R-COIL (Review)

Source: Review Copy
Price: £3.99 (option to donate more on Itch.IO)
Where To Get It: Itch.IO, Steam Page (For the Beta)
Other Reviews: Early Access 1, Early Access 2

When last I reviewed R-Coil, I screamed a lot. It’s unsurprising, considering how tense and twitchy a game can get when, for example, your shields are all gone, and so it’s exceedingly important you murder everything before it murders you, while also doing your best not to crash into asteroids. All of this while your thrust is holding the mouse, while firing is tapping the mouse (or gamepad, which the game prefers) , and both will, in different ways, send you careening around R-Coil’s Asteroids inspired arena.

Right now, I’m lucky. These folks only fire upwards and downwards, so I can take them out…

It’s a lot of fun. But it should also be noted how, relatively speaking, the game is quite friendly. On first loading, it asks three important questions. Do you want to play in its no pressure mode, where yes, you die, but you never game over? Do you want its flashy, arcade style screen shakes, glitches, and flashing text to be turned on or off? Do you want to reverse the joystick? Save, let’s get into it, and, oh, the game’s designed around a gamepad, with mouse being an option that plays a little differently.

Not many games ask you, straight up, if you want to ease your eyes or brain, just get into the game to see what it’s like. So… Brownie points there, and, if you are completely new to R-COIL, I would recommend those answers be “Yes, No, and Whichever you’re used to.”

Apart from that, well, my opinion remains unchanged from the last review, and so do the majority of the basics. Mouse is still a different play experience to gamepad (Mouse is left and right turning, with LMB for thrust/shoot, while gamepad is thumbstick for direction, and face button(s) for shooting and thrusting) , powerups and weapons still hold an entertaining variety of both effects and drawbacks, which makes for the experience of… “Do I really want this powerup?” , the sound is retro arcade inspired, minimalist, and works with its vector graphics experience, and the enemy variety is quite cool, even in the early stages, from wildly spewing space turrets, to finicky, dodgy sniper drones, to UFOs of various descriptions, to, in true arcade fashion, minibosses and the screen splitting laser. It is highly recommended you kill those, by the way.

An exercise for the reader: If the Death Ray has massive knockback, as it does, what kills me milliseconds after this screenshot, the bullet or the UFO behind it?

R-COIL remains, as it has been from early days, an interesting, amusing, and twitchy arcade experience that delights me while adding a tactical twist to an ancient formula. All worthy of praise.

The Mad Welshman has nothing clever to say here. All the clever has been done by the game.

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DUSK: Episodes 1 and 2 (Review)

Source: Cashmoneys
Price: £15 (For all three episodes. The third isn’t out yet, and will be covered separately)
Where To Get It: Steam
Other Reviews: Episode 3

Ah, the early 90s. A time of ‘tude. A time of textured, low-polygon worlds, often heavily interlaced. A time where plots were paper thin, gibs flew freely, and nobody asked “What’s my motivation?”

Okay, so this isn’t entirely true, but a lot of people remember it that way, and DUSK? Tickles that nostalgia gland. Looking for a nuanced protagonist? Nope, you are a shootman. You shoot, and you shoot, and you shoot some more, because folks and creatures who are most likely evil want to shoot you. Puzzles? Sort of, if by puzzles, you mean finding walls that look suspicious, blowing them up, or finding switches to open them, and, of course, the hunt for up to three colour coded keys you need, Red generally being last.

The satisfaction of both a job well done, and the possibility of the last key nearby.

Honestly, even if Dusk wasn’t quite my cup of blood (and it is), I would appreciate the sheer commitment to aesthetic. The world is low poly and grungy, everything is chunky, and while there’s no need to reload, hitting the time honoured R key will spin your weapons in a cool way that vaguely looks like somebody reloading stylishly. Similarly, the music is hard, dark, and fitting with the grimdark sort-of-plot that Dusk has. Namely, evil experiments, a cult of worshippers who need stopping, and teleportation experiments. If that seems familiar, yes, it’s hammering together elements of Quake, Blood, and Doom in ways that, honestly? Don’t have to make sense. There is no fall damage, so feel free to look awesome as you drop from the sky raining explosive death.

So far, I’ve been quite complimentary, but it mustn’t be said that Dusk takes only fun lessons from 90s shooters. Bosses aren’t too challenging, beyond the fact that they have boodles of life and do a lot of damage if they hit. Some of the levels (Looking at you in particular, The Steamworks!) are dark and mazelike for the sake of being dark and mazelike, and are a sod to navigate, even for a 90s style shooter. Homing attacks from some enemies are annoying, even as they add a dimension to the combat style the game wants you to be playing with: Always moving.

The weaker weapons are all dual wield capable. The shotguns, in particular, are a joy to use.

Still, so far, I like Dusk Episodes 1 and 2. Since the game is episodic, I can quite happily cover these two episodes separately as actual reviews, and the third when it comes out as its own thing. The gunplay is a surprisingly clever game of resource management, as, while using a hunting rifle on mooks is entertaining, you’re probably going to need that ammo for more dangerous enemies, and the pistols see use pretty much throughout.

In the end, Dusk is an entertaining throwback to the days of swearing at your CONFIG.SYS and AUTOEXEC.BAT , without all that swearing and asking why the hell you have to reboot your computer because a game doesn’t like what you put as your HIMEM, and with a few design lessons of the modern day thrown in. If you like love letters to Ye Olde Days of Gibbing, that Tarnished Golden Age, then yes, Dusk is worth a go.

It even preconfigures the Soundboomer card correctly. Bloody magic, that is.

Commitment to aesthetic, thy name is [Clicking and whirring as of a struggling 486DX hard drive]. As you might guess, that’s somewhat hard to pronounce for anyone who isn’t a 90s kid.

The Mad Welshman is pleased. The portals work.

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Dimension Drive (Review)

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

Dimension Drive is a good shmup game that I have a love-hate relationship with. A total of 26 levels (13 in normal, 13 in NG+) spread over three worlds, with an interesting story, a good aesthetic, and it’s mostly clear. It does interesting things, it’s pretty cool.

My brane hurts just looking at this representation of the multiverse.

But oh boy, am I bad at it. Which both amuses and frustrates me, because I can quite clearly tell it’s not the game’s fault. It’s giving me all the clues, but I can’t save myself from, for example, bashing into a wall. Because, where I’m looking, there isn’t a wall, but where I should be looking, there is.

Oh. Yes. That probably needs a bit of explanation. Dimension Drive is the story of the pilot of a multidimensional space fighter, the best in the multiverse, trying to save said multiverse from a nigh immortal conqueror who’s had millennia of experience at conquering entire dimensions (And, naturally, the resources of several of those dimensions.) This interesting twist further extends into gameplay with two screens of play. One is one dimension, the other’s another, with different walls, enemy patterns, and powerups. Flipping between the two is essential, both for bringing up that score multiplier, and avoiding what would be seemingly inescapable obstacles if we were limited to one or the other dimension.

Killing lots of things dramatically and having fun, about five seconds before I crash into that square outcrop on the left. Foolishly.

It’s interesting, because, difficulty wise, the individual screens are about on par with your average western coin-op (It doesn’t get into bullet hell territory until much later on), with relatively simple bullet and enemy patterns. But together? Together, they weave a web that has you nervous. Making mistakes. Clever stuff. And while it doesn’t truly take the gloves off until later on, it still has segments where care is very important. Like level 3’s trench run through a collapsing and exploding space station.

Considering this, considering the score attack nature of the game (with leaderboards and all), and considering the New Game + , the game at first seems short, but what it’s doing is using limited tools to great effect. Switching worlds. Flipping round. Picking good weapons for the level (as later weapons aren’t always more useful, they just expand your options), or trying something new.

I like Dimension Drive, its music, an at least okay story with some twists, and, of course, its own clever twist on gameplay. But boy, I wish I was better at it!

Another incentive to come back to earlier levels is that some tools make earlier bosses easier.

The The Mad Mad Welshman Welshman Loves Hates Multiple Multiple Dimensions Dimensions. They They Are Clever Do His Nut In

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R-COIL (Early Access Review 2)

Source: Review Copy
Price: Approximately £3 ($5 USD, option to donate more)
Where To Get It: Itch.IO, Steam Page (For the Beta)
Other Reviews: Early Access 1, Release

Allow me, if you would, to unburden for a second…

…AAAAaaaaAAAaaaAAAAaaAAaAaA!!!

…Aaand now I’m dead. LET’S DO IT AGAIN.

…Much better. This is what you might call the “Executive Summary” of R-COIL, a take on Asteroids that I’d covered previously. An interesting take, because the thrust and weapon systems on your little ship have, through terrible circumstance, been fused together. And, as it turns out, weapons have a lot of recoil in the largely frictionless depths of space. Cue the main challenge of the game.

Visually, the game is quite polished, quite clear, quite accessible. Taking from the vector drawn school of old arcade games, there’s nonetheless colour and pizzazz to the game, and the ability to turn off various jitters, jumps, and deliberate aesthetic glitchiness if it hurts the eyes is a very pleasant feature. The sound, similarly, has improved quite a bit since last time, keeping that 8-bit aesthetic while not being painful to the ears. So far… So good.

In other changes… Well, it must be noted that mouse and gamepad play are, due to their control scheme, somewhat different experiences. A gamepad is highly recommended, as it affords more granular control over, say… Aiming than the mouse, due to the fact that, with a gamepad, you’re turning in the direction the left stick is pushed toward (and the rightmost face button shoots or thrusts), while, with the mouse, left and right movement turn the craft, and the left mouse button shoots or thrusts.

Er, that’s Boomerang. Screenshots don’t capture quite how chaotic this can get, sadly.

Overall, though, it’s one heck of an interesting experience, albeit a twitchy one, where even powerups can be double edged swords. Yes, okay, the Cloak means enemies won’t specifically target you, because you’re invisible. Of course… You’re invisible, relying on your thrust and bullets to see where you are. Hence the screaming at the start of the review.

Better weapons are good, but often have more recoil, while different shields… Ah, there comes a real balancing act. Do you rely on the tatters of your rotational shield, hoping for something better to come along, or do you take that front deflector, good at blocking front shots, but absolutely useless at protecting you from one hit death, and the loss of one of your three lives, if you’re not paying attention? Other shields exist, but each has their ups and downs. Sound worrying? Don’t worry, there’s also a Stress Free mode, in which you can die as many times as you like, and still get to grips with things… Or just have fun blowing things up and being blown up in turn!

And that, in a nutshell, is R-COIL. While not officially on Steam until next February, there is an open beta of the game available both on Itch.IO and Steam, and, if you like interesting, hectic twists on older formulae.

I *knew* I shouldn’t have gone for the cheap cabling between the guns and engines!

The Mad Welshman is still screaming. Maybe just a little. But it’s a good kind of screaming.

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Tower 57 (Review)

Source: Cashmoneys
Price: £9.29
Where To Get It: Steam

I make no bones about the fact I loved the Amiga and Atari ST (The latter more than the former, mainly due to exposure.) This was a period when pixel art was going very strong, and designs went in interesting directions, even if they didn’t always work. Nowadays, of course, pixel art is going very strong, and designs go in interesting directions, even if they don’t always work. How things have changed!

This, of course, is a nice segue into Tower 57, a game where its greatest strengths and its biggest flaws tie directly into wanting to recreate the feel of old Amiga twinstick shooters. It’s pretty obvious where its main inspiration comes from (The Chaos Engine, Bitmap Brothers, 1993) , and…

Yes, it involves a dystopia. But this, surprisingly, is a relatively light moment, and a good example of the visual storytelling in the game.

…Well, let’s get the good out the way first. Visually, the game is good, and consistently so. It’s solid, clear, and with some good visual designs in the more complex beasties and mechanical creations. Music wise, the tunes also work well, fitting, pumping, and dramatic when they need to be. The writing is mostly pretty good (Being about “Agents” sent to break up a worker’s strike, and, as it turns out, something stinks almost from the word “Go”), and, overall, it’s a solid, linear game with some of the goodies I quite liked from the Days of Yore, like secrets hidden behind walls that, since the game is a linear, curated experience, I can remember and go back to, replaying with different characters. It even has some interesting minigames in the main level hub, and the six main characters do have their differences and uses. Levels, again, are interesting, with some good setpieces.

Where it starts to fall down, though, are the bosses. The difficulty curve on the bosses varies immensely, from “Oh gods, how the hell am I going to get out of this segment without losing a life” to “Ho-hum, circle strafe and murder, circle strafe and murder.” Although one of them would probably have been a lot harder if I ditched the anti-toxin trousers you can get in the very first level. Keep those trousers.

Oh, I just *love* me fights against turrets and beefy chasing drones in a confined space! Oh wait, no, love… HATE. Yes. Hate.

The minigames, similarly, while being fun, are also somewhat necessary if you want to be upgrading as much as possible, as the amount of money is largely set, and you will, for the sake of easing your travails with some of the nastier bosses, want double healing upgrades on all three of your characters. Oh, and extra stuff on the guns, only purchasable in the hub. As to the characters…

…Well, they vary in usefulness, and follow a similar function to lives in any other game, except if the lives then changed how the character played, the usefulness of their special ability, and… For example, for the boss that’s currently proven the biggest roadblock (Unsurprisingly, pictured), I went with the Cop, the Don, and the Diplomat. The Don survived the longest in this boss battle, due to having range on his gun. But eventually, they all went down, and while I could continue from a checkpoint (with all three characters) , I didn’t particularly feel like that this time around. Maybe later. In multiplayer, of course, you have double the firepower, a second player, but regardless of whether you’re playing alone, or with a friend, you won’t be changing characters too much unless they die, due to the lack of opportunities to do so. After all, it requires a closet, or one of the characters dying, and so… You tend to forget those other characters exist, by and large.

Finally, there’s things that were added, either for flavour, humour, or just interesting mechanics, that fall flat in various ways. A red light district, complete with sex workers (One of which you can attempt to chat up. Badly.) Limb damage, temporarily losing you weapons, tools, or moving at more than a crawl, until you fork out the dough to repair them (A forced tutorial example removes your legs… And indeed, leg removal remains the most irritating of the bunch.) The tools, funnily enough, also fit into this category, being mostly forgotten because you can get by a lot of the game without them. There are barks from the main characters, but they often feel either superfluous or odd, and I could, for example, definitely do without the Cop bemoaning possible drug addiction and testing each time she picks up a health pack.

Hrm. Would it be diplomatic to mention Electric Six at this point? Probably not, but that won’t stop me *thinking* it.

I still enjoy parts of this game. The levels are mostly interesting, apart from the odd set piece that doesn’t work so well. The news, mostly, paints an interesting picture. I’ve already mentioned some other good bits. But, overall, there’s enough that falls flat, or feels like difficulty for the sake of difficulty, or “Gotcha!” that, overall, this honestly doesn’t feel like something for me.

The Mad Welshman has also changed over the years. He’s got better textures now.

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