Conglomerate 451 (Early Access Review)

Source: Review Copy
Price: £16.99
Where To Get It: Steam

So… A city called Conglomerate, run by crimelord corporations, and we are… A not-crime corporation trying to take down the other corporations? Honestly, I find that last part the hardest to believe, and something that disqualifies it from being truly cyberpunk (more a… Dystopian sci-fi), but, whatever. This is the setup to Conglomerate 451, a step based, mission based RPG with elements from turn-based strategy games (between mission upgrades and research, expendable clone soldiers, healing, research, and some other things taking a mission or two)

The Uncanny Valley is alive and well.

And, having described the basics, I’m … Nah, there’s a fair amount of details, and critique to get through here, so it’s all good. And, honestly, apart from a few things that I don’t like, and a few things I’m giving fair warning on… It is pretty promising. Although, at first, it’ll seem a bit confusing, beyond the basics of “Move around (turning doesn’t cost a move.) If someone sees you, you start a turn-based fight where you can use one of four special abilities, until one or the other group is dead. interact with things, loot things, hack things, steal things. The mission is either to interact with a thing, kill a thing, or kill lots of things.” What are these special abilities? How do I upgrade them? What’s this “Vision” thing? And why does this bigass gun only have 9m range?

Pictured: An absolute beast of a gun that can’t aim for shit.

Thankfully, though, there are tooltips (Although the ones for stats are slightly hidden, which is annoying, and only slightly helpful, also annoying. Arrow next to the stat block, then select a stat.) The game also eases you in, giving you simple missions until you’ve gotten the hang of things, cheap research, and then slowly ramps up the difficulty. And what do missions get you, apart from loot and the ability to upgrade people? Well, they make each corporation a little less popular, a little less powerful, and they make you a little more powerful.

The only crit I’d really have here is that I seem, currently, to have less things to spend money on than any other currency, leaving me with silly amounts of money, but nothing to buy because I’m limited by Tech (less amounts per mission) or Lifeine (only available, currently, with side missions you don’t participate in, but send agents to, with a chance of failure)

Then there’s the maps. You find pretty early on that there’s only some map variation for each area, the devil being, again, in where something is placed. Sometimes, you don’t even need to fight anyone once you’ve got a mission, be it in the first part (getting to the mission through the city area, with a chance to meet vendors) or the mission itself. Sometimes… You’ll be glad of the option, if you find it in the city area and hack it, of “Always ambush opponents in the mission.”

Why… Whyyyyyy?!?

And then… There are the two minigames, one for hacking, one for extracting SPUs from whatever object apparently has them. The SPU game is a little off, but do-ably so, so long as you remember that you want to hit that square just before the wire hits it, and to switch panels by clicking on them once you’re done with (or want to prioritise) one. The hacking minigame, on the other hand… It’s tedious, there’s no other word for it. Find the correct highlighted memory address, port, or web address, click it… Now do that another two times. Sometimes, you luck out, and get 2 at once, but while it’s brief, it feels longer precisely because it’s dull.

Aesthetically, it works alright. Enemies are quite distinctive, and each area has its own types, from gangbangers, to drones, to that old standby of both sci-fi and fantasy, the infected zombiemans. The music is about what you’d expect (heavy synths, bass beats, and sometimes, contemplative treble tones), and the UX, with the one exception mentioned already, is alright. A bit workmanlike, but definitely alright.

These little gits are apparently named after Good Boys. They are not, in fact, Good Boys.

And that’s the state of Conglomerate 451 right now: It’s certainly not a bad game, and it shows promise, but it is a little grindy, slightly unbalanced in terms of game economics, and a limited map pool to work from (Which, honestly, isn’t that bad, considering it also lets you know roughly what to expect.)

The Mad Welshman reminds people that, to properly call it cyberpunk, it has to be punk

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Overland (Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Itch.IO , Steam
Other Reviews: Early Access

Regardless of the kind of apocalypse… Well, okay, except for the murderdogpocalypse… Your best friend is a Good Boy. And I should know, because I’ve been meeting a lot of Good Boys in Overland. Some that bork. Some that bite. And some that can just carry things, search through bins for fuel, and drop it where I need it. And I do need it, because I’m trying to get to the West Coast, while crystalline insectile gribbleys are trying to stab my face off.

Welcome to Overland, a game about making hard choices.

No matter what I ram, the car will explode. So my best bet is to get out of the car, and lead them away. Welp.

Now, at first, you may be confused into thinking this is a survival strategy game, one of kicking the shit out of those gribbleys, and being the badass. No. Attacking these crystal insects, while a thing you will have to do occasionally, is a bad idea. Because it summons more of them. And you can’t stay long, either, because they hunt by sound, and if one of them’s found you (and it’s never just one), you can guarantee more are coming too. Mostly, it’s luring the bastards, trying to keep out of their reach, while grabbing whatever you humanly can.

Alas, sometimes, you risk too much. And sometimes, somebody else fucks it up for you. Because not all survivors are friendly, and the unfriendly survivors tend to a) Attack things if they have a weapon on the first turn, summoning more, and b) Run around like headless chickens, getting in your way. And, sad to say, not all survivors carry something useful, or are useful. On the run where I got to demonstrate both these things, both survivors I’d picked up had succulents, and, softie that I am, I let them keep them. At least one of them got a bobble hat, toward the end. That was cute.

Dogs are, as it turns out, good listeners.

So… Crit. The game is hard. And I do mean hard. I only managed to get to the third area in early access, because the second has creatures that can run two squares, on top of the small ones, and the bigger ones that take two hits to kill. And, even with a feature that lets you go to areas you’ve unlocked, I’ve had trouble. Sometimes, that isometric camera gets in the way of important information, and, while I’ve yet to find an example where it did that to important items, I have seen it when it comes to enemies. Finally, the game does try to incentivise a full run with secret areas unlocked in the next part of the map if you carry a survivor who knows where one is past the blockade at the end of the level. I wouldn’t blame you if you didn’t.

Aesthetically, though, it’s quite pleasing. The survival music is tense, but low key, the camping music is wistful, and makes a nice backdrop to survivors who are having trouble keeping it together, and the low poly look is pretty good. Also the clarity of what it takes to kill enemies is very nice indeed, even if killing them most definitely isn’t the point, and you’re not going to have the resources to do so for the majority of the game. Writing wise, the procgen backgrounds are short and to the point, and the same with the conversations. They add a little character, without getting in the way of things.

You killed my friend, you weaselly fuck. I’d kill you, but word gets around, and I’d never be able to trade again. I’m glad you’re surrounded, though… Asshole.

Overall, while I can appreciate the difficulty, and that puzzle, rather than combat focused gameplay would be turnoffs, I enjoy Overland, even if it doesn’t particularly like me. It’s a game of thought, its aesthetic pleases me, and its encouragement of risk management is fun to me.

The Mad Welshman is not a big fan of hard decisions, and yet… He likes them in games. Odd.

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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.

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Cliff Empire (Review)

Source: Cashmoneys
Price: £8.99
Where To Get It: Steam
Other Reviews: Early Access

Last time I looked at Cliff Empire, it was aesthetically pleasing, with some exceptions, but, honestly, a god-damn mess to actually play. There was a lot of waiting, unclear resource imbalances, poor tutorialisation, and a trading UI that was as clear as mud, with Dead Man Walking scenarios everywhere.

Starts to construct a Matter Mi– Oh. No matter to make a matter mine with. CRAP.

Oh, and let’s not forget that the implicit subtext, with only decades passed since nuclear disaster, the survivors on a space station recolonising, and them recolonising literal ivory towers (Well, okay, some sort of white stone, but still) with the power of actually working for once, and bitcoin as currency… Well, suffice to say, despite the criticisms of the game being legitimate ones, I am much less sympathetic to the colonists in this game than I have been for many others. I have more sympathies for the marauders who occasionally crop up, even if they make my teeth grind, gameplay wise.

So yes, Cliff Empire is one of those colonisation survival games, where you start with limited resources, that you have to use efficiently, because getting more is dependent on several things, not all of which you know beforehand. Is this the tower you start on with 100% Uranium yield, 40% Uranium yield, or precisely fuck all? You don’t know. Is the soil fertile enough for crops to do well? You don’t know until much later on. Can you afford the Uranium from your somewhat richer masters up top, or will you just have to cope with what you can eke out? You don’t know.

And large towers were constructed by… Well, actually, why were they constructed, if what was left were rich people?

What you do know is how much groundwater there is in each tower, how well wind or solar power works there, and, the most obvious, if there’s a big honking pool of water that may contain enough fish worth harvesting, but definitely takes up valuable space which you could have used for one more maintennance panel.

Okay, so let’s briefly take a trip into “This is nice” town. The aesthetic is pretty cool. The music is chill and relaxing, the cities are neofuturist, and the inclusion of a tourist mode, where you can spend your spare time wandering around the city (sort of) is nice. On the downside, the trade UX still has that trap of “No clear input fields, so you butt your head against the lack of buttonage, when you’re actually meant to put numbers in the ‘sell if more’ and ‘buy if less’ fields” I complained about last time. But mechanically, it’s slow, it can be very trying, it has several Dead Man Walking scenarios, even in the early game, and then… There are the quests.

WELP. I had enough engines… But not enough were delivered in time. Not least because it takes a while to get more than the three drones you start with. What with concentrating on survival and all…

The bougie masters up top demand resources. And if they do not get those resources in time, you will lose some of the money you desperately need, and only have limited means of generating for yourself. Oh, and your colonists, if unemployed, despite being fed, given furniture (never enough), gadgets (never enough), appliances (never enough), and parks and other nice little perks, will steal from your coffers. Hell, sometimes, if you haven’t provided enough for the pampered little darlings, they’ll steal from your coffers anyway.

There is definitely potential in Cliff Empire, and maybe, one day, that potential will turn up, subtext of the narrative aside (Honestly, there’s not really any redemption on that front, especially in the current climate.) But it’s such a frustrating grind of a city builder, that I’m not having a good time, even with the relaxing music and nice aesthetic.

The Mad Welshman’s stance remains the same as it has been for quite a while: Eat the rich. Well, eat the rich who fertilise plants, the rich are quite unhealthy meals.

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Dicey Dungeons (Review)

Source: Supporter copy
Price: £11.39 (Soundtrack £5.19)
Where To Get It: Steam, Itch.IO

When you can build an entire, multifaceted procgen RPG out of dice, you pretty much know you’ve got it in the bag. And Dicey Dungeons is… Exactly that. It’s a game where yes, there are only D6s involved, but those dice? They go a long way, and are used in cool ways. Let’s get into this.

Ohno, I’m soooooo dead!

So, the story is pretty simple: Several adventurers are participating in a game show run by Lady Luck herself. A deadly game show, in which the winners take home a prize of their choosing (Disclaimer: Prize may in fact be an asshole genie wish), and the losers? Well, they get either death, or a lifetime of servitude in Lady Luck’s dungeon game show. Aesthetically, it’s got a great cartoony style, some synth beats that, to put it bluntly, fucking slap (Yes, technical term), and everything is very clear and understandable. Nice.

Mechanically? Well, let’s pick a few examples, both among equipment and characters. The game starts with the Warrior, who gets three rerolls a turn. This, honestly, isn’t bad. But I’ve had a lot more fun with the Robot, whose gimmick is that they don’t actually have a set number of dice, only a total they can’t roll above, their CPU count. Roll above it, and all abilities you have left become useless, Roll exactly on your CPU, and you get one of three special abilities in addition. It’s a tense game of chicken with the dice, and I love it. Especially since there are items, unique to the robot, that can play with both CPU count and the jackpot range, and one item in particular, the Ultima Sword, does double damage on a jackpot.

Music has quite the bite to it, and I have little doubt my poor thief is going to be on the receiving end of a shattering high note…

Meanwhile, there are abilities that seem useless unless upgraded (and even then, some aren’t great.) But, with certain other items, they become more useful, and, with the Inventor, whose gimmick is they have to destroy at least one item (more on that in a sec) for their special ability each combat, they’re a damn good way of keeping what you want to keep.

Anyway, each character’s arc is divided into 6 “episodes”, and only the first is the default experience. After that, Lady Luck starts introducing gimmicks. Nasty gimmicks that fit her charmingly mean spirited demeanour, like the Inventor having to destroy more items (but getting more in return), or doubles being destroyed (making certain items completely useless, and possibly doing you out of certain results you want.) Thankfully, each character is introduced whether you win or lose a run, and the further episodes are unlocked once you’ve got the hang of the five main characters (there is a sixth, but… Well, spoilers)

This is still the state of things on publishing this review… I am #cursed …

I wouldn’t really say the game is endlessly replayable, but, honestly, it doesn’t have to be. It’s got a lot of content, it’s easy to learn and middling to master, and its colourful cast, writing, and aesthetics are enjoyable as hell. Definitely worth giving a go, and I would say that this is one of those good first introductions to RPGs with some procgen content (Y’know, roguesortakindamaybelikes.)

The Mad Welshman would probably make a great D6. Would be hard to read black numbers on a black dice though. Ehehehe.

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