Langrisser 1 & 2 (Review)

Source: Review Copy
Price: £49.99 (Assorted DLC comes to £41.96)
Where To Get It: Steam

The bandits were raiding the village, and my two heroes had things well in hand. Well, except when the next wave of bandits appeared, and… One was really close to a set of villagers, villagers I was meant to be protecting. So, some of this peaceful village died, died because I was too slow. And then some more died… Because they ran headlong into the two barbarian heroes I was trying to kill. I still won the day, but I wondered… Could I have done things differently? Could I have saved everyone?

We didn’t manage to save everyone. But we progressed. And our friend managed to rejoin us.

Well, theoretically, yes. In practice… Welcome to the Langrisser games, turn based strategy RPGs where you can muddle through, but perfection requires pinpoint precision.

And do you know, I quite like it. At least partly because it’s of the more black and white SRPG type, where you fail, because your heroes were killed… Or you win. This, I appreciate.

In any case, Langrisser is one of those fantasy worlds where the story will seem quite familiar to players of this sort of game: King gets murdered, or other horrible thing happens, the protagonist and their friend(s) escape, they defeat evils on their way to returning home to retake it, but wait, a greater evil arises in the second or third act, and…

Ledin is the one on the left. Just to clarify.

It still works surprisingly well. In fact, this pair of remakes of a now almost 30 year old franchise is a pretty solid one, with simple core mechanics (Infantry beats spears, Spears beat Cavalry, Cavalry beats Infantry, your mercs work better inside your commander’s command radius, they heal when they end their turn directly adjacent to you, and killing commanders removes their mercs from the field too, bish, bash, bosh, there’s your basic primer on everything Langrisser), solid combat, an interesting system where your character’s class can change the way they play a fair bit, and, of course, some nice aesthetics, with good music, clear tiles, workable and slightly charming battle animations, and plot divergences.

Basically, it ain’t bad, and with twelve hours average on a run of Langrisser I (for lo, there is a New Game+ on both games), there’s a lot of playtime to be had…

Battles follow a format that would later be popularly associated with the Advance Wars series.

At least some of which is due to unskippable combat animations, and individual movement animations even if you automate. Personally, I don’t mind it, mainly because I prefer manual movement myself. But I can see how that would be a turnoff.

Still, I’ve enjoyed my time with Langrisser, and I expect to enjoy more time with it. It doesn’t overcomplicate things, its characters charm, its aesthetics please, and… It’s something where I know where I stand. Because it lets me know clearly. And I appreciate something that does that.

The Mad Welshman is off to… Ahaha, not save the kingdom! Conquer it! Big difference!

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One Step From Eden (Review)

Source: Review Copy
Price: £14.99 (£7.19 for Soundtrack)
Where To Get It: Steam

Ah, adding roguelike elements to things. We’ve seen it a lot, in recent years. We’ve even seen games that attempt to mix the Battle Network style of play, in which a field of tiles is split in two, and you dodge round them, using spells, cards, chips, whatever you wish to call them, to make attacks… Look… Move round field. Dodge attacks. Hit people with things, in the way the cards you got say. Rinse. Repeat.

My co-op partner and I… Getting our asses kicked.

So, most of this review is gameplay, because the story? Well, it’s post apocalyptic, there are beasties, there’s an end goal (Eden), and there are bosses (Who are also playable characters.) The aesthetic is, for the most part, fine, with a UX that only takes a little bit of getting used to (Although… Points docked for no colourblind mode, and some colourblindness problems, like the four tile marker, and broken tiles not being quite clear enough), with some nice music and pixel-art.

But the majority is gameplay, and the gameplay definitely has some interesting elements. Like its inspiration, it is, essentially, a deckbuilder, but stays real-time by shuffling your deck, rather than having you pick cards from it, randomly putting them into one of two slots, while you have a “weapon” for your character you can fall back on (or, in the case of Saffron, the starting character, hold the button down while you’re doing everything else.) Not all the weapons are weapons, and the cards you can pick for your deck, the artefacts, remain the same for all characters.

This… Seems like a bad idea. But it may not be… Well, situationally…

And there is the nice touch that you can focus on certain builds, letting the RNG prioritise certain card types over others. Maybe you like Anima, the elemental cannon type. Maybe you prefer Trinity, where the best things come in threes, or, more specifically… Third time lucky. Or maybe you want something like Flow, where the flow is built up and spent, powerful so long as you keep the flow flowing. I like this, it allows you to build the sort of deck you want, even if it may be luck to get it going. Shops are expensive, it’s true, and the unlocks between runs are, essentially, random, but they happen, and the fights are reasonable, so all is well in singleplayer.

Co-Op, on the other hand, is… Less well implemented. There is shared health, but this comes at the cost of both players having to play the same character, where… Not all of the palette changes are properly distinguishable from each other. It is also only local for both Co-Op and PVP (the latter of which I didn’t try, it must be mentioned.) There have been attempts to balance the co-op elements, with quicker mana regeneration, but, on the whole, my friend and I were not impressed. If you are trying this through Remote Play, be aware that yes, you’re probably going to have latency. Damn you, British Internets!

I would say the little sod’s got what’s coming to him, but he’s one of those enemies you have to take down with individual attacks. He only takes one HP per, y’see.

Overall, though, I like One Step From Eden. It has flaws. It has boss fights I don’t like (Violette’s can be quite painful if you don’t realise those notes are for stepping on, to prep you for her largely unavoidable attack.) And, as mentioned, co-op’s not so hot. But it has more going for it than against it, and so, I would recommend this.

The Mad Welshman appreciates not having to play an alphabet soup deck. And no, this won’t make sense to many. But he is still glad.

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Lewd Leaf Land: Maple Tea Ecstasy (NSFW Review)

Source: Cashmoneys
Price: $4.20 (Approximately £3.50, with the option to donate.)
Where To Get It: Itch.IO

Content Warning: This is an adult only platformer.

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World of Horror (Early Access Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam, Itch.IO

Content Warning: This game has body horror and mutilation imagery, mentions of suicide, self harm, and murder.

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Picto Quest (Review)

Source: Cashmoneys
Price: £5.79
Where To Get It: Steam

Nonagrams, or Picross, as they are often called, are a favourite puzzle type of mine. Their solve methods, the hemming and hawing about placement, the desire to not fuck up, because who knows what interesting pixellated picture might result!

So, at first, I was a little wary of PictoQuest, because it promised to be a Picross RPG, and… How? How would that work? Well, as it turns out, I still don’t really have an answer, because while PictoQuest has RPG stylings… It’s essentially Picross puzzles, most timed, with some abilities, a limited inventory system for those abilities, and a lick of paint over it. The closest it really comes is in boss battles, where the bosses have the ability to affect the board.

I mean, you collect pixel-art, Moonface. Why would you not want to discuss why this is such a cool artform with a lot more nuance and variation than the average joe on the street appreciates?

Now, I’m going to make it clear that this isn’t a bad thing, although the bosses affecting the board may not be to your taste. The monsters look very pretty, the chests and shop look very pretty, the world, and having fast travel between areas… That’s nice. Aesthetically, it’s clear, it’s cool, I like it, from the cutesy visuals to the enemy designs to the music. Mechanically… Well, it’s honestly hard as hell to screw up Picross, although there are some minor gripes I’ll get to. And the purchasable abilities do help when there’s a monster involved, as the ice blast essentially freezes their attack timer for a few seconds, perhaps giving you time to wallop them but good by completing a row or column, or, in the case of the fire powerup, reveal the contents of a row and a column, briefly. So they’re nice, but… Not really sure if it’s an RPG per se… Well, it does have grinding earlier levels for coin to buy abilities, so… I guess that’s somewhat RPGish…

Poor rock man. He’s only defended by a 10×10 grid.

Anyway, that aside, it looks good, it sounds good, it’s PICROSS, so what can I gripe about? Well, slightly sticky controls and an awkward means of accessing your inventory, for a start. Draw a line across a row or column, and, if you’re too quick, it might not register it all. It might not register the first tile if it’s feeling finicky, as it does sometimes, and the inventory… Well, you can only access it in battle, with I and then clicking on whatever doohickey you’re going to use, and there’s consequently no way to drop items that I’ve seen.

Finally, there’s my personal bane: Single save. As I’m writing, I’m preparing to stream this, and I’m grimacing, because there’s already spoilers, and once I’ve completed those 100 puzzles (plus some change), well… What then?

Clearly, this is a giraffe. There’s no other possible interpretation…

These are, overall though, not enough gripes to really not recommend it. It’s a Picross game, it’s got a good aesthetic, it does have some thought needing to be put in beyond the puzzles (attacking an enemy also knocks back their attack timer, and, y’know, bosses), and it’s fun. Good enough for me!

The Mad Welshman doesn’t have a lot to say today. He’s not feeling too well.

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