The Mad Welshman swung his Energy Saber, ponytail flying in the wind. The robots of Good woul- Oh, wait, he was a villain in this wo- [BEW bew bew bew bew… ]

Become a Patron!

Edge of Space (Review)

Source: Early Access Purchase
Price: £10.99 (£8.02 until 24 Sept 2015)
Where To Get It: Steam

At times, it’s hard to say what you think about Edge of Space. Right now, for example, it’s close to the beginning of the game, and I’m talking to a shark with a jetpack and a high pitched voice, who’s afraid of not-Metroids, while trying to build a base out of dirt and magical sandbox game powers. I mean… What do you say to that? If that was part of a normal conversation, would you be surprised if people who could overhear would edge away slowly? But such is the world of Edge of Space, which is less about world building, and more about building, in a world.

The Exodus. A tragic day... And those who were most affected were unaware...

The Exodus. A tragic day… And those who were most affected were unaware…

Similarly, it’s not quite useful to talk about Edge of Space as a “sandbox” game, because that’s a genre that already has a wide variety of different approaches, even some to do with the whole “Building a home” part. And Edge of Space definitely has a difference there, in the form of “command control.” A base isn’t truly considered yours until it’s not only constructed, but powered, and so… You’re never truly safe going down the layers of the shattered world of Achoa until your next base down is truly ready. It’s an odd choice, but not necessarily a bad one. Especially since death is by no means a permanent problem. In fact, this is both the curse and blessing of Edge of Space: That it truly experiments.

For example, what you can build mostly depends, not on blueprints, but on using your experience of this hostile world (Even if it comes from digging tiles) to expand your repertoire. Sometimes this will mean you learn you need a resource before you ever encounter it, but it’s an interesting way of doing things, and I actually kind of like it, considering you can focus where you want to, for the most part. Resource collection, however, is… Not really a pain because of speed, but because there’s a high chance you’ll have to look around for enough of a certain resource. I thought I’d lucked out in my main review run, because I’d found lots of titanium, uranium, and aluminium within easy reach, but then I realised… “Ah, crap. I’m actually aiming for Explorer armour, which uses Biomass as one of its main components.” Also Protoleaves, Protoroots, Protocellulose, and Protoseeds. Which are found in five completely different types of block or terrain feature.

Home Sweet Home (#1 out of 20)

Home Sweet Home (#1 out of 20)

As you might have guessed, your inventory will fill up quite quickly. Progression is basically a case of “Build a base. Store things in it. Get good enough armour and kit to go deeper, build another base, transfer stuff you think is important between them. Rinse, lather, repeat.” It’s a relatively slow paced game. Go too far down, and not only is there a chance of dying to increasingly aggressive creatures, there’s a chance of dying to the increased radiation, the closer you get to the core.

Similarly, if you’re looking for story in your sandbox, expect to have to piece it together. You start off knowing only that the world is called Achoa, you are a member of ArkCo, and that the ship you were on got attacked while leaving Earth. You’ll occasionally find zombie ex crew members, and start piecing together both this strange world you’re on (Where there is atmosphere, but the land is somewhat shattered, and the atmosphere gets worse the lower you go), and perhaps the story of what really happened.

Overall, this one’s a game for the patient. It’s not unfriendly to new players (Although keybinds will confuse first timers), the difficulty curve is dependent on how far you push versus what you’ve got (So is mostly under your control), there are some interesting events and places if you’re willing to hunt for them, but it’s definitely not for those who like a quick start, or want to feel attached to a single area. People who are likely to yell “BUT THAT’S SILLY!” at jetpack sharks with lasers, plants that fire plasma balls if you hit them with energy weapons, and other, stranger creatures, may also wish to give this one a miss. They’ll be missing out on something interesting, but I understand people have different ideas of “interesting” versus “silly”.

Oh, research trees... I admit, I have a weakness for them. Especially when they're unlocked by doing what I'm meant to do.

Oh, research trees… I admit, I have a weakness for them. Especially when they’re unlocked by doing what I’m meant to do.

I happen to find jetpack sharks with lasers on a world like Achoa relatively reasonable.

The Mad Welshman smiled as his rocks, mud, clay, and assorted junk was turned into many, many useful ferrosilicate building blocks. “Truly,” he thought “We live in the most advanced age!”

And then he shot a jelly, because it was annoying him.

Become a Patron!