Kingdom: New Lands (Going Back)

Source: Cashmoneys
Price: £10.99 (OST £13.59)
Where To Get It: Steam

I’d actually been eyeing Kingdom for a while, but… Something put me off. I think, honestly, it was the tower defense aspect of it, for, as long time readers of my work may know, I’m not the biggest fan of tower defense style gameplay.

The Greed is attacking… And they’ll only become stronger the more I linger…

But, while there are aspects of that to Kingdom, and indeed, defending the kingdom is a core element of what’s going on, the other aspects are what keep me going to it. The decisions, for example. Huh, I’m short on coins… Do I create some farms? Do I chop some trees? Pay the merchant? Two of those can have consequences, if you aren’t careful. Chopping trees pulls back the forest, which is great if you want more land, more walls between you and the Dark Portals of Greed.

Not so good if you want to carry on recruiting people to become bowmen, knights (later), or farmers, maybe keep the merchant, or get a steady supply of deer. Creating farms is fine if you can defend them, or your temporary farms aren’t too far away from your settlement… But risky business nonetheless, because a slow citizen is a lost citizen, their tools stolen, trudging sadly back to the forest because you’ve failed them…

I am a queen who leads the way for my people… Such… Such as they are… Am I the bad queen, for leaving them behind?

…And, of course… Do I spend money on the main goals yet? Because there are two, or, more accurately, there’s one, but the second may be necessary to get the other. Building a ship to carry the King (or Queen) to a new land, and destroying the portals, the source of the dark Greed. The capital letter because it’s become an anthropomorphic force, rather than just, y’know… A lust for money or things you don’t have.

It’s an interesting idea. Story light, but it brought me back, quite a few times, to explore it. To take risks as the King (or Queen), because, for the majority of the game, there’s a lot you need to take a direct hand in, like distributing that coin to various projects, dropping coins beyond the battlements to maybe keep the Greed away for just one night, recruiting people by giving them coin… Riding out from the settlement, and god help you if you’re out at night, because if you don’t have coin to drop, to distract the Greed, they’ll take your crown. And if they take your crown, it’s all over.

This wasn’t the smartest idea. Somehow it panned out. Somehow.

Aesthetically, it’s good pixelwork, some cool music, fitting the theme of a kingdom lost, a kingdom renewed… A kingdom threatened… And gameplay wise, it’s got depth from simple elements, resource management and tower defense… I like it. The tower defense aspects, the slowish pace, the almost roguelike nature of “You will fail to learn the systems”, and the ramping difficulty may turn folks off, but the original game, the proof of concept, is available much cheaper than this for you to try (£4), and, if that grabs your attention, it may be worth taking a look at this one, which adds various features.

The Mad Welshman would make a terrible monarch, or any sort of ruler, really. He’s more the “Laser his name on the moon” type.

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Monster Sanctuary (Early Access Review)

Source: Cashmoneys
Price: £13.99
Where To Get It: Steam

For me, Monster Sanctuary is a bit of an odd experience. It is, by no means, a bad game, a metroidvania combined with the monster raising and fighting type games many of us love so much. Its skill trees, balance, and difficulty curve appear pretty solid, and I like its pixel art designs.

So it’s bugging the hell out of me that I’m not terribly enthused with it, and can’t work out why.

Monsters, some tame, some not, protag, got it, I know where I stand!

It’s certainly not the thinnish story, or the obvious gamey unlocks of features based on progression. I’m used to those, and honestly, it’s not that big a deal. You want to be the very best Monster Tamer, bad things are happening, and you work in an organisation, so it’s all good there.

The grind, similarly, isn’t bad. After all, monsters in the line share XP, so if you’re in need of seriously levelling someone up, you can put them as a reserve, beat up some lower level monsters, and don’t put them in the frontlines until they’re needed. And, of course, monsters are the level you catch them at.

It’s some solid visrep of combat, and a clear UX too.

Even the combat is engaging, because it’s this balancing act of factors. Do you put a monster in the very front, where it won’t do as much damage, but it’ll rack up combos for the monsters after it? Do you use a powerful ability, or tone it down and do less damage, because the powerful version outstrips the mana regeneration that monster currently has? Adding to this, you can see the types of monsters in a group (and they are, apart from uniques, always in a group), and plan accordingly, looking at your monster journal for weaknesses, coming up with a plan for the following encounter.

So, the systems fit pretty well together, with multiple elements to play with, multiple different roles, and the fact that even healing will add to a combo helps you keep the flow going with a healer role in the party. Moving around isn’t bad, especially since different monsters have different abilities you can use in the world, from breaking open inaccessible areas, to mobility improvements…

An example of this would be the bird. Poor bird, he has to carry the protag. Can’t do it for too long, but it’s enough.

It’s a solid game. And yet… I had trouble keeping my enthusiasm going, and I don’t particularly know why. There’s still time to work it out. There’s still time to change my mind, or have my mind changed by some update or another. And it’s a solid mix of platformer and turn-based monster taming RPG. It just… Doesn’t really grab me right now.

The Mad Welshman hates not knowing why he doesn’t get on with a thing. Normally he’s much better than that.

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Bombing Quest (Early Access Review)

Source: Review Copy
Price: £11.39
Where To Get It: Steam

Ah, Bomberman. A game which has inspired many clones, over the years. Heck, I was tempted to do a Going Back on Super Bomberman R, and am still tempted. So, Bombing Quest… An overworld RPG Bomberman style game, in which you are on a grid with bombable obstacles, unbombable ones, and monsters, where all but the most basic have some sort of surprise, be it charging, invincible rolling, leaping over bombs and blocks… It’s fun stuff, and mechanically, I’m liking what Bombing Quest is doing with the formula.

Sometimes, you just need to wait a short while. To make sure the enemies aren’t going to leap down your throat the moment the doors close behind you.

Aesthetically, though… Well, the first area is, visually speaking, very dull. It’s clearish, but… Well, dull. Not a lot of colour variation, and so I found myself less enthusiastic about blowing the hell out of the various gribbleys. And the second area, alas, isn’t much better.

The gameplay is alright. There’s a somewhat interesting cap on items, based on finding certain collectibles (and somewhere you can equip the gadgets that improve your stats), there are variations on basic levels past the first area (for example, a smaller arena where the enemies are, but a series of traps beforehand.)

But the biggest problem with it right now is the somewhat dull nature aesthetically. Colour and value differentiation is low, so the health bar sometimes gets drowned out by the background (and, let’s face it, red/grey isn’t great when it comes to dingy lighting or backgrounds), the character portrait models are… Well, they exist… And the music, similarly, doesn’t really grab, or even get the pulse flowing.

The second area, for dinginess comparison purposes.

Bombing Quest still has a ways to go. It’s only at 0.4.3 at the time of writing. But I’m not terribly enthusiastic about this one, and a big part about it is the very workmanlike visuals, with their poor colour/value differentiation (not great for colourblind folks.) But mechanically, it works, with the usual disclaimer for games like this that you will get irritated when enemies avoid your bombs. Ohhh boy, you will.

The Mad Welshman doesn’t have a whole lot else to say, honestly. That’s why it’s short.

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Iratus: Lord of the Dead (Review)

Source: Review Copy
Price: £18.99 (£26.58 for Supporter Edition, £7.59 for upgrade to Supporter Edition)
Where to Get It: Steam

Other Reviews: Early Access Review

And so, the Dark Lord is finally out of the dungeon. Well, metaphorically. For the goal remains, in Iratus, to get your necromantic Dark Lord… Out of the dungeon. Which he had been trapped in, until some foolish adventurers opened his crypt and gave him some starting materials…

Screeeeaaaam.

Speaking of materials, goodness me, there’ve been some changes since last I played, and they do make the experience more challenging!

In any case, this is a turn based strategy game in which you, a very sarcastic Dark Lord (the best kind), have found yourself awakened once again, and you have to beat or frighten your way back up through the depths, to claim your right to conquer once more. Encounter by encounter, battle by battle, you earn resources to build up your army of the dead, maybe unlock more types, and balance for the encounters you see coming.

Now that is a welcome change. Because while frightening enemies to death (as opposed to shooting, stabbing, magicking, and bludgeoning them to death) is the path to the best rewards, risky as it is, there are some enemies, most notably the golems early on, who are not only immune to Stress damage, but can also redirect the stress damage they can’t take from others… Onto themselves. You really want a high damage build for these bastards, as they have a lot of armour too.

Obligatory “Big Rock Guy is a scary bastard” picture.

But there are other changes too, that make things more challenging. To pick one example, a common means of buffing your troops was to turn crap materials into less-crap materials. A strategy that is less do-able now, because the chances of better items coming out is minimal without some talent upgrades, but this is counterbalanced by the fact that new parts for your undead don’t buff specific stats… But give you more stat points to do with as you please.

I said before that the game is pretty clear, aesthetically speaking, and this is mostly true, but what I failed to mention last time is that, alas, there is no text scaling option. Beyond this, however, you know what’s what, the tooltips are fine, and the visuals, music, and voicework are all high quality. It really gets across this atmosphere of a dark world, a world which… Honestly, the villain could probably conquer in other ways, considering how there are slavers, beserkers, mad mages, dwarves gone bad… Well, Iratus does Iratus, I guess!

Although, y’know, a guy who poses like this? Prooobably a bit narcissistic. Either that, or taking a rocking selfie…

And what Iratus does, it does well: A turn based strategy game with a fair amount of depth, a good amount of polish, a protagonist with a bleak sense of humour, and some tense, challenging gameplay. Your minions are not that replaceable. Try not to get them killed a second time, eh?

The Mad Welshman likes to see a fellow villain go up in the world. Well, unless they’re encroaching on his areas, in which case, he likes to see them go down.

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XCOM: Chimera Squad (Review)

Source: Supporter Gift
Price: £16.99
Where To Get It: Steam

Ah, the game that has been colloquially called XCOP (and other, lewder names, thanks to our old friends, the serpents.) It’s been talked about for a little while now, and, to be fair, the XCOM rebooted series has definitely made for some interesting times (I really should do an XCOM 2 Going Back at some point, missed the boat on that one.)

It’s interesting to see how similar the basic formula is, and yet… It adds little touches I find interesting, and pretty fitting.

Not much like rappelling through a window to take down crime…

The general story is as follows: Congratulations, the war is over, and now, aliens and humans live in… Relative harmony in a place called City 31, one of the most diverse cities on the planet! And then it starts going to shit, when a hostage situation by whiny bigoted shitbags who otherwise wouldn’t have the power to cause a hostage situation ends up with the mayor rescued… And then immediately blown up by a plasma bomb. On the first official operation of Chimera Squad.

Well, shit.

There are three gangs suspected, a bunch of psionics who believe they see the true future of City 31, a set of Muton scavengers and weapons dealers who are collecting Elerium for… Reasons? And religious alien-human hybrids, who preach salvation for, er… Non X-COM supporters. Each of them has the potential to be the real bad, but I suspect the real answer is “None of them, something nastier’s in the woodshed.”

It can get a little chaotic, but this situation, at least, is under control.

Can’t really say, even though I’ve been playing it avidly, it has only been a day or two since release.

What I can say is, apart from cutscenes being motion comics rather than fully rendered scenes, for the most part, aesthetically, it’ll be something you easily recognise. Right down to fucking tiny back buttons. Tip: Right mouse is “Back one step in a menu”, as well as move. Still annoying. In any case, the aesthetic of the models remains largely the same, except… Ohhhh yeah, since it’s a diverse city, and this is a new team called Chimera Squad… There are aliens on your squad. Pretty friendly ones, all told. Except Torque, the snake lady, who is a snarky, irritable woman. In place of classes, there are the field agents, each with their own unique skill tree, specialties, and lines on recruitment and during story time. It definitely helps give that more down to earth, personal feel.

Proud XCOPs. Early days yet, but they’re good folks. Well, okay, at least some of them are assholes. But they’re the Good Guys.

The other thing that gives that down to earth, personal feel, as well as a higher degree of risk management, is that no, unless you have enough agents to back you up, or androids… You are all alone, and every bleedout hurts. Every death is to be avoided at all costs. And, of course, you are cops. Rescuing civilians gets you small bonuses. Taking in perps alive gets you intel, one of the three valuable resources, and is worth more score-wise than dead. Good luck with that, although it can be do-able on even the big-ass Legionnaires, Mutons who still have their old power armour. Each mission is spread into a series of breaches, and, with each breach, things get hotter.

So, it’s an interesting riff on the established formula, there’s some good, tense moments, difficulty adjustments, the usual fun stuff, and, thank fuck, a restart mission and a restart encounter button. I’m enjoying it quite a bit, and I think XCOM fans and turn based strategy fans will too.

The Mad Welshman loves a good action movie sequence. Maybe, one day, we’ll have turn-based games that turn your mission replay into one. Ah heck, the game’s good enough without.

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