Pit People (Early Access Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam

I’ve been staring at the page for a couple of minutes now, trying to marshall my thoughts. Behemoth’s strange worlds tend to do that to you, and Pit People… Well, Pit People is a doozy, world wise. A strange, disconnected world that somehow still works, both bright and malevolent. But, before we talk about that, let’s talk about the game itself.

Not pictured: Everything is bouncing to the music. The world is very much alive.

Pit People is a game with turn based combat, but real time exploration, where you explore the shattered world to which you belong, doing quests as Horatio the Boring Blueberry Farmer and his cohorts, gathered through accident, capture, and the whim of the malevolent and petty Narrator. It also has co-op and PVP, and it’s hard enough to describe that, for the first time in perhaps ever, I’m going to be putting one of my stream videos here. Warning, there are cries of “What the helllllll?!”

A lot of them. In any case, Pit People is quite accessible (Blue and Red are the main colours), easy to learn (the various character types are fairly well tutorialised, as are weapons and armour), and a little bit grindy (You have a loot limit in exploration, meaning multiple trips or a co-op partner if you want to collect things) , but, thanks in part to the Behemoth art style (simple, clear, characterful), in part to the music (pumping), and in part to the occasional interjection by the narrator (voiced by Will Stamper, the narrator of Battleblock Theater), it doesn’t feel that much of a grind a lot of the time. Enemies can be avoided in the exploration, with cannons or with movement, battles are usually over moderately quickly (And the rock-paper-scissors type elements are easy to understand.)

Yes, I actually quite like how Pit People is going.

Story wise, it’s… A thing. A giant, dying space bear crashed into the world, shattering it and turning it into a post-apocalyptic hellscape, where its malevolent god, The Narrator, malevolently snickers and directly manipulates events. He’s taken an interest in Horatio, a humble Blueberry Farmer, and so a great adventure begins. An adventure in a world where cupcakes are people (and also delicious), Queen Isabella waits to conquer the world, and the evil Helmetites (so called because they wear helmets, you know?) bully the weak. Oh, and there are pit fights, demiclops, medusas, ghosts with keyboards… It’s all very strange. It would perhaps be unbearably so, if it weren’t for the black humour provided by the Narrator’s pettiness, and the charm of how most of the characters speak nonverbally, but somehow clearly. “After giving her half of his remaining blueberries…” , “HUH? HUMEHUHNUH!”, “NO, you GAVE her your BLUEBERRIES.”

Why yes, that *is* a Cupcake Friend. He has waffles. And buttercream…

See? Perfectly clear! Pit People is perhaps the first game where I’d recommend watching the stream video, which covers the earliest moments in the game, then decide for themselves. I happen to like it, but tastes may vary widely.

The Mad Welshman gave his ups to Pit People [HUH? HUHME] YOU GAVE YOUR UPS TO PIT PEOPLE, JAAAAMES.

Become a Patron!

Lobotomy Corp (Early Access Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Release

Lobotomy Corp is, at its heart, a management sim. You control a limited number of agents by assigning them tasks, which they take time to do, and you have perhaps more to do than you can. Manage the results.

You always start with the thankfully easy to please Hundred Sins and One Good Deed. But it quickly ramps up…

Thing is, those “results” are death, madness, and horror. Because what you’re managing is an SCP facility. For those who haven’t heard of the SCP files, it’s a community led horror universe, where the horrors are being exploited and studied (or just held in the hope that they don’t go off) by the SCP Foundation (SCP standing for Secure, Contain, Protect), and they range quite widely from deadly buildings, to monsters and people-as-monsters, to seemingly innocuous objects with secrets. Often deadly secrets. Unfortunately for you, most of the items in Lobotomy Corp are unknown to you unless you either have an encyclopaedic knowledge of SCP files. So there’s a lot of death and screaming and… Restarting.

Lobotomy Corp is not an easy game. Each successful mission (Which involves keeping said objects, monsters, and things “happy” enough to harvest some unspecified energy from them) adds a few more, only some of which are known to you from previous experience, and from the second mission on, it’s very easy to get, say, The Red Shoes, which is an instant no go area for women operatives due to its effect. Making things tougher, when some SCPs are unhappy, they lure the non-playable staff in, causing havoc all on their own. It’s interesting from a world standpoint, and very fitting, but unfortunately, makes the game feel a bit arbitrary until, y’know, you’ve worked out what a thing does and how to keep it happy. Considering each agent has four “skills”, four types of overall approach, and that, in the case of a gender or approach “liking” SCP, that agent cannot be used, it’s hard. Uncomfortably so.

WHOOPS! I DID THE WRONG THING, AND NOW WE’RE AAAAAALLL GOING TO DIEEEE.

Visually, it’s thankfully very clear. You know what things do fairly quickly, the contained things’ happinesses are in clear bars, and the game helpfully informs you, both visually and textually, when things have gone horribly wrong. In between missions, there’s chat between you and an AI, and this seems quite interesting, but the meat of the game is, really, levelling and getting agents, researching things to help your agents survive, and figuratively throwing them to the wolves to see what the wolves do.

Thing is, I’d still say to check the game out if you’re interested in the SCP universe, firstly because it’s certainly different than the various creepypasta games I’ve seen that are inspired by it, and secondly because it’s also a somewhat fitting game. Hopefully, there will be some options to tone the difficulty down some, but I can’t say I don’t enjoy the game. I’m just not fond of the restarts.

So… Many restarts. Damn you, Red Shoes. Damn you to heck.

The Mad Welshman can be found under SCP-[REDACTED]. Just so you know how to greet me at expos.

Become a Patron!

Pharmakon (Review)

Source: Review Copy
Price: £7.99
Where To Get It: Steam

Pharmakon is a game I want to like because, goodness me, it tries to experiment. It even tries to make its own experience less frustrating. Let’s talk a little bit about what it is, first, before we deal with why, sadly, I’m not its biggest fan.

Thankfullly, this is a wee beast, and of an element I’m fully prepared for.

Pharmakon is a turn based combat game in which you, an Elemental Agent, are sent to a remote world filled with aggressive, equally elemental monsters, because… Well, as it turns out, mostly to die. You think you’re the first Agent to be here, are rapidly disabused of this notion, and then things get a bit odd, story wise. To the developer’s credit, although English is not their first language (Visumeca hails from France), they’ve done okay in localising, although some of the speech is a little stilted. In any case, you fight these creatures with your drone, the power of which depends on three things: First, what elemental tetrominoes you’ve plugged into its awkward casing. These tetrominoes, in turn, can be destroyed if you think you don’t need them (You only have a limited storage space, after all) to add to your repair stores for their respective elemental damage values. Secondly, the number of times you’ve fired, charging up a skill meter, and finally, those skills. Unlocked by progression through the story (More on that in a bit), levelling up involves firing lasers of various element through skill icons, from four different directions. Opposing elements block each other, and this elemental interplay resides throughout the game.

This, on the other hand, is big trouble. I’m *not* going to come out of this well, and will probably die in the next phase.

So… Having explained the basics, let’s go into why I’m not its biggest fan, although it does try. Let’s start with dying. Dying does not end the story. What happens when you die is that a new Agent is sent, with their inventory filled with one element. The monster progression, however, doesn’t change, which means that, once you’ve started dying, odds are high you’ll keep dying, because you don’t have the elemental variety to keep up. It’s only mildly less annoying to note, again, that dying does not stop you from progressing in the story. I have been informed that a theme of this game is perseverance, but, unfortunately, despite being told so, it doesn’t show very well in the game or the story, as Agents will say the same thing in the story no matter who they are.

Visuallly, the game is very clear, and although the angle doesn’t show it too well, a lot of effort has gone into making a variety of beasties to fight. You quickly ascertain what things do, although the first few fights are an extended tutorial, just to make sure. The sound and music are okay, nothing special, but they set the mood, and they don’t feel out of place, which is what’s needed.

Elements that don’t react with each other, thankfully, work well. Each extra icon I grab lowers the cost of a special ability.

As such, Pharmakon is not a bad game, and it does do interesting things, but the killing of monsters and the levelling up is pretty much all there is to it. If you’re okay with that, if you want to check out something that experiments, and has a few flaws that make it drag on, then I’d say give it a go.

The Mad Welshman is of Element Moustache. It has no weakness, only strength. Well, that’s what it tells you, anyway. Muahahahahaaa.

Become a Patron!

Zafehouse Diaries 2 (Review)

Source: Review Copy
Price: £4.99
Where To Get It: Steam

Zombies. Zombies never change. Wars. Bigotry. History… But zombies… Zombies… Never change.

Okay, maybe they do. Fast zombies, big zombies, little zombies… There’s a lot of zombies out there, but Zafehouse Diaries 2, like its predecessor, pretty much sticks with our shambling, flocking, endlessly moaning dead folks. It also tries to update the “Bunch of bigoted assholes are the only ‘survivors’ of a zombie apocalypse” formula Screwfly used in their very first game, Zafehouse Diaries 1, and…

Mark, like many of his ilk, is dancing around the fact that he judges books by their covers, or, more specifically, the *colour* of their covers. Redemption is possible, but I foresee head noms in his future…

…Honestly, Zafehouse Diaries 2 is one I feel conflicted about, because while there’s undeniably more to the game than its predecessor, there’s also more confusion. The Investigate/Snipe/Breach interface, for example, has become a little less clear. Click on the little icon to customise what you’re doing. This is kind of important, because that involves taking things with you, just one example of things you could be doing.

In any case, it’s a turn based strategy game in which you marshall a bunch of survivors, trying to feed yourselves, deal with internal conflicts, and, in at least some cases, try to get the hell out of town. Folks can work together on tasks, but, as in many zombie media, the survivors come from all walks of life, including howling bigots. Timothy, a middle class musician, doesn’t “like the look of” Dana, because he’s a racist. Jeffrey doesn’t like women. Dana, meanwhile, has beef with older folks (like Timothy, funnily enough.) Spreading rumours once a day can improve the mood, but it can also backfire horrendously. Heck, you can do it deliberately, if you really want to.

Not gonna lie, I kinda blinked a bit at this rumour. The options are racists and foreigners, and while it makes sense after thought… It did make me blink for a bit.

There are several scenarios, from the return of Road Kill (find a roadmap, a car, a repair manual, and five bits to repair a car to get out of town before everyone dies) to the new Kill Switch (Five soldiers, no relationship problems, stop an airstrike while nastier zombies try to wreck the town’s power grid.) As before, you can add custom content, such as making yourself in the game, but custom content (and indeed, changing the difficulty via the Custom Game option) stops you getting achievements. Similarly, there are events in game, such as the Piper, an asshole in a pickup truck who gives you the option of giving one of your folks as zombie bait, or having a tantrum, and beeping his horn as he drives off, attracting zombies. I hate the Piper.

Sadly, it isn’t the friendliest of games. Although Screwfly have clearly made an effort to improve over Zafehouse 1, making more things clear, such as customising orders, it’s a game where reading the manual (Which is in-game, under Help) is very important.

Overall, visually, Zafehouse Diaries 2 is an improvement over 1 (Although, as mentioned, that Breach/Snipe/Investigate could probably stand to be clearer), it does have more content, and it is a friendlier game than Zafehouse 1, especially with a tutorial, it’s still one you’ll want to explore the UI of before you make a move, and some things still aren’t quite clear (Survivor relationships, for example, affect the quality of their work together.)

While it’s not pictured, the Breach/Investigate/Snipe button is a post-it note next to Location Summary. A *small* , two-part post-it note. It could do with being a tadge bigger.

The Mad Welshman wants to eat the rich. However, he sees better chances of doing so as a zombie than a survivor. 

Become a Patron!

Endless Space 2 (Review)

Source: Cashmoneys
Price: £34.99
Where To Get It: Steam, Humble Store
Other Reviews: Early Access

Endless Space 2 is big. I mean really big. I mean, you may think it’s a long walk down to the chemist’s, but that’s peanuts compared to Endless Space 2!

Joking reference aside, Endless Space 2 is, as far as turn based strategy where you eXpand, eXplore, eXploit and eXterminate other alien races, most often while playing an alien race yourself, actually quite good. Even if I’m somewhat salty about Amplitude following the current “stance” of “Who even plays hotseat?” (Hi! I do! And so do quite a few of my friends!)

Making this clear right now… The Sophons are totally not my… Adorkable, irresponsible, space babies. Nope.

So let’s get that out the way right now: Multiplayer is online only, none of the playing-with-yourself or risk free theorycrafting shenanigans you’d be used to in some other… Well, quite a few other strategy games, up till relatively recently. If that’s a turnoff, I understand. Let’s get on to the good stuff.

In Endless Space 2, there are eight races, and they all play somewhat differently. This has pretty much been the charm of Amplitude games since the studio arose in 2011, and it’s a skill they’ve been steadily honing through their company life. The Unfallen, for example, with their “branch” system of colonising, are extremely interesting. They can only colonise in lines from the homeworld, and instead of sending a ship full of people, they send a ship that lures space-vines from the homeworld, entangling a system, and then they send the first colonists through the space-vines. On the upside, this means they can stretch out a web of influence, and colonise systems quickly once they have the technology to actually live on the bloody things. On the downside, if somebody happens to conquer a system along that branch, whether there were nice treemen living there or not, everything further down the branch is lost, and, unlike every other faction except the Vodyani, if you lose your homeworld, that’s it. Game over. Caput.

But interest comes in many flavours. A returning faction from the first game, the Sophons, are my dear little science babies, not because they have a different colonisation method, or because they’re game breaking, but because they have accepted that Science is a verb, a noun, a preposition, and… Look, they really like science… Often to their own detriment. And I love them for it, which leads nicely into the narrative end of things.

And it definitely isn’t because they acknowledge as objective fact that Science is a Verb.

Endless Space 2 has race specific questlines. The Sophons, for example, have found themselves in the unenviable position of having created the universe’s first (known) Super-AI, called ENFER, have plugged it into everything they can, and now have to answer a very difficult question: How the heck do we keep it happy? Everybody has their thing, and nobody is very nice. The United Empire, under very Stalinist propaganda, are influence wielding warmongers, the Riftborn just want to live, their perfect, ordered universe having been destroyed by our chaotic, quantum-fuckery filled one (Which, if you think about it, is very much Cosmic Horror), the Horatio (A race of clones) want to make things perfect (IE – All Horatio, because Horatio is perfection), the Cravers are perfectly happy being hungry murderbugs designed to devour entire planets (or are they?) , and…

…Look, there’s a lot of stories here. Not just the eight racial stories, but the stories of individual heroes, the universe (The fallout of a war between two ideologically opposed Super Races who appear to have killed each other, but may not actually be dead, is one familiar to science fiction fans, but is excellently implied), and even of specific worlds, come together in a well written and engaging universe that’s well worth looking at on its own. The UI is mostly friendly and clear (The research “circle” is a little confusing at first, as is how to get to ground force management), the ships have real polish and difference to them, and the music… Electronic heaven, whether its somewhat ambient, as in the title screen, or the more “Ohcrap, things are happening” of the combat tuneage.

Both ground and space combat, for returning Endless players, has had some improvement, with extra choices and tactics at the beginning, but remains “You make choices about range and tactics, then watch the pretty lights and explosions.” Or don’t.

Essentially, if you want to eXplore space, eXpand into new worlds, and eXploit and eXterminate new civilisations, Endless Space 2 is another good one to go for. Like Master of Orion 2016, its difficulty is fairly adjustable, and, as noted, my main bitch with the game is the same one I have with this genre all over in recent years… I just want to have a chill time smashing spaceships and aliens together, by myself, and nobody’s letting me.

The Mad Welshman can’t actually pick a favourite faction. They’re all moustache twirley in their own way, and he loves them all equal- AHAHA SCIENCE FOR THE WIN, YOU CAN’T OUTFIGHT ME IF I OUT-TECH YOU EVERYWHERE!

Become a Patron!