The Inner Friend (Going Back)

Source: Review Copy
Price: £11.39
Where To Get It: Steam

Ah, Carl Jung and David Lynch. One an odd student of Sigmund Freud’s, whose theory of the Shadow (the unconscious, unknown part of ourselves, which we both strive against and come to acknowledge) inspired quite a few dream based media. One a film-maker well known for his surrealism, and, of course, Twin Peaks. Which, itself, inspired Stranger Things, and that last part, as well as elements of the soundtrack to the game showing similarities, is why, if you watch a Let’s Play of this game, Stranger Things gets mentioned. It’s the most recent thing someone can point to that it’s “Like.”

YOU! YES, YOU! STAND STILL, LADDIE!

So, The Inner Friend is a puzzle game with horror elements, because what the protagonist (depicted as broken and incomplete) deals with is fears. Traumas in surreal, dream-like form. School, where the teachers can seem like monsters, and the books and educational television shows seem to drain our life. A museum, symbolic of our anxious and self critical nature, our damaged nature for all the world to gawk at, while our damaged self scans and finds wanting… Our damaged self.

Of course, these are just interpretations. That’s the thing about symbolic representations in a surrealist dreamscape… But the facts that they are a dreamscape, and they are the products of someone in pain, trying to comfort their Shadow… To acknowledge them.

Oh, and let’s not forget the horror that is being reminded of Junji Ito’s “The Amigara Fault” in a symbolic unbirthing/rebirthing that happens before every dream dive.

However, part of a dream is not knowing the rules of the dream. So each area, while it has a single puzzle type you repeat a few times, is a different puzzle in each area. And the game does some interesting things. Despite being a linear experience, it gives that dreamlike illusion of nonlinearity by turning you back on yourself, making the path forward be the way you came, and giving you the impression that which lit window you take to the next world, which of the buildings twirling in the void you visit, even matters. All roads lead to the next dream. There is a second cutscene at the end if you collect all of the objects in each dream (Listen for the tinkles. Always listen for the tinkles), but its original ending still interests.

The music is good, the visuals are good, the soundscapes are bewildering (aka good) and, generally speaking, there’s clear hints leading you through what you’re meant to do, which is good. It even does some fun visual tricks in some areas, like the fish-eye lensing in the museum. Less good is that the camera can be a little wilful at times, that I experienced a hang on trying to enter the third dream (I got past it, but it is a bug I encountered), and… Well, not so much less good as an interesting choice is that it frontloads its more difficult puzzles early. By the time of the hospital, what you want to be doing is pretty well communicated.

A cold, sterile place to be displayed, this…

So, would I recommend it overall? Well, I’m a bit jaded on the horror front, so I can’t really say anything did more than somewhat unsettle me, and chase segments merely feel… Well, like chase segments. Try real hard to focus on the objective, don’t look at the gribbley, got it, done. But it definitely unsettles in places, and it is an interesting game, so, overall? Yeah, I’d recommend this. If you’re turned off by short games, yup, it’s pretty short, jog on, but if that isn’t a turnoff, and you find an hour or two of an interesting experience worth more than 30 hours of a bland one, then yes, this is an interesting experience.

The Mad Welshman can’t really say that he’s fully up on his Jungian Psychology. But he does enjoy some David Lynch.

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Iratus: Lord of the Dead (Review)

Source: Review Copy
Price: £18.99 (£26.58 for Supporter Edition, £7.59 for upgrade to Supporter Edition)
Where to Get It: Steam

Other Reviews: Early Access Review

And so, the Dark Lord is finally out of the dungeon. Well, metaphorically. For the goal remains, in Iratus, to get your necromantic Dark Lord… Out of the dungeon. Which he had been trapped in, until some foolish adventurers opened his crypt and gave him some starting materials…

Screeeeaaaam.

Speaking of materials, goodness me, there’ve been some changes since last I played, and they do make the experience more challenging!

In any case, this is a turn based strategy game in which you, a very sarcastic Dark Lord (the best kind), have found yourself awakened once again, and you have to beat or frighten your way back up through the depths, to claim your right to conquer once more. Encounter by encounter, battle by battle, you earn resources to build up your army of the dead, maybe unlock more types, and balance for the encounters you see coming.

Now that is a welcome change. Because while frightening enemies to death (as opposed to shooting, stabbing, magicking, and bludgeoning them to death) is the path to the best rewards, risky as it is, there are some enemies, most notably the golems early on, who are not only immune to Stress damage, but can also redirect the stress damage they can’t take from others… Onto themselves. You really want a high damage build for these bastards, as they have a lot of armour too.

Obligatory “Big Rock Guy is a scary bastard” picture.

But there are other changes too, that make things more challenging. To pick one example, a common means of buffing your troops was to turn crap materials into less-crap materials. A strategy that is less do-able now, because the chances of better items coming out is minimal without some talent upgrades, but this is counterbalanced by the fact that new parts for your undead don’t buff specific stats… But give you more stat points to do with as you please.

I said before that the game is pretty clear, aesthetically speaking, and this is mostly true, but what I failed to mention last time is that, alas, there is no text scaling option. Beyond this, however, you know what’s what, the tooltips are fine, and the visuals, music, and voicework are all high quality. It really gets across this atmosphere of a dark world, a world which… Honestly, the villain could probably conquer in other ways, considering how there are slavers, beserkers, mad mages, dwarves gone bad… Well, Iratus does Iratus, I guess!

Although, y’know, a guy who poses like this? Prooobably a bit narcissistic. Either that, or taking a rocking selfie…

And what Iratus does, it does well: A turn based strategy game with a fair amount of depth, a good amount of polish, a protagonist with a bleak sense of humour, and some tense, challenging gameplay. Your minions are not that replaceable. Try not to get them killed a second time, eh?

The Mad Welshman likes to see a fellow villain go up in the world. Well, unless they’re encroaching on his areas, in which case, he likes to see them go down.

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XCOM: Chimera Squad (Review)

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.

Not much like rappelling through a window to take down crime…

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.”

It can get a little chaotic, but this situation, at least, is under control.

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.

Proud XCOPs. Early days yet, but they’re good folks. Well, okay, at least some of them are assholes. But they’re the Good Guys.

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.

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Meteorfall: Krumit’s Tale (Early Access Review 2)

Source: Review Copy
Price: £10.29 (£11.14 for game and soundtrack, £2.09 for Soundtrack)
Where To Get It: Steam

Other Reviews: Early Access 1 , Release Review

Note: This review was written using the optional beta, allowing early early access to features not yet complete. Like the fourth character.

They’re available now, but look, I’m impatient.

Last time I looked at Meteorfall, I appreciated a lot about it. The subtle depth of the deckbuilding, the encouragement to do more with less, and its fun, cartoony aesthetic and character. Oh, and adventurers being represented as characterful assholes too. Oh, Bruno, you growling brute of a man, I still love how your approach to life is to SMASH it…

That is the face of someone extremely smug they did this.

But now… Well, there’s two more characters, two more playstyles… And I’m enjoying them both. Mischief (the one that, at the time of writing, is available on the main branch of the game) is a rogue. Dextrous, stealthy until she attacks… And so, so smug. Thing is, she’s even more of a glass cannon than Greybeard, and, out of stealth… Well, she’s a bit crap without buffing. She relies upon it. Think of her as a hard mode, where you’re milking your resources to their limit.

Muldorf, meanwhile, is a jolly necromancer, and, while his skeletons take health to summon (mostly), and are not, in and of themselves, all that strong (mostly), they can still kill a couple of low level enemies without dying, and can be buffed by various means. This also means that, if you play your cards right, you’re rarely without four cards in your inventory, and his base weapons lifestealing or summoning enemies on killing others means that, if you get a chain going, you’re going to be a tough old coot. Even if you can’t heal normally.

Spooky Scary Skeletons, They Block Me From My Death…

What else has changed? Well, not a whole lot, if we’re talking about core elements. More items, abilities and perks have been added, and not just because there are two new characters with their own level rewards, but the core loop of “Beat all enemies and win, the more tiles still in play, the more bonus points you get to buy cool shit so you can discard some of your own shit, manage your resources well, and get abilities” is unchanged, the emphasis and encouragement of managing your limited resources effectively hasn’t changed, and the sarcastic, sometimes grim humour hasn’t changed either.

So, it’s still recommended as a card-based roguelike, it’s still promising… It’s just there’s more of it. Without drastic changes, I expect I’ll see you all at the release review, which will most likely read “Yup, it’s still good!”

I wouldn’t really call myself a Vaudedude, but hey, Muldorf the Necrodude does Muldorf, and I respect that.

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Mystic Pillars (Review)

Source: Review Copy
Price: £5.19
Where To Get It: Steam

Counting games, such as games from the Mancala family, are quite interesting. Often seen as games representative of sowing and harvest, a common objective is to lay seeds from one pool, to another set as far away as the number of seeds you have away, dropping a single seed in each hole along the way, and then capture seeds from the next pool over. It’s a game of strategy. And it fits, because Mystic Pillars is a puzzle game where there is a great drought, caused by a spirit who has summoned pillars blocking the river.

He gets a little friendlier. But yes, he is both the storyteller… And the antagonist.

And while you don’t precisely do it like Mancala style games (Ali Guli Mane, or Chenne Mane is the cited inspiration), the general principle to the puzzle is similar: You’re taking from one pillar of seeds to another, and if you go 1 space away, you place 1 seed from the first to the second, if you move 2 spaces, 2 seeds… There are up to 10 spaces on each pillar, and so… You have a logic puzzle.

And, as with any good puzzle game, when I understood the solution of a difficult puzzle, I had that “Ahaaaaa!” moment, that pleasure of figuring it all out. That, alone, would be a recommendation.

But it also engages me with its story. A story of a traveller, seeking to return the flow of the river in the kingdom of Zampi, while a tricksy spirit tells you how it came to pass that the kingdom fell in the first place. I enjoyed it, as I did the clear, beautiful aesthetic of the game. As I did how the move limit is exactly what you need, no more, no less. And how there’s no pressure to solve, even though many of the puzzles are, within only a few experiments, solvable fairly easily.

When you get that “AHA” moment, it’s pretty sweet.

It’s not a long game, by any means. But it’s an enjoyable one, with a story I had fun reading, puzzles that gave my little grey cells a pleasing workout, and, as another game that does what it says on the tin… If you like puzzles, this one may well be a pleasant pick for you.

The Mad Welshman is more of a fan of Sennet. But he still appreciates this game.

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