Ashen (Review)

Source: Cashmoneys
Price: £30.99 (Definitive Edition £38.18 , Soundtrack £5.19, Nightstorm Isle DLC £7.19)
Where To Get It: Steam

And so the dark age passed into an age of light, a… Wait a minute, I was promised Dark Souls, not… Okay, fun aside, it’s actually nice to see some legitimate hope in a game with the “Go out, bash things with an input system that encourages only hitting the buttons you need to, not mashing them, die, spend money on improvement, hopefully get further this time” formula that has been called “Soulslike.”

I wanted to focus on the beauty for this review. For the combat, imagine a small circle in the middle of an enemy, as I slam that giant axe into its smug midsection.

In Ashen, you are, obviously, a voiceless Chosen One, who, along with two friends (and the others you meet along the way), must protect the Ashen, a bloody great bird made of light and life that sat on the World Tree, died (its three breaths creating three ages, which passed, and elements of the three civilisations still lived through the dark age), and is due to be reborn. Gosh, my throat’s a little bit norse from that short bit of exposition, lemme back up a bit.

Essentially, this is a third person action RPG, in which your low poly protagonist wanders through a map, directed by both the needs of currency/items gained from enemies, and the quests, side or main, from the people of your small, new township. This actually deserves a mention right now, because it’s a fulfilling aspect of the game: The further along the game you get, the more sidequests you do, the more your town hub (Well, more of a “start point on the journey”, really, as you travel along a narrowing spiral toward the end, unlocking Ritual Stones, your travel points, along the way) builds up and grows, starting as this near barren, ramshackle set of ruins, and, by the end of the game? It’s a thriving village, with each of your fellow characters having their own cohabitation with various people attracted to this glowing beacon of hope.

Early in the game, but I like the image of Batarn, the giant one armed smith, helping to build what will be a beautiful village toward the end, an enduring legacy of hope.

Even if the game weren’t good, this would have to be mentioned, precisely because it’s almost unheard of in this genre (or indeed, quite a few.) But the game is good. It doesn’t give you fast travel until a few main quests in, but the progression feels natural, and I only died once or twice in the early game, mostly due to either overconfidence or stupidity. Especially as you have a friend, always (whether a co-op partner, or one of the companions you meet, each with certain styles of weaponry), and so long as one of you is alive long enough to resurrect the other, you’re okay.

And the world is pretty. Even in the bleaker areas of the game, there’s a sense of beauty, fallen or otherwise. From the parts of the world so far reclaimed from the Ash, to the almost tundra like ruins of Sindre’s View, to… Ah, well, that would be spoiling things, but suffice to say, there’s a lot of environments, including, yes, dark areas. And the difficulty does ramp up, with some of the underground segments, in particular, making for a large difficulty spike. Still, it’s also a world where the developers want you to try clambering over it, to see what you can do, and want you to see it, and this, also, is appreciated. Finally, the music is, for the most part, calm, relaxing. This is a world you’re meant to take in.

Even in this bleak, ashen wasteland, there is beauty.

Are there complaints? Well, yes. The game very much overloads you with stuff early on, and it’s somewhat resource hoggy, with slowish loading times, and, outside of challenge runs, why wouldn’t you give your companions their quest items? But… There’s a lot it does right, over its compatriots, a lot it does differently. The game doesn’t really bar you that much, so you can engage or not as you like, explore as much or as little as you like, although it is highly encouraged you do those side quests before tackling a main one. As such, it’s more guiding than holding back or pushing, not holding your hand, but showing you the way.

So, in summary, I would say that this is a better introduction to the subgenre known as “Soulslikes” than… Well, Dark Souls, the game which popularised the term! It’s pretty, it’s interesting, its characters are cool… Yup, I like it.

The Mad Welshman appreciates beauty, bleak or otherwise, as much as he appreciates bearded handaxes. Which is to say, a fair bit.

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Das Geisterschiff (Going Back)

Source: Supporter Gift
Price: £7.19 (£13.79 for all DLC, OST £2.29, unreleased tracks £1.25, remixes free)
Where To Get It: Steam

Content Warning: Although this review is not age gated, be aware that the game has mentions of forced drug use and kidnapping early on.

Ah, the corporate dystopia. The corporate dystopia where people have fucked the planet, the rich have gone to space, and the rest… Are left underground, fearing the sun they once loved. Yup, that totally isn’t too real right now, nosirree… Although, to be fair, the rich would be using rich people spaceships, so at least we get the black comedy of watching their autopilot ignore an asteroid.

See those sunbeams on the right? The sun is so hostile now, it’ll start melting the armour of an exosuit. And, as this note outright states later, it cooks a human in moments.

In any case, Das Geisterschiff is, as you might have guessed, one of those corporate dystopia games. You, the nameless protagonist, have joined a corporate Combat Unit, in order to hopefully make enough money to get off Earth.

Well, we all know how that’s meant to turn out. And, indeed, this game is hard. A fitting kind of hard, but yes, a fair amount of the time, avoiding a fight is the absolute best thing you can do once an enemy hits your radar. And if you do get in a fight, there’s still a fair amount to consider: Do you use some of your limited ammo? Or do you get up close and shoulder-barge the robotic sonuvabitch, because they’re lighter than you, and they can’t take i- Argh, this one was a suicide bomber, great.

Also on the good side, the game is atmospheric as hell, and the atmosphere is dark. The music is heavy saws and bass beats, threatening in tone, the world is dark as hell (As denoted by the content warnings above. Whee, lot of age gating this month!) And your shadowy boss is, as you quickly discover by the second mission, is shady as hell. Well, he is a corporate dystopia boss, of course he is.

It’s a low poly feel, but a good one. Y’know, red aside. And yes, I had trouble telling these screenshots apart when picking them to upload.

Still, content warnings aside, it’s not all roses. Accessibility wise, everything is shades of red, and quite dark, and while the text is sans serif, and the menu text is readable, the notes and talking type text are somewhat small, even on full screen with a big monitor and downtuning the resolution. And part of the game’s difficulty is somewhat of a lack of clarity as to what things are. For example, the screenshot lower down the review is a horrifying scene, if you know what those cuboids are (They’re dead bodies.)

But, unless you’re using things that sort of look like they’re usable, you’re not going to work things out. And you’re definitely going to have trouble finding upgrades, as the only clue I’ve seen is “They’re near those black boxes. Mostly.” Finally, you seem to only have a minimap. So I hope you brought your mapping software! (I didn’t, my first time, mainly because I’ve gotten so used to, y’know, actual maps.)

Six corpses. laid out. And if you hadn’t found another body in this level that explicitly tells you it is, you might not have guessed.

Finally, while I’m not entirely sure if it’s a bad thing or not, there are only a limited amount of saves. 100, to be exact. And it should be remembered that if you come into an area with low health from another, you might as well restart the whole chapter, with what you’ve learned. Because you’ll restart with that low health.

Would I recommend it? Sort of. As always, if the content warnings and accessibility problems turn you off, then no, and I also wouldn’t recommend this to first time players of first person RPGs. But for the more experienced player, it’s definitely an interesting one, just… Use a mapping tool.

The Mad Welshman loves him a dystopia. In fiction. Can you rich old assholes stop trying to fanfic yours in real life? Ta.

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Blink: Rogues (Review)

Source: Review Copy
Price: £5.79
Where To Get It: Steam

There is a common misconception among folks relatively new to vertical or horizontal shooters (or shmups, as they’re called) : That the Japanese ones are more difficult than the Western ones. While this certainly can be true (Hello Gradius, Hello Touhou!), there are still Western Shmups that are, for want of a better phrase (haha, not really), “Bastard Hard.” Jamestown. Raptor: Call of the Shadows. Xenon 2. They’re slower paced, for the most part, but enemies can be nasty.

Hrm, now how am I going to murder all eight of these enemies efficiently?

And so it is with Blink: Rogues, which combines some elements of the older European Shmup style (Slow paced, health bars, enemies are bullet spongey to the basic attack) with other ideas known to the genre, like enemies that can only be murderised with one of the three special weapons you have, flipping your craft to fire backwards, and a feature I haven’t seen outside of one other game (Dimension Drive) : Swapping between two different playfields, both because there are enemies to kill/avoid in both, and there are obstacles in both, some of which can only be avoided by blinking between sides.

Which would make the game more interesting, if it wasn’t for a lack of flair to it all. Now, don’t get me wrong, I like me a low poly aesthetic, I love it contrasting with painted characters and nice, clean text. And I love little touches like parts that come off when you shoot them, even if it makes the enemies that little bit more bullet spongey. But the projectiles, the music, the enemy explosions… They can best be described as “workmanlike.”

I do like a bearded older man with a cigar and a naval uniform sometimes…

Add in that there’s no UX scaling for the main, shooty bits, and no reminder as to what the special weapon keys are. Yes, I forgot. Regularly. Colours? No. Keys? Yes. I’m also not certain as to its colourblind friendliness (being Red, Blue, and Green), so maaaybe different shield animations would help there? In any case, it’s not quite as accessible as I would like, and while the story is reminiscent of old arcade games and the DOS shooters that had story (Short conversations and collectible journals), it’s also somewhat workmanlike.

I don’t know, maybe I’m jaded. In any case, the difficulty ramps up reasonably well, although a big part of that is that death doesn’t lose you the mission, but instead takes you out of the fight for a whole 3 seconds (and, if you were in the middle of a wave, 3 seconds is a loooong time), and lose your multiplier. That’s pretty much it, although it does make reaching the star goals of a level that much harder if you die (Kill 50%, 75%, and 100% of enemies, sometimes with an extra modification like “You have to kill all the red beacon ships!”)

Rocks. Cuboid rocks, but… Well, they are rocks, I’ll give this mission that.

Despite that workmanlike nature, it’s not a bad game, by any means, and a multiplayer mode (local, whether against another player, or an AI with 5 difficulty levels) with several story missions that don’t outstay their welcome (and now, survival levels afterward, presumably on a “One life” basis) helps give it that little touch of replayability once you’re done (Whether that’s “Beaten all the levels” or “All the stars, all of them!”), but… As mentioned, it’s workmanlike and low key, and I can perfectly understand why that would be a turn off to folks.

The Mad Welshman once had a successful 100% run of the Monty Python DOS game. To this day, he doesn’t quite know how.

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Disc Creatures (Review)

Source: Cashmoneys
Price: £11.39 (Soundtrack £2.31)
Where To Get It: Steam

This one took quite a while to review. Unsurprising, because, as anyone who’s played Pokemon would know, Pokemon takes a while to get going, and Disc Creatures is heavily inspired by Pokemon. Down to emulating the game-boy incarnation’s style.

It’s so nice to see different generations get into things. You go old man!

However, before someone groans and goes “Oh good lord, not another one”, I will say, right now, that it has ideas that are its own, and has also taken on board the evolution of Pokemon’s world, in the sense that it tries to explore the subject of being a trainer. Or, to use the game’s own term, a DiscR. And the conflicts that arise when the sentient Disc Creatures, or the DiscRs who catch wild creatures… Go bad. So, let’s get the one problem out of the way first, before we talk about what makes this one interesting: Its window is very small, and there’s no adjustment for this save being full screen. Argh. Gripe out of the way, moving on!

DiscR is, as you might have guessed, a pokemon style game. Beat up monsters, catch them, add them to your collection, beat other monsters up with them to make them stronger… You know, the usual stuff, right? Not quite. For example, the move changer. There are a silly amount of moves for each Disc Creature, much like there’s quite a few for individual Pokemon, but guess what? You get the potential to use all of them! And then… There’s combat.

And with their elements displayed too. Lovely!

So, let’s see how you like these apples: HP doesn’t regenerate unless you heal or use Energin (because Disc Creatures are more like Digimon, in that they’re electronic, and can be burned to a CD), but the energy that powers your moves? Ahhh, that’s where it gets interesting. Because each fight, you start with 10 energy, and that’s definitely enough to power some basic moves for a few turns. But while sometimes, you or the opponents regain energy, the only surefire way to do so is to E-Charge. And that… Leaves the Disc Creature doing it wide open to attack, ensuring a critical hit if they are attacked. It’s pretty tactical.

Aesthetically, well… It’s a pretty faithful GameBoy Colour style overall… Pixels, limited palette, chiptunes… It all works, and, apart from the aforementioned “Windowed mode is tiny” thing, the UX in fullscreen is fine and dandy for play.

For reference, these screenshots are not resized.

It’s got some interesting mechanics. It’s got solid writing. It’s got good creature designs, good aesthetic, a nice, lo-fi world… When my only gripe is about windowed mode/resolution, and there’s some good quality of life stuff into the mix? Well, that’s a definite recommend, isn’t it?

The Mad Welshman loves it when somebody tries hard to be actually retro.

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Tangle Tower (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

Families can be… Difficult. The unspoken. The misspoken. The very much spoken. As much as they can be a joy, people to hold onto in difficult times… They can equally be a burden, a curse. And the latter is… Sort of true in Tangle Tower, a mystery adventure game where the murder of one of its scions not only causes grief for the family, but exposes the cracks, the pain that’s already there. The failed dreams, the self delusions.

I can’t help but like Poppy. In a way, she’s the most honest of the lot.

Families can be difficult, and never moreso than when there’s a death in the family. A death, in this case, that was premeditated by a family member. But who?

Well, that’s your job, as Detective Grimoire and Sally. To solve the murder of Freya Fellow, an artist and lover of insects. And while the game is most definitely pleasant, the story of the murder itself? Well, murder can be for some not very rational decisions.

Anyway, the game. The game has three or four base elements to it: Investigating the various locales of Tangle Tower, solving the various puzzles and puzzle locks around the house, interrogating the family members (plus a brusque fellow detective named Hawkshaw), and putting together those suspicions in one of two ways: By making sentences with two pieces of evidence and two sentence fragments, or by picking the relevant clue item.

This one caught me out for the longest time…

The most complex elements are the puzzles, and it warmed my heart to see that not only was there a clue button that would let you know where to go next if you were stuck (or who to talk to, if you had all the pieces to reveal someone’s secret), the puzzles would have hints. Not big ones, just a general hint on how to solve the puzzle if you took multiple tries, but that was nice. Add in that pretty much everything is done by clicking the left mouse button, or dragging it, and it’s pretty accessible to play too.

Aesthetically, it works quite well. Clear UX, so you know what is what and what does what, the soundscapes were nice, from the music that fit each character (For example, melancholy piano for Poppy) and situation (The eerie, final areas have an equally eerie tune), to the little things, like ambient sound. The art style is solid, painted backgrounds working well with the heavily inked, flat shaded characters, and the voice work? The voice work is good. You get the feel for each character, and, when their suspicious aspect is revealed, you can hear the defeat, the brittleness in most of their voices. I say most, because some are already brittle.

Fifi is one hell of a character. Autistic readers, if you play the game, lemme know if they’re good autistic rep, and I’ll edit this caption to reflect that.

As to the writing? Well, I can’t spoil it, but it follows the rules of a good mystery: Red herrings, misdirections, every clue having a reason to be there, and moderately good foreshadowing of various elements. Why is there a bloodstain on the floor when Freya was standing close to the painting when she got stabbed, in the chest? There’s fantastical elements, it’s true, from the more outlandish characters to the general idea of the island, a place where the lake waters mutate creatures and plants much more rapidly than the surroundings, to the eccentricities of the family.

And, of course, a little humour. Sometimes it’s the kind of humour that stays light, like the sarcastic banter between Grimoire and Sally. Sometimes, it’s the kind that, later on, makes you feel a little bad for laughing.

In any case, I finished Tangle Tower in a single setting, and, while it’s not the longest game, clocking in at around 4 hours for a playthrough, I’ve had a whale of a time with it. Not, specifically, fun, because fun isn’t, strictly speaking, the goal. But I wanted to know, know about the family, about the island, about the mechanics of this strange murder, and the reason for it. Well, I got all those things. And I recommend it.

The Mad Welshman honestly wishes the folks who still live in Tangle Tower well. Life’s tough, people need a break.

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