Crossniq+ (Review)

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

I am always appreciative, when it comes to arcade puzzlers, or any sort of puzzler with a grid system, of epilepsy accessibility options. They don’t always work, but them just being there gives me a chance to review them (It’s in advanced options, fellow epileptics.) And so it is with Crossniq+ , a game about, as the title somewhat implies, making crosses in a grid. And, while it has a somewhat slow start… Hot-damn, is it enjoyable.

Okay, so, let’s get into the basics. You shift rows and columns, making crosses to a time limit, using your choice of mouse, keyboard, or gamepad (I found mouse the easiest, but each have their merits.) And, at first, it seems pretty simple. Shift them rows, right? But then the bonus/hindrance blocks start appearing. Fit a star into the cross, and you get more points (you also get more points the quicker you are about it.

Don’t panic, don’t panic, you can do this, you can (Narrator: He didn’t do this)

But lock icons also start appearing, which prevent you from sliding blocks from one side to the other (two lock blocks near the edges is a very “Deal with it.” situation. And then… The cross blocks. You can move blocks from outside the cross box’s cross into it, but you cannot affect the row and column of the cross-block itself. This most definitely is a block you have to work around. You can get rid of any special block by making a cross’ row or column next to one, but that works for bonus blocks too, so… Be careful!

And, in both endless mode and time attack, you don’t have the luxury of letting it pass, because the more you score, the tighter those times get (and the more score you get for carrying on making those crosses!) It starts nice and slow, easing you into mechanics, and while each block is a surprise the first time, you quickly get a handle on their behaviour, making for a very reasonable difficulty curve.

We don’t normally do menu screenshots, but damn, that’s… Either PS2 arcade puzzle or Dreamcast arcade puzzle style… And I love it!

Aesthetically, it aims for a late 90s console puzzle game feel, and it achieves that feel. Friendly, rounded icons, clear delineation of elements, photographic backgrounds, and music that, put together, distinctly put me in mind of some Dreamcast and PS2 games of the genre. So, suffice to say, I love that they achieved that goal, it’s an aesthetic I honestly wouldn’t mind seeing more of.

Three modes exist in the game (Time attack, Endless, and Local Versus), plus a reasonable tutorial, and a customisation shop for the (local) multiplayer mode, so, overall, yes, it’s a tightly designed puzzle with some simple elements that make for some nice, frenetic strategy. Also, a chillout room, with things you’ve unlocked that are just… Calm, and a cast of well designed, interesting characters. So, obviously… A recommendation from me!

The Mad Welshman never owned a Dreamcast. So, obviously, he wants Chu Chu Rocket on PC. The Devil Dice games too, while folks are at it.

Become a Patron!

The Surge 2 (Review)

Source: Review Copy
Price: £43.99
Where To Get It: Steam

What is it with posthuman cult leaders and bad fashion sense? Yes, I know, if you’ve heard about The Surge or played it, you know that’s the least of your worries, but… It nags at me. Anyway, about the game.

This is very me: “Mmmhm, yes, Posthumanism, yes… [You look like a bloody dork in that]”

So, let’s get the spoilers out of the way niiiice and early: Burke lived, and you find that out in the first area! Warren lived, and this is pretty heavily implied by the mysterious stranger you meet just outside the first area! Shit’s gone to hell, which is exactly what you’d expect for a sequel! There, we’re done. That wasn’t hard now, was it?

In any case, The Surge is a science-fiction… Deep sigh, because I hate saying this… Soulslike. You have checkpoints, which you return to when you die, minus what money you’ve earned. Combat is based upon pattern recognition, good dodging/parrying skills, and managing your stamina. The Surge even added its own touches, such as rewards increasing the longer you spend between returns to a checkpoint (an interesting risk/reward system, which I have not taken much advantage of because I’m a coward), and the ability to target specific limbs, something you need to do for specific rewards, such as a blueprint of the opponent’s exo-limb.

Oh, and the online functionality, which introduces revenge enemies (Enemies with more health who killed another player, but drop lots of resources if you kill them), tags, the occasional battery drop where a player died, that sort of fun stuff. You can play offline, but these additions do add a bit of spice.

And with the slo-mo… My god it’s satisfying! Gimme your arm, y’bastard!

Controller is recommended, because while the keyboard/mouse controls are okay, and remappable, parrying appears harder to do well in kb/m. Okay, base mechanical stuff done with, let’s get into what I like and don’t like.

Aesthetically, the game is good, and, if your rig can handle it, it can look beautiful. Some facets are a little confusing, such as targeting, or the very small “You can backstun this fool” prompt, but it, and the sound, are pretty good. Also, while the protagonist isn’t voiced, the others are pleasant to hear, fairly well acted, and it made my day to hear a proper South Wales accent in the game… It was tidy, you might say. Motion Blur as a default is… Annoying, to say the least, but having the amount of it as a slider, along with a couple of other effects? That’s a good move.

I’m also quite fond of the combat, being meaty, pretty well explained, and having a nice back and fore rhythm… Well, if you take the advice of timing your blows, rather than being a button masher like me. Still, I parry well, and I dodge okay, so I’m finding it pleasing to fight. Master one of these skills, and be at least okay with the other, or you’re going to have a hard time. Encouragement to use at least a partial set through partial and full set benefits is also a pleasing bit of incentivising styles of play, and that the first armour heals you a little when you finish off an enemy? That’s a good starter. There’s a few new weapon types, and, while I haven’t experimented with them much, they seem pretty cool, with nice tricks on the charge attacks.

Pictured: You must be this levelled to wear a full suit. Well, more levelled, obviously. It took a fair bit of grind to get the full set.

I am, however, less fond of the levelling system. Not the actual levelling itself, which is reasonable, but the Core Power being tied to your level. It’s about ten, maybe fifteen levels until you can properly equip a full set, and it was a little annoying to have to grind up to my first full set.

I could go on for quite a bit about all the quality of life improvements, but, essentially, if you played The Surge 1, it’s an improvement in many respects, and, if you’re starting out with The Surge 2, well… Going back to The Surge 1 may be a little tougher, although the basics remain the same. It feels pretty good, exploring this new, more open world with its diverse locations, it feels good to fight, and I would recommend this, even as someone who got very tired of games taking elements from the Souls series pretty quickly.

The Mad Welshman remains pretty easy to make in the majority of games. And he looks good in an exosuit. Nanomachines, son!

Become a Patron!

Hot Lava (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam
Other Reviews: Early Access

When I first looked at Hot Lava, I very much enjoyed its first person platforming. I even expressed that it was one hell of a shock that I was, because, generally speaking, first person platforming puzzles are bollocks, and most people remember them unfondly. But no, I stand by that. The first person platforming is fun. I also stand by the GATS theme being bad. Sorry, Klei.

You will perhaps grow to hate this sister. But it’s not, strictly speaking, her fault.

So… Several areas now exist, each with 6 levels to complete, and, in each of them, you are, essentially, trying to get to the end by jumping on things that aren’t lava. Jumping on, or into lava is obviously bad. Falling too far is obviously bad. Being fast is good. And, to be fair, there’s a fair few ways you can go faster, each with their pros and cons.

For example, you can use Hot Lava’s variation on the bunny hop, where you leap, then both turn and strafe in a direction to pick up speed . The downsides of this are that it takes skill to pull off consistently, and it changes your route precisely because you’re going faster. Then there’s the usual thing of a tighter line (can I skip this tiny jump for this slightly bigger one that gets me where I need to go), and the final one that, so long as you know where the final checkpoint is, you can go straight there, skipping checkpoints along the way (The problem being, of course, that it’s longer between checkpoints, or maybe no checkpoints at all, so I hope you got it right!)

The fake loot boxes have, as far as I’m aware, been removed, replaced with “You get customisations for getting stars in missions”, although the collectibles are still there: Cards, both in lava world, and the normal one, and hidden GATS comics and golden pins in the levels themselves. You can even, once you’ve found the mini science-project style mountain, enter the lava world to just explore and get those cards, with no time pressure.

The Gym is, honestly, not a bad place. Especially since the pole collisions have somewhat improved. Ignore the time, I was just here for a collectible.

Still… The mention of the two in-level collectibles reminds me of one gripe about the game: a biggie. Chase the thing levels. Always last in the level order, and always painful, even in Early Access, they’re actually somewhat worse now. Before, if you got too far away, you’d lose, but you could still take routes that would catch whatever you were chasing, or even get in front of them. Now… Well, they have a pretty good route, although they all seem to be your sister, constrained by the same things you are, and catching them because you actually got in front of them? No longer counts. It’s a fail state. Not gonna lie, if I was clever enough to get to a route that actually beat said sister? I want that reward.

Without that objective, it’s basically an endurance match: No checkpoints, do it all well in one try, try and do elements of the characters route well enough that you catch them from behind. And the last one in particular, “Chase the Meaning” , can fuck right off. When I’m shaking from trying to do the same first segment twelve times, and know there’s no checkpointing, I’m not having a good time with your obstacle course.

Global Action Team: Bad Idols To Look Up To.

So… Aesthetics and narrative time… Oh, that’s right, there’s a narrative, of sorts. See, the prologue has you going to bed via… Well, playing the game of “Floor is Lava” with your sister. Except… There’s something horrible. And that something horrible scares you on the very last part of your journey… Which happens to be the balcony over the living room. The Global Action Team comics show them to be failures, misinterpreting situations, being gulled easily… Even stealing. And then… Well, suffice to say, I won’t spoil it, but you can possibly guess.

Aesthetically, apart from the aforementioned theme song, the game works well. Everything is clear, including those bits you wish weren’t, the environments are plausible and well crafted, the character models are fun, and the music shifts pretty well from the playful tones… To darker ones… To hard driving ones… To, in some cases, almost silence. And all of them thematically work with the level in question (Oh, and the music is quieter when you’re not running all willy-nilly, a sign you should maybe get moving, squirt!)

Overall, Hot Lava is good, and I would recommend it. I would, however, repeat that the “Chase the” segments can go to hell, and I don’t say such things lightly.

The Mad Welshman will, one day, get all the stars. That day, however, is a long way off. But he has a fair few.

Become a Patron!

Archeo: Shinar (Review)

Source: Cashmoneys
Price: £10.29
Where To Get It: Steam

Let’s get one thing noted right now, because I know this is going to turn folks off: Archeo – Shinar is a game with the theme of 1920s archaeology, which, as fans of history may know, was colonialist as hell. The game embraces that as a thematic element, so you are not playing some philanthropist, but an asshole, employing assholes, exploiting land, meddling in ways that distort history, and the like. So be warned.

Yes, they are massive assholes.

Fortunately, it… Honestly isn’t the most engaging of games on its own. Essentially, it’s a 30 turn game, with two main segments: Planning and Management, and Expeditions. The planning phase is the meat of the game, but the expeditions are what mainly earn you the points, events, and interest of the game, with the expeditions being… Well, what your planning went toward, with some added risk management thrown in. Do you use the person good at Archeology now, or do you save him for a potential check down the line that might be much harder (or use another skill which you weren’t warned about, because he’s a really good everyman.) Succeed more than you fail, and you win reputation and money for your shameless plundering (earning artefacts you can sell on the black market for big successes, and phobias, debuffs for your explorers, on essentially chance.) Fail, and you get recompensed a small amount… Probably smaller than what you spent on it.

Oh look, it’s our old “buddy” Frans! He’s going to get a phobia in just a second, and he deserves it

Meanwhile, the management is where most things happen. Do you try and sell your story to one of the papers? Who do you hire? How do you train them? Do you make them take more risks, or play it much more cautiously? What do you bring along? And what land do you bid on, to exploit for bonuses down the line? In all of this, reputation is important. Build up a good rapport with one paper, you can use it to slander the other explorer(s). Get good land, and exploit it well, get nice things. Take a risky play on the black market that pans out? Free money, awwh yiss!

Thing is, a lot of this is, effectively, a black box, even on Easy. You know what things do, and you know what the majority of checks are going to be on an expedition, but a lot of it boils down to taking a chance. And, for me, at least, it didn’t really feel enjoyable. It looks good, with a simplified style that fits the period it’s representing, some nice music, and a mostly clear UX with good tooltipping, but its humour fell flat for me, its embracing of its theme (historically accurate though it may be) didn’t sit well with me, and playing it… Well, it didn’t feel like I really knew what I was doing, even though I was staying afloat, and had a hotseat to fall back on to learn the game.

Yes, there is also a lootbox joke. SIGH.

And that, in the end, is what killed my engagement with it. Still, maybe others will find enjoyment, and that’s about the best I can personally say.

The Mad Welshman despises the bullshit the UK, among others has perpetuated over its history, not only in archaeology, but folklore, culture… A fair bit more than that, let’s say, in understated British fashion.

Become a Patron!

Minoria (Review)

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

Minoria is cute. Minoria is melancholy. Minoria has an interesting world, that gets better the further you play into it. And Minoria… Has some brutally unforgiving boss fights, where single mistakes will cost you about three rooms worth of running and a cutscene to rejoin them. And, in the early game at least, there’s a big difference in challenge between the enemies… And the bosses.

Sister Devoir. She’s nasty, but… Maybe she has a point… About the church, silly, not the point of her sword.

Which, let’s face it, seems a very odd thing to say, doesn’t it? But the difference between the earliest enemies and the second boss, or even the second tier of enemies compared to the first, is clear. And everything that can hit you… Hits like a bloody truck. You start to get used to it, but… I have to admit, I bounced off hard, and bounced off early. Second boss, in fact.

And, honestly, there’s no shame in that. Single mistakes, especially in boss fights, cost dear, and, since the combat is akin to… Sigh… Dark Souls, in that fights with bosses are long, tense affairs in which, as noted, mistakes can quite easily cost your life, it’s merely beyond my own ability, rather than a condemnation of the game. More… A caution to those who, in turn, bounced off games of the Soulslike persuasion.

Wait, this woman looks… Familiar, for some reason…

The thing is, Minoria is also very lovely, aesthetically. Contemplative pianos give way to dramatic violins, beautiful princesses (Who… Remind me of someone. Hrm) and cute, but deadly small witches fit well in the well drawn corridors and steps of the cathedral, and everything is clear. It’s somewhat minimalistic in approach, but this works, and I do love it.

But, alas, I don’t really get on with its style of play, and, if we’re being honest, its keybinds. It’s most likely recommended that you play with controller, or rebind the keys, because it’s all too easy, with the default, to fatfinger the “Use Incense” key when what you meant to do was attack, or, less commonly, to switch your insenses when you meant to parry or dodge.

LET. US. PRAY!

Obviously, take this review with a grain of salt, because, as mentioned, I was not able to get too far due to the high damage you take for pretty much any mistake, but it’s a beautiful game that is recommended for soulslike fans, while not, generally speaking, recommended for beginners to its metroidvania styled exploration/combat. Specifically the combat.

The Mad Welshman is legitimately sad he couldn’t get as far as he wanted here.

Become a Patron!