Gremlins Inc (Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam
Other Reviews: Early Access

The satirical computer board game of being a capitalist douchebag (and Gremlin) released earlier this week, and I finally got a chance to properly give the multiplayer a go. As it turns out, I’m an evil, evil man. But you knew that already. So let’s talk about the game.

Ahahahaa... I'm going to win, and they can't stop me. Well... Maybe...

Ahahahaa… I’m going to win, and they can’t stop me. Well… Maybe…

Gremlins Inc, essentially, is a tactical race for points, where the cards you use don’t only affect other players and give you points, they’re also the way you move. As such, you have to change your plans on the fly quite often, as while you could try holding on to that lovely card with all the victory points, you might need to get to a more immediate reward in a hurry… You know, before others do to you what you would do unto them. Despite being competitive as all heck, ranked multiplayer seems pretty relaxing, although due to one of the reasons it’s relaxing (Chat is mostly just emoticons and some stock phrases), it can be hard to tell sometimes.

Either way, playing against players is a very different experience than playing against the AI. Because the players are less likely to dick you over. Which segues nicely into one of the “problems” of Gremlins Inc. : Challenge mode is tough, because the AI is good. Or, more accurately, because the AI is aggressive. I have yet to gain three lamps in any of the challenges, despite them mostly being longer games than ranked. Because the AI players take every chance they get to dick you over if it looks like you’re winning.

Some cards are secret, or illegal. They're useful, and powerful... But exposure of your plans is dangerous, and can come at any time.

Some cards are secret, or illegal. They’re useful, and powerful… But exposure of your plans is dangerous, and can come at any time.

In a way, though, this is still revealing, because it shows how the entire game is built around threat perception. And there are lots of threats to perceive, from a player having lots of money (Used to buy cards, especially ones that give you those sweet, sweet victory points), lots of votes (Meaning they’re going to become governor, get a victory point, and become immune to bribe or police search tiles, letting them keep their money in places you wouldn’t want them to), lots of EEEEEVIL (An indicator of how many “selfish” cards they’ve played, such as Robbery… 350 easy money, but also lowers everyone’s income), and even the not often seen Prison Experience (Which establishes how much of a threat they can be if you’re in the Jail with them.) The computer is good at establishing this, whereas in multiplayer? It’s much less certain. You could slip by unnoticed for many turns, not considered a threat until BAM, one Infernal Machine and an instant jump to the top of the board. Or, of course, you could be heading toward the Astral Plane, somebody will say “Aha, they are about to play a good card” , and slap you down for your hubris.

I haven’t had this much fun playing ranked since Bad Company 2. And the game is cunning in that your rank slowly goes down for each day you don’t play, allowing newer players a chance to climb the ladder when others get tired of playing. The game also tries to keep the interactions friendly by limiting them, and it seems as though that’s working. Seems. It’s kind of difficult to tell, but I’m pretty sure most people are being friendly, gasping at others’ misfortune, asking if they’re alright, and cheering each other on as somebody makes a canny play.

I'm not going to pretend everything's happy, however. Sometimes, someone puts the boot in when you're already down... :'(

I’m not going to pretend everything’s happy, however. Sometimes, someone puts the boot in when you’re already down… :'(

Overall, this is a tightly designed computer board game whose main flaw is the same flaw of any board game… Once you become familiar enough with it, the entertainment lessens. But nonetheless, I’d recommend it as a good example of computer board games, and a game at a reasonable price.

(Other reading: The Early Access Review)

The Mad Welshman smiled as the gremlins told him he’d be “Right at home in Clockwork Town.” As another failed experiment due to lax safety measures (They cost money, after all!) exploded, he smiled. Yes… He was… Home.

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Mars 2030 (Review)

Source: Cashmoneys
Price: £5.59
Where To Get It: Steam

Space, it seems, is similar to War, in that it’s longish periods of nothing happening, followed by moments of pants wetting terror. Also of not knowing who your friends really are. Both of these, it seems, tie in to Mars 2030, a game which has apparently hit full release.

I will survive *this* Solar Flare. The next 9? Perhaps not.

I will survive *this* Solar Flare. The next 9? Perhaps not.

I say “apparently” , because, honestly? It doesn’t feel quite finished. For the £5.59 you pay, you get a greenscreen styled Oregon Trail type game, in which you load up, try to travel to Mars, and get assailed along the way by various factors like asteroid belts, solar flares, medical problems, and… Computer virii. Which made me blink a bit. So far, so fine, and in fact, ignoring certain factors, it’s entertaining, in a relaxing, “Something I can play while I’m wanting to relax” sense.

There’s just one problem, or rather, a series of small problems making one bigger one: I can’t ignore those things. Not just because I’m a reviewer, and not mentioning these things would be bad, but because they have an impact on the game from the very start. By which I mean picking supplies, because this is, essentially, Oregon Trail… IN SPAAAAAACE!

You’re not actually told what you get for picking, say, “10” food. It’s certainly not 10 food. It’s definitely not just ten bits of ammo for your mass driver. And that’s a problem, because part of the fun of Oregon Trail type games is taking risks, or, more accurately, gauging risks. Beyond knowing that more than 10 food would appear to get me all the way there… I don’t actually know for certain. Likewise with, er… Everything I have. Meds, Food, and Ammo are fairly obvious, but Circuits, Panels, and Wires? Well, they’re possibly something to do with shields and system repairs, but it’s not very easy to tell.

Just a week before release, this could happen to dead crew members. I *think* that's fixed... But I can't be *certain*...

Just a week before release, this could happen to dead crew members. I *think* that’s fixed… But I can’t be *certain*…

Similarly with the crew. I know, from experimentation, that my Software Engineer is the only one who can fix virii, and my Hardware Engineer fixes the shields. My gunner, I’m assuming, does gun things. Sod knows what the fourth crew member does. And sod knows, from the overlays I have, who’s still around to do these things. Because it doesn’t tell you, anywhere I can see. And once someone’s seriously laid up in the medbay, say from radiation poisoning thanks to Solar Flares, they don’t do their job any more. Which I also don’t know, because the game doesn’t tell me.

I don’t know what a virus in the Auto-Nav actually does. Or the Disposal System. And sadly, I suspect the answer to both is “Nothing.” But the fact I’m not being told these things, things the game presumably knows, is a massive black mark against it, especially since I know the developers have been informed. I would, I was one of the people who told them.

And then there’s the little things. Little things, but telling things: The “Repair” button sometimes blanks out just after I get the window back to do the thing, and also just after I’ve re-opened the ship status window because being told I had a thing to do, for some reason, closes the window. It’s pretty easy to pin down why it’s happening: Because you can’t do anything while the crew are having an event, or just before, and the game, just after giving you a thing to do, then checks to see if anything else happens, stopping you from doing the repair while it checks if something’s going to make your day more complicated. And that one little thing, combined with the other little thing, makes for frustration in an otherwise relaxing game.

A bone headed death, and my fault. Not all of them will be.

A bone headed death, and my fault. Not all of them will be.

Oh, there’s also a lackluster minigame you can play, in which a defense satellite goes up and down, and you have to time your shots to defeat never ending waves of enemies. Whoop.

So, despite it having some nice ideas, some nice visuals that are inspired by, but by no means replicating the 8-bit greenscreen of my youth (Too smooth in places, too small in others), and the same with the visuals, I really can’t recommend this, because it claims to be finished, and feels like a beta still, with bad tutorialising, and promises that seem a bit empty about “crew status” being the next feature… Which is baffling when you consider this “Big feature” is literally adding a segment to the ship status UI, and using that same code to, er… Print some variables. Which… Somehow hasn’t been done in two months. There may be crew members still “with[out] activated game content”, and I don’t, neither as player or reviewer, know. I’m informed, just as I was informed a while back, that support will continue through 2016 for the game, but as release states go, this isn’t great.

The Mad Welshman looked up at the bright eyed, bushy tailed astronaut candidate. “Space Walker? So… No software, no gunnery, no hardware? YOU’RE HIRED.” He grinned, as another useless waste of human resources was sent into space.

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Master of Orion (Early Access Review)

Source: Cashmoneys
Price: £29.99
Where To Get It: Steam (NB – Comes with the original 3 Master of Orion games)
Other Reviews: Release

This isn’t really going to be an article reviewing how much game there is. It’s pretty obvious, at this point, that while the game is playable, and victories can be achieved, it’s incomplete, and there is more to come, including balancing of units and the like. This is about another important question: Do NGD and Wargaming “get” Space Opera?

The planetary environments, while the same canned anims that you'd see in the original MoO, are gorgeous.

The planetary environments, while the same canned anims that you’d see in the original MoO, are gorgeous.

Judging by the tears leaking down my face from the opening theme, with its violins, choirs, harps, and wind instruments? It’s a good starting sign. And the game is already showing heaps of promise. Let’s start with the races. So far, every race is presented fairly neutrally. Nobody is unequivocally a “good” or “bad” race, from the proud Alkari, to… Okay, maybe the Mrrshan are a little dickish, what with the “They’ll sometimes even attack their allies for the fun of it.” For those who don’t know Master of Orion’s universe (First seen in 1996 with the titular game by Microprose), there are 10 races, 6 of which are available at this point in the Early Access: The psychic, four armed scientists, the Psilons; The preening birdfolk with elite piloting skills, the Alkari; The tough Space Bears of Nature, the Bulrathi; The ruthless matriarchal catfolk with a penchant for ground combat, the Mrrshan; the reptilian, quickly colonising Sakkra Brood… Oh, and Humans, who have, in Space Opera tradition, formed a Grand Republic. Somehow.

Well, that’s why they call it Space Opera, really… Grandiose in view, and not a little implausible at times. Nonetheless, aurally, it’s an almost constant, and pleasant assault on the senses, from the sweeping orchestral score that quickens the blood and sets the mood well, from combat to colonisation, to the smooth tones of the voice actors and actresses that make the star studded cast. Most are immediately recognisable, such as Michael Dorn (Narrator), John De Lancie (President of the Republic), and Kat Cressida (Mrrshan Empress), while others take a little more work to identify, but no less enjoyment, such as Nika Futterman (Mrrshan Advisor, and, once they’re in the game, Darlok Advisor), John Kassir (The Alkari Advisor, whose squawks, shrieks, and excitement slay me with laughter.) Visually, similarly, it’s all gloss, from the tight UI design (Minimal, but stylistically fitting) to the ships (Each having their own character, and some customisation options, such as 2 model styles per class, and several preset colour schemes.)

The last thing a Space Pirate is going to see in the Early Game: The Missile Lock Indicator.

The last thing a Space Pirate is going to see in the Early Game: The Missile Lock Indicator.

It’s pretty clear it’s had a lot of cash spent on it. So how does it play? Well, it would be a disservice to say it plays exactly like the original Master of Orion, because there are definitely refinements, but many of these are subtle at the present time, and I don’t think we’ll see a whole lot of rocking the boat in terms of gameplay. It is, nonetheless, its own entity, with some changes to areas such as research (No more does every tech lock you out of something, for example), tactical combat (Which is now real time, although still, as far as I can tell, on a level plane. Also, you can get a rough estimate of how your chances are against a fleet or space creature), and pollution (Which, instead of being a Fact of Life, can now be reduced via the build menu.) There is also, because the game is still in development, a bunch of missing features (Such as Tech victories, Economic victories, four races, custom races, and miscellaneous bits and bobs like a full Volcanic Planet description) and the odd typo, but right now? The game is definitely playable, and, if you liked, say, Master of Orion 2, it’s an enjoyable play.

That isn’t to say there aren’t some things that don’t feel a little off to me. It’s important right now, for example, to make sure you hit the “Randomise seed” button for your galactic maps, unless you feel like playing the same map over and over again, some voice clips fail to play at times, and, to be brutally honest, I’m not overly fond of the Mrrshan, although their portrayal is consistent, and makes sense. No, I’m not particularly offended by Mrrshan Sideboob. I’m more annoyed that everyone else seems to be characterised more neutrally, including the Alkari, who are, as far as I recall, bigger assholes as a race. Psilons? Yeah, go out and study things! Bulrathi? Let’s Protect Nature (Any Way We Can)! Sakkra? We’re lookin’ out for our kids! Mrrshan? Yeaaahhhh, more shit to fight, fuck yes! If we don’t find anyone else, we’ll smack our allies around for the fun of it, yeaaaaahhh!

The Mrrshan have pretty ships, but are the least pretty faction, tonally.

The Mrrshan have pretty ships, but are the least pretty faction, tonally.

However, aside from these few hiccups (One of which may well just be me), it’s early days yet, and to see polish and promise this early on makes me feel fairly confident that, even if Master of Orion doesn’t break new ground, it’s already got character, it’s got atmosphere, and if it continues to improve and refine, it’s going to do well.

The Mad Welshman grinned as he stared at the holovisor. GNN had voted him “Most Dashing Tyrant” for the second year running, and… The proximity alarms blared as he scrambled to the console. “Oh no… ALKARI!”

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Darkest Dungeon (Release Review)

Source: Early Access Backer
Price: £14.99, £18.99 with soundtrack
Where To Get It: Steam, Humble Store, GoodOldGames

Darkest Dungeon is a game I like… But I can’t really recommend. It’s kind of an odd position to be in, really. But then, Darkest Dungeon is pretty much all about oddness, so I guess it’s kind of fitting.

This... Is the essence of "IKR?" in Darkest Dungeon.

This… Is the essence of “IKR?” in Darkest Dungeon.

For those who haven’t seen me talk about Darkest Dungeon before, it’s a gothic Lovecraftian strategy RPG with procedurally generated elements, where you, the inheritor of the [Insert Doomed Family Lineage Here] mansion, must cleanse the dark taint of your now corrupted home with the aid of adventurers who are going to become diseased, raving, and dead in their droves as a result of your relative’s delving into Things Wot Man Was Not Meant To Know. But that’s fine, they’re assholes anyway. Good example, each game starts with Reynauld the Crusader, who is a God-Fearing Kleptomaniac, and Dismas the Highwayman, no longer allowed to gamble in any township he visits because he’s a widely known cheat. There’s some customisation allowed from the get-go, and random chance begins affecting you from the first dungeon, making no two playthroughs exactly the same (I’m playing from the beginning again right now, and, after finishing the tutorial, Reynauld got a -5% to his ranged skills, a much better result than last time, where he became a God-Fearing Kleptomaniac who wouldn’t pray… Making it impossible for me to let him regain sanity until I unlocked the Sanitarium, several forays later.) To make it extra amusing, there is an achievement for keeping these first two the whole way through.

Kleptomania commencing in 3...2...1...

Kleptomania commencing in 3…2…1…

And this is where “I like it” and “I can’t really recommend it” start to conflict. Even in the early stages, Darkest Dungeon was not the friendliest of games, and as time has gone by, it’s only gotten more complex, more difficult… Which is awkward, because it started somewhat challenging, and has proceeded to “Even after you understand the game, you’ve still got a chance of losing enough folks and quests to set you well behind the game’s difficulty progression, leading to a slow, graceless fall into the realisation you have to restart.” But, equally, I can’t deny it’s one hell of a ride down, with the game oozing atmosphere from pretty much every pore. The funereal town music, the heavy inks of the visuals, leading to a grim, Mignola-esque feel to the visuals that… Well, is really praiseworthy, and the narrator… Ahhh, Wayne June as the narrator deserves great things, for making the defining character trait of “Dull Hopelessness” both an entertaining and emotionally affecting experience. You can feel the weight throughout the game, and so the narrative mixes well with the story (Which, hey, is about trying to complete a hopeless, madness inducing task!)

Oh... Yeah, arachnophobes might not want this game. Just sayin' ...

Oh… Yeah, arachnophobes might not want this game. Just sayin’ …

Unfortunately, that weight, that sense of grim restraint, also affects the game in its rules. Some characters do well in the light, some in the dark. Most classes do particularly well in only one or two positions out of the four adventurers who enter a dungeon, and being surprised can ruin pretty much any party’s perfomance. Some items in the dungeon can be neutralised or improved by using inventory items, and they’re often specific to the dungeon type (So locked chests, for example, require keys, which is obvious… But Iron Maidens can give treasure instead of tetanus with the use of medicinal herbs). Afflictions and Diseases change the character, and stress can, if you’re not careful, quite literally kill your characters… Which can definitely be gained more easily than lost. All the while, money is a problem, and the over cautious player must, paradoxically, take greater and greater risks to stay afloat, the larger the dungeons get. Meanwhile, recovery not only depends on those ever dwindling funds, but on whether the Caretaker, that sad, broken soul, isn’t currently trying to drown his woes in the particular brand of solace you specifically needed for one of your better adventurers. This, and much, much more, has to be remembered and kept in mind often if you really want to complete The Darkest Dungeon… Hence why I can’t really recommend it.

I will, however, say that sometimes, its worth it, to see a grand horror surprised by your ultimately futile resistance.

I will, however, say that sometimes, its worth it, to see a grand horror surprised by your ultimately futile resistance.

But hey, even though I can’t recommend folks buying and playing it because, in a very real sense, the game resists it with the sheer amount of things to keep track of that can screw you over with a moments’ inattention (Or lack of awareness), I’d still say to watch a few playthroughs and ask around, because the atmosphere, at the least, deserves to be experienced. Even if the game wants you to suffer when playing it.

The Mad Welshman is aptly named. He has seen things… Things behind the cackling facade we call reality. Entire worlds, between one quad and the next. And behind it all, the RNJesus, bubbling and fluting madly away, uncaring of humanity…

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Tharsis (Review)

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

Sometimes, you have games seemingly designed to encourage us never to leave this green earth again. Games which say “Space is so stupidly dangerous, there is literally no point in going up there.” Tharsis is one such game… And I don’t really think that’s so much intention as theorycrafting over testing.

No, you weren't prepared. You weren't prepared at all, and you're going to die.

No, you weren’t prepared. You weren’t prepared at all, and you’re going to die.

Make no mistake, Tharsis is beautiful. Digital paintings abound, the Tharsis itself doesn’t look bad by any stretch of the imagination, and the UI, while not as helpful as it could be, is laid out well. The music, similarly, hits the right note, with the cutscene music’s mood of “We are fucked” and the main game’s “Okay, but let’s go down working, eh?” It fits. Which makes the game’s core problem of… Er… The core all the more heartbreaking. Essentially, while on a mission to Mars to investigate a transmission, a micrometeoroid shower blows up one of your modules, setting off a cascade of problems, and killing two of your crew, leaving you four crew, and… Well, an ever growing list of potentially lethal problems on your mission. And that, right there, is both the thematic core of the game, and its core problem.

Simply put, there is never, ever enough work to go round. I wouldn’t mind it so much if it were a case of “Welp, I missed saving the ship by one die roll, I can do better next time!”, but it never is. It’s nearly always around 4 weeks in, with an absolute mess of sudden, critical, and life threatening problems. On “Normal” difficulty. And it seems to show how little thought went into the interaction between game elements that I cannot find a single way to get myself through this block. If I somehow had seven dice (out of a maximum of six), and managed to roll every single number on those dice once (Plus a 5) and got the right piece of research, I would be able to manage one out of five critical problems that arise. But this is also assuming, firstly, that I had seven out of six dice (An impossibility), secondly, that none of those six results were Void (Removes dice), Injury (Removes a health level from a crew member), or Stasis (Locks the number rolled), and, last but not least… It would be assuming it’s only one 20 odd dice problem, instead of… Er… Up to four.

Sometimes, your end is as ignominious as this. Others, it's at least mercifully quick.

Sometimes, your end is as ignominious as this. Others, it’s at least mercifully quick.

There are things that can sort of help, but they require dice to use, and usually specific numbers. Want some food to give one of your crew more dice next turn? This requires firstly, that nothing else life threatening is distracting you (Good luck with that), and secondly, that you get… Er… At least two dice with the same number. Assuming, of course, that you have two spare dice to go around. There’s more, of course, but it all comes back to the same core problem: You simply do not have enough dice to even attempt anything but prayer. In a sense, this is fitting with the mood the game is trying to portray. You will not win this game through strategy, because the dice are the true arbiter of whether you survive a turn. On the one hand, it’s relatively quick. On the other, once you’ve won it once, there’s really not much incentive to come back, as the story, and the ship remain the same. All that changes is the crew (Four members, with most choices being unlockable through… Well, grind, basically. Did you research 800 things? Have a crew member choice!) the specific set of disasters you’re going to go through (Which come in flavours of “Will blow up bits of the ship”, “Will turn off those features you rarely use because you’re too busy stopping the ship from blowing up”, “Will take away food”, and “Will take away dice”), and the side projects, combination heal and harm decisions that might give you that edge you need… But it’s generally doubtful, and as the stress mounts, the decisions get worse, and the chance of fuckups costing heavily increases. Oh, just for reference, stress is the bar on the left of the character’s portrait. Research falls to the same problem: You do not have the dice to spare, most of the time.

Do I think it’s well designed in terms of trying to recreate a mood? Yes. Do I think anyone except the masochistic or those who explore thematic design principles will enjoy it? Jesus wept, no. Do I think it could be rebalanced to be less sadistic to appeal to a broader audience? Yes. Right now, however, it just isn’t that approachable. There’s a lot of potential clarity work to go in, there’s grind for questionable results, and this is basically a game about managing luck. Skill will usually get you 4-6 weeks in, but you’re going to need 10, and for that? RNJesus is your only real recourse. For the price it’s asking… I’m not really sure this would appeal very broadly.

There is rarely a good choice here. There is rarely a good choice *anywhere*

There is rarely a good choice here. There is rarely a good choice *anywhere*

The Mad Welshman groaned as yet another monitor sparked in an alarming way. He was six weeks from retirement, dammit, this was meant to be an easy mission, and he couldn’t even get the satisfaction of recreating that one scene from Dark Star at the rate things were going!

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