Crystal Crisis

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

Right, gonna get this part out of the way right now: While I’ve suggested fixes to the developer, at the time of writing, the colourblind support for Crystal Crisis is spotty at best, and the best option is to go into Extras (not Options, Extras), select custom colour scheme, pick colours that seem to work for you, and test them in Practice mode. I have requested further comment from the developer after the steam thread I gave this critique (and advice) disappeared, but so far, Nicalis has not responded, and I shall update the review when they do, or if this changes.

The original colour schemes. Three use green and yellow, with similar values. The colourblind set has different light values, but this only actually helps one or two types of colourblindness.

So, now that that particular beef is out of the way, the rest of the game is… Alright. Essentially, a 1P vs CPU game of dropping rotatable pairs of blocks, making patterns, and then popping them with the corresponding coloured gems that sometimes drop, in order to both drop blocks that can’t be interacted with for 5 drops (generally speaking), and to build up meter for the special abilities of your chosen characters (For example, Curly can either destroy rows on her own board, or turn rows of her opponents‘ board into the aforementioned unusable blocks.)

There is a story mode, although it honestly didn’t grab me that much (Essentially, a series of fights in which you choose which character you’ll play, and then get an ending depending on your path), while the game’s replayability depends on how much you like this sort of game (I’m alright with the various tile dropping and tile matching type deals, so I expect I’ll be coming back every now and again.) Finally, there is an Arcade mode, a decent (if slow) tutorial, a practice mode where the AI doesn’t fight back, and an Online mode that… Well, while I don’t normally comment on online modes, I have been seeing a fair amount of “Online is a ghost town” type threads out in the world. So playing with a friend online is probably your best bet.

As noted previously, it’s probably best to use your own colour scheme if you’re colour blind.

Finally on the mechanical end, we’ve got a mostly solid, unlockable character roster, which includes both Nicalis characters, and, interestingly, some of the cast of Osamu Tezuka’s works, such as Black Jack and Astro Boy. I do love me some Tezuka characters, so it earns a few points with me for that.

Aesthetically… Well, the menus aren’t bad, with a little bit of character to them, the characters definitely aren’t bad, well modelled and animated, the stages, similarly, are nicely modelled, and the blocks are, apart from the aforementioned colour blindness issue, and the somewhat inconsistent nature of their lighting (Furthering the colourblindness issue at times)… Well, they’re blocks, and stars, and you know the difference between a block, and the various special things. The sound is good, the music’s good.

Story mode is alright, just as the rest is. But don’t expect a deep plot.

If it weren’t for the colourblindness problems, I would heartily recommend this. But, here’s the thing: Colourblindness is common. The ways to deal with colourblindness in video games are, equally, well known and commonly passed around in most gamedev circles these days. So to see problems like this, where three of the default colour schemes have green and yellow of similar light values (A big problem), and the colourblind one has pink and purple (Which even non colour blind people can have problems with), with the aforementioned inconsistent lighting further confusing things, I can, at best, merely not recommend it to colourblind folk. Because even when a game does what it says on the tin overall, this definitely is a blunder.

The Mad Welshman refers you to the previous review for education on some techniques folks use to be more colourblind friendly.

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Fantasy Strike (Review)

Source: Cashmoneys
Price: £23.79 (Soundtrack £6.79)
Where To Get It: Steam

Fighting games are sometimes difficult to learn. Sometimes, they’re also difficult to master. But sometimes, as in Fantasy Strike, they’re mainly difficult to master. Which I appreciate, even if a tutorial before you can even change the window settings is not something I appreciate. Still, let’s talk Fantasy Strike.

“…You’re already painted.”

The philosophy behind Fantasy Strike’s fighting shenanigans is twofold: Firstly, to make a more accessible fighting game. But secondly, the game is all about David Sirlin’s favourite part of fighting games: Yomi.

It’s got multiple potential meanings, even in fighting games, but, essentially, the idea is that high level play involves reading your opponent well, so that you can adapt your strategies on the fly, be that conditioning your opponent into certain reactions (that you then punish with a different moveset), or simply knowing that an opponent likes a certain pattern, then punishing them for using it (It can go many ways, as you can see.) So, how does it do this? Well, multiple ways.

Firstly, there are a total of six buttons: One for light, one for heavy, two for specials, one for throwing, one for jump, and one for super moves. Also there is no crouching. Okay, that’s a relatively simple set up, especially since many characters don’t really have the need for both specials (although directional inputs change a fair few moves, as do, obviously, jumps.) There’s also a more limited health bar that gets chipped away if you block three attacks consecutively (some moves do double damage, such as Midori’s Dragon Throw, but most either deal one, or combo, so blocking it is effectively one damage, or two for not blocking.) It’s still somewhat twitchy, requiring good reactions and not button mashing to win the day, but that is, honestly, not bad. Enemies also flash various colours for invincibility frames (white), throws (blue), and special throws requiring a jump prompt to escape (green.) That still requires good reactions, but it is helpful.

Geiger, having a watch that controls time, counters and specials by… Being an asshole, essentially.

Secondly, beyond the things that you normally do with the concept of Yomi (pattern punishes, baiting, jump cancels, etcetera), there is the concept of the Yomi Counter. Somebody wants to throw you, and normally this is tough to counter, but in Fantasy Strike, the way you counter it is by… Doing absolutely nothing. Not moving, not punching… Just very briefly letting go of the controls. In practice, this is something that still requires mastering the specific reaction needs of Fantasy Strike, but the mechanical theory, at least, is clever.

Finally, the game lets you know what kind of character you’re playing, and, like other fighting games, allows you to see the moveset. “Wild Card”, alas, is a needlessly nebulous term, as the two fighters in this category, DeGrey and Lum, still have overlap with other categories. Lum is a sort of zoner in practice with random items as his special, while DeGrey is a sort of meld of grappler (slow-ish, but hard hitting), and “doll” fighter, with his ghost friend being a ranged grapple. But the other categories of zoner (specialises in controlling the battlefield in some fashion, and making areas of the battlefield dangerous. By the way, no crouch means projectiles are more dangerous), rushdown (relying on getting in someone’s face and comboing them with mixups (different attacks to different areas) to murderise them), and grappler (You hit hard, are slow, and mostly rely on throws) make sense. The majority category, by the way, are zoners, giving you some idea of the priorities here.

SIIIIGH. On the one hand, feels. On the other, in retrospect, the fact this lady is dragged off by oppressive government, then never mentioned again is bad.

Aesthetically, the game is honestly not bad at all. The characters are interesting visually, and you get a rough idea of what they can do by their look, the stages are lovely, and the music, while a little generic at times, is fitting and doesn’t steal the limelight. The voicework, on the other hand, is variable. Yes, I get that Valerie is a “Manic Painter”, but that isn’t always full ham, buds. And she is full ham. Which is a shame, because she’s my personal favourite. Similarly, the writing of Arcade Mode is… Well, it’s a little like earlyish fighting games (we’re talking Darkstalkers era more than original Stret Fighter), in that the plots are mostly silly, and told via beginning and end cutscenes. Although Valerie’s does start on a dark note, as her lady love is carted away by the oppressive government of the world that… Doesn’t really get that prominent a story role, to be honest? So, while there’s some queer rep, the cast is, honestly, pretty white as far as it goes, so it doesn’t really win any points for diverse representation overall.

I’ve already mentioned my main gripe (the tutorial being right at the beginning, rather than, say, a prompt before playing your first game that then allows you to change your options before play), and I will also mention that online requires a separate signup (Something I know some people aren’t a big fan of), but, overall? It isn’t a bad game, although I will say that the limited character roster is, considering the price, also a potential turn off. Finally, I’ll mention that yes, pro players will still kick your ass until you master things, with it being more to do with pattern recognition and timing than that and a hefty moveset. Otherwise, it honestly does most of what it sets out to do, isn’t a bad fighting game, and I found myself having an okay time with it, despite being normally bad and frustrated at fighting games.

The Mad Welshman dislikes explaining a lot, but, with fighting games, it’s kiiiinda necessary. There’s a lot of terms that only exist in fighting games.

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Steamworld Quest: Hand of Gilgamech (Review)

Source: Cashmoneys
Price: £22.49 (£7.49 for soundtrack, game available as part of Steamworld bundle)
Where To Get It: Steam

I knew I’d done the wrong thing when the lovely mage Copernica fell. I won the boss battle, somehow, but I knew… I’d done the wrong thing. And the fact that I very quickly caught on exactly what I’d done wrong… Says nice things about Steamworld Quest, the latest in the growing Steamworld franchise, and this time… It’s a turn-based, card battling RPG with some real time elements.

A pair of robot ladies, strolling through the woods to kick ass and take shrooms.

The general idea is this: Some unlikely heroes (More setting wise than anything else, because they very quickly become quite badass) have, after a short adventure picking mushrooms (Which, yes, results in a boss battle, because it turns out a large mushroom doesn’t appreciate this), they return to town to find it on fire, with the heroes kidnapped by an evil army, of the kind that hasn’t been seen in the land for a long time. And then things get interesting.

So, there’s a fair amount to like about Steamworld Dig, starting with its somewhat unique approach to the card-based combat system of the type we’ve seen often lately. For a start, each character has their own deck, but all of these are shuffled into a single deck, from which you get 6 cards. You can play 3 cards a turn, but it’s heavily to your advantage if you play all three cards from the same character. Okay, that’s one interesting thing, but the other is where I made my mistake. You see, each character’s deck is limited (8 cards at the beginning), which come in two forms: Those that build power… And those that use power. Guess which fule put too many of the latter in their deck before Chapter 2’s boss fight? This fule.

“Omae wa mou shindeiru…”

Aesthetically, the game works pretty well: Smooth paperdoll animations for the characters, clear and friendly UX, good and fitting music, and some solid sounds and splashes make up for the fact that the attacks, being of the JRPG style, don’t always connect with as much impact as I’d like.

And then, of course, there’s the humour. The Steamworld games, even when they get dark, have a sense of playfulness about them, and Quest is no exception. In Chapter 3, in particular, we get the distinct impression that the Adventurer’s Guild had been living on easy street up until now (They have their own golf course, the bougie gits), and that the large world… Well, it carries on, even with an evil army on the march… Look for the two robots playing chess in the background. A subtle touch, but an amusing one.

One or both of these frontline mages can completely heal from this single attack. Good thing I’m chaining…

I do have one criticism of the game, but it’s an odd one, because it does tutorialise well: If you do not engage with its core systems (such as, for example, using the redraws you have to maybe make that “Three from the same character” chain), you’re going to have a much harder time. Even early Void Mages can heal each other, or themselves, for definitely more damage per turn than Copernica’s basic attacks, and a little less than what Galeo (the punchy healer) can put out with his… And since they rarely turn up alone, it can make a fight really drag on. Which, considering that the longer a fight drags on, the more you get hurt, and that healing items are not the most plentiful?

Well, please listen to the tutorials. Overall, though, I appreciate Steamworld Quest going for tight play, focusing on managing a small deck with more potential tools as you go on, and even something of an ambush system (Okay, second crit: Since ambushing an enemy means clicking directly on them when you’re close enough, it’s a hassle to get ambushes, and those are that little extra edge that can help a fight a fair bit.) It has style, it has humour, and, as always, I do like a good experiment. Especially when, as with Steamworld Quest, it seems to work.

The Mad Welshman has yet to meet a robot he hasn’t liked. Admittedly, some have been murderous mixes of skeletons, T-Rexes, and lawnmowers, but they were his kind of skeletal murderous lawnmower t-rex robots.

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Team Sonic Racing (Review)

Source: Cashmoneys
Price: £34.99
Where To Get It: Steam

Obligatory “Oh look, it has Denuvo” warning.

Ah, doesn’t Team Sonic Racing look pretty? Aren’t its tracks interesting, and its soundtrack gorgeous butt rock of the type we’ve come to love and expect? Solid voice acting, and a typically Sonic story with fourth wall breaking and silliness? Golly gee, this would normally make for a very positive review, wouldn’t it?

Exceeept… Team Sonic Racing, to me, feels like a case of “You had one job.” Because the racing… Is somewhat painful.

Oh dear. Knuckles got hit by something. Not my fault!

Not the team aspect. That was actually quite interesting and cool. After all, encouraging co-operation in a team racer is a good thing, and this, it does quite well, by giving benefits to those who slipstream each other, give each other little nudges forward, weapon boxes when they ask for them (The person heavily in first place rarely needs them, after all), and even for agreeing to use Team Ultimate at the same time. That is legitmately cool, so props where props are due.

No. It’s the rest of it. Let’s start with this whole drifting thing. If your drifting is painful, on both mouse and keyboard (and it was for me), then maybe, just maybe, it’s not a good idea to so heavily emphasise it. Or make it the star ability behind both the “collect things” challenge types that exist. Overall steering is, honestly, not terrible (not great, but not terrible), but, since the track design also has things for which a simple turn doesn’t suffice, er… That drifting is required. The same drifting that so badly gelled with me. Joy. It doesn’t help that the drift boost is… Disappointing, compared to the headliner team mechanics.

Attempted, a light drift: What I get… OH GOD WALL WHY.

And then… Customisation. Normally, I am a beast for customisation in racing games. I love me new parts. But when firstly, said customisation is based on gacha (That’s random drops, ala lootboxes), and there are a total of three parts of Speed, Technique, and Power type, along with gold versions of the exact same powerups… Well, that’s somewhat dull, especially as their boosts and maluses are… Middling, at best, not significantly changing play.

As noted, on an aesthetic level, it works just fine. Most things are clear (The only thing I didn’t find too clear was the quicksand v track segment of one track, but overall, it’s bright, with solid readability and good value shifts for clarity), the designs work well, and the music and VO are good, solid stuff. But this is, unfortunately, an at best passable racing game. At worst, its drift’n’collect stages are frustrating, and the online play… Well, it isn’t great. The ending animations become unskippable (and they are slow), reports come in of matchmaking problems…

AEAB. That’s all I have to say.

…Overall, TMW has definitely seen better kart racing. TMW has definitely seen better racing games overall. And this is a shame, because an otherwise glittering core element, and an otherwise shiny exterior sandwiches… Well, blandness and some irritation.

It is The Mad Welshman’s sad duty is to inform you that no, you do not, in fact, go that fast here.

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Lovecraft’s Untold Stories (Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam
Other Reviews: Early Access

Even grudgingly admitting that Lovecraft’s Untold Stories has improved in some aspects, this is one that remains poorly paced, difficulty spikey, and… Well, not drawing me into its world, because its world isn’t all that interesting in the first place.

Game number 1: From this screenshot, try to guess where, offscreen, the necromancer who keeps summoning these zombies has run to.

Okay, let’s back up a bit. A Lovecraftian twin-stick shooter with RPG elements (keys, inventory, special items, events, and, at least once a level, puzzles), Lovecraft’s Untold Stories starts you as a private dick who has been called upon by Raymond Legrasse (The inspector who formed a cameo in The Call of Cthulhu, the “iconic” Lovecraft tale.) From there, things rapidly get weird, from Lovecraft and the King In Yellow as shopkeepers, to a Yithian sanctum as your home base…

…Honestly, I can’t really carry on with that sentence without getting into why it feels wrong to say all that. Lovecraft’s Untold Stories is Lovecraftian in the same way that Ready Player One is Cyberpunk, or an Olde English Bar in America is, in fact, Olde English. Oh, it’s got surface elements, to be sure. Star Spawn and Mi-Go and what I’d finally worked out were meant to maybe be Colours from Space. But they fill much the same space as zombies and cultists with machine-guns: As things you shoot to leave the room. Similarly, books are not gateways to knowledge that man was not meant to wot, but one of the two forms of currency in the game (The other being money, most often obtained by collecting treasure.) Elements of horror fiction, distilled into enemies and powerups. Ye Olde English Yawn.

This… Is about as interesting as that gets.

“But come now, that’s not terribly fair. What about that old chestnut about going mad from said knowledge?” Ah, yes. The thing with little to no seeming effect on play beyond being a second, less readable health bar that partly obscures the actual health bar. If lots of purple gunk over the top left, maybe eat a bar of chocolate or three, and avoid pretty much any interactable event you don’t know the “safe” interaction with (At the cost of not finding secrets and earning less Information currency.) Bam, the unknowable has become the known.

“Okay, okay, so it’s not very Lovecraftian. What about the twin-stick elements?” Well, those have slightly improved, in that now you have mouse-aim. The first area has also become less of a pain in the ass, with seemingly none of those murderous (and inexplicable) cultist gun turrets to be seen, only cultists and gribbleys. This, of course, is assuming you’re playing as the Investigator, as there are other unlockable characters, unlocked by reaching the right area, and solving a certain puzzle.

Each one has their own starting area, and their defensive abilities take different forms. The investigator has a dodge roll and explosives. Whoop. The scientist has a high-explosive shot that is as likely to impact something you weren’t sure was an obstacle (or a rushing enemy) and kill you as not, and a defensive shield. I haven’t unlocked the rest because… Well, when a game feels more like a battle of attrition than a tense conflict in which worlds are at stake, and madness lurks around every corner, you know something’s gone wrong.

Game number 2: Spot the arbitrary spikes. Before you run into them, and inflict a long bleed status and damage.

Is it the darkness hiding increasingly arbitrary damage/status traps? Is it Chapter 3’s obsession with “Hunt the guy running away, otherwise you’ll never clear the room”? Is it that the puzzles either feel like arbitrary key/item hunts or things that don’t make sense even in the context? Yes, yes, yes, it’s all of these things, plus the endless… Interminable “spooky” rendition of “Three Blind Mice.” No, really, it’s main motif is the three keys of a children’s song.

It isn’t the only music in the game, and the intro narration is very nice, as is the pixel art. But the pixel-art is often obscured by darkness, and stylistic goodness is more than counterbalanced by what a tedious slog this feels.

The Mad Welshman has seen many things. Perhaps too many. Over many games, the monicker has become more and more accurate. IA! IA! D’Signu B’et’a!

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