In Other Waters (Going Back)

Source: Cashmoneys
Price: £11.39 (Soundtrack £5.79, “A Study of Gliese 677Cc” (book), £7.19)
Where To Get It: Steam

Exploring alien worlds, with new life… We see it a lot in fiction. What we don’t see so often is a world that gets properly explored. Oh, those pretty plants? What’s their function, their relation to other species, how does it fit into the ecosystem, and… Is it actually healthy?

You can juuuust about see that the good Doctor’s ship has only 75% oxygen right now. Feelin’ a little pressured…

Well, this is all a consideration to an exobiologist, and indeed, In Other Waters, that would be all that you’d be worrying about outside of your own health. But the protagonists of In Other Waters have other problems. One, the human Dr. Ellery Vas, has been summoned to this world by an old… Well, their feelings are conflicted… Let’s say friend for now. Except she’s nowhere to be found, and her bases have been abandoned.

The other is you, the suspiciously advanced AI of a diving suit, and a malfunctioning suit at that. You’re her only hope. Both to survive… And to solve the riddles of Gliese 677Cc, a world where all may not be well.

Or, y’know, nature is just being nature, and you and Dr. Vas happened to stop in at a bad time. That could be it too. I’m not telling you.

Speaking of nature, once you finish studying a species, you get sweet biological drawings! Awww, isn’t this thing the cutest/

Still, what this results in? Is a minimalist game, in an undersea world which doesn’t really know you, and you don’t know it. Dr. Vas is fascinated, because, well, scientist, and she tries her best to understand the role of the various species she encounters, adding them to a rough taxonomy. Even as an expert, she isn’t sure of what’s going on, but she makes reasonable, educated guesses. And, despite the fact you can’t talk, she tries to communicate with you. After all, the friend she was looking for doesn’t look like she’s anywhere around. You’re all that’s left.

And, as such, it’s a game where you read about beauty… Yet, as a suit, it’s a sterile radar display, a UX for a robot, function, direction… You can see the movement of creatures, hear the water, the hissing of toxins clogging your rebreather, sometimes noises of the various animals and plants and fungi… But you are disconnected from it all. Just as Dr. Vas… Ellery… Is disconnected from her friend, and cannot properly communicate with you, disconnected from you in a different way.

The world as you see it. A washed out radar readout. Come to think of it, this is a bit of a nightmare colourblindness wise. Hrm.

You are all, in a sense, strangers in a strange land, alone, seeing beauty, trying to understand it… But you aren’t part of it. And the music, this UX, clean, easily understood, yet sterile, the way the world is presented… It all adds to one feeling, a feeling that’s strange for a game of exploration. Well, sort of strange. It fits well here, for example.

Loneliness. Maybe that’s just me, but it’s a lonely game, in several respects.

But here’s the thing: It wants you to explore its world. It eases you in, and each area has a sort of puzzle associated with it. How to get creatures to come out of their hidey holes. How to put others back in. How to maybe, just maybe, clear a toxic area with local plantlife just long enough to get where you need to go without Dr. Vas running out of oxygen, causing an override to your suit.

And I recommend it. I recommend its serene bleakness, the beauty you can only read about, and not experience for yourself, not fully. I recommend its story about searching for truth and piercing the veil of secrets, on several levels. It’s slow… But it’s good.

I’d like to be… Beneath the sea… In a… Sod, this doesn’t actually work. Beep boop, I can human well.

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Fury of Dracula: Digital Edition (Review)

Source: Review Copy
Price: £15.49 (Soundtrack £3.99)
Where To Get It: Steam

Hunting tabletop games are fun. One player against multiple, the one trying to stay hidden long enough to win, the others… Well, that’s where the “hunting” part comes in. But, obviously, friends are required.

So I called some in. And we had a great time, right up until timing out a combat led to a softlock. We’d almost taken out Dracula, too. 3 HP. 3. Stinkin’. HP.

The Dracula here has perhaps the funniest Live2D eyebrow waggle I’ve ever seen. And yes, I count that as a plus.

Well, I was getting my ass handed to me by that vampire in the last fight anyway. But we were doing so well!

Anyway, yes, Fury of Dracula is, as you might have guessed, an adaptation of the board game of the same name, in which Lord Godalming, Mina Harker, Abraham Van Helsing, and Jonathan Harker attempt to hunt down… Dracula. Bleigh! On the upside, heroes have two turns each compared to Dracula’s one. On the other hand, if Dracula’s canny, he can obfuscate his trail enough that he wins through terror, because his trail runs cold after 6 cities worth of movement. He can also, y’know, leave traps, hoaxes, vampire ambushes, and other fun toys, and can see some of Mina’s cards, since she has an incurable vampire bite.

So, items, allies, and ingenuity versus stealth, trickery, and ambushes. If you’re playing Dracula well, you get to look smug as they hunt you elsewhere… Then less smug if you screw up. Playing as the hunters? It’s fun, discussing where he might be, where he might have escaped, why is he travelling by sea so much? And other fun (legitimately fun) discussions. With friends, it’s really fun.

IT ME! Well… My goatee’s a bit thicker, hair’s longer, but… IT COULD BE ME!

And it’s faithful to the rules, with some cool artwork. Alas, that’s… Kind of where the charm runs out. Red… Why is red always involved whenever accessibility comes up?

Oh. Yeah. For obvious reasons. Anyway, yes, while rail routes are delineated clearly, carriage routes are not until you try moving, being a dull red that, in most places, is kind of hard to see. Test your games for colourblindness problems, folks, it’s not tough! Similarly, those of us who hadn’t played the game before didn’t quite know how sea travel worked, and the UX was… Less than clear in places, such as effects on combatants, clarification on certain specials (Hi, Mina!), using your hand, and hand limits… Look, we know they’re in the rulebook. Not everyone knows the game.

The trail only lasts seven steps, and you have a limited time to hunt down our boy Vlad. Make the most of it!

But, despite all of this (I have faith the devs will hunt down the combat bug, but in the meantime, escape on the 5th turn if it seems like it’s dragging on), I cannot deny we had fun. I want the game to be more accessible precisely because it’s so fun. There is local (yay) and online (that’s dependent on how many players you can pick up, or whether you can all arrange a match, but that’s fine if you have friends), and you can play solo (although honestly, if you’re playing all humans, it’s not fun, because it’s not intended.) But, at the time of review, whether you’ll like it really depends on how the accessibility affects you.

The Mad Welshman is also a creature of the night who does not drink… Vine… But that’s just his screwed up sleep schedule.

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Legend of Keepers (Early Access Review)

Source: Cashmoneys
Price: £15.99 (Supporter pack £7.19)
Where To Get It: Steam

Ah, being a dungeon keeper. It’s a good job, all told. Protect yourself, lure adventurers in (those damn assholes), and murder them horribly with a combination of traps and monsterfolk.

I mean, it’s better than letting the little gits run rackets, blow up small villages or forests (accidentally or otherwise), cause diplomatic incidents… The list goes on.

And on…

If your heroes keep getting this far… You might be in trouble. Just… Overall.

And on. In any case, such is the idea of Legend of Keeper. Except you’re basically part of a miserly dungeon keeping corporation. The health plan’s good… When you can find the staff doctor. But everything else is performance based, and staff turnover and morale… God, they’re awful. All to keep adventurers away from the boss.

Okay, maybe it’s not a good job after all.

In any case, Legend of Keeper is one of those rogue like (Sorta. Maybe. Kinda) deals, where you go through two years of defending the dungeon. It’s not like the adventurers come every day… In fact, you often have a fair breather. But with each party you run off or murder (intimidate into running for tears, kill for blood), they get stronger. More assholish.

No, actually, some of them start off assholes. Like the fire mage, whose first action on entering the first battle is to shuffle your carefully curated battle line. The only way of possibly preserving your tactically placed monsters (for the elemental rock/paper/scissors of attack and defence) when you see that particular one is to deliberately place your first team out of order. And pray.

THIS GIT ON THE FAR LEFT. THIS GIT CANNOT DIE ENOUGH. I WILL RESURRECT HIM JUST TO KILL HIM AGAIN!

I hate that guy, and each time I send him to hell, I wish him the iciest time, and extremely pointy sticks. Anyway, yes, dungeon fights, when they happen, are turn based, and consist of several rooms, always with two trap rooms, two monster rooms, a spell room, and your chosen class of boss. There are three bosses, and each has something to recommend them. The Slaver, for example, has a good monster selection, and gets a free big monster, with a room of its own, each year you win (I really hope there’s a third year, because yeah, just having the one big monster feels like a waste.)

But, funnily enough, I have the best time with the glassiest of glass cannons, reliant on shields and a nasty air attack, the Mechanic.

So, how does it feel, is it accessible, does it look good? Well, apart from no subtitles for the three or four barks for each boss (You’re not missing much, especially with the Slaver, who has a bad case of internet poisoning. “Come at me, bro!” … Nyuh huh. I’ll get right on that, really I will), it’s okay. No colourblindness issues that I could see, text is okay, buttons for attacks are very clear, tooltips are easy mouse overs… Visually, it looks quite nice, actually, relatively hi-fi pixel art, with some fun and silly event pictures (like the orc caught reading an anthro magazine. Ohhh, you dirty boy, you!)

Audio wise, it’s okay. Nothing stunning, it works, that’s fine.

Yes, we’re Dungeon Keeping salarymen… And oh boy, the Marketing Department, for what it does, can go to the same place as the fire mage.

Still, this is definitely not a bad roguelike dungeon keeper deal. I’ve been having a nice, tactical time with it, getting comfortably into the swing of murdering the shit out of heroes I definitely don’t sympathise with, and if you like turn based strategy, of the “series of battles” SRPG type deal, yeah, this is a solid choice.

The Mad Welshman floats an idea… How about… We make a dungeon which unceremoniously dumps the hero(ine)s into black company office jobs? That’s MUCH more evil than what we’re doing…

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Pacer (Review)

Source: Early Access Purchase
Price: £34.99
Where To Get It: Steam
Other Reviews: Early Access 1, Early Access 2, Formula Fusion Release

I can’t lie, I’m still a bit confused as to what’s happened with Pacer, formerly Formula Fusion. It was finished (I tend not to write “Review” if it’s still Early Access), then it wasn’t, now it’s finished, but under a new name… It’s been a bit of a weird ride. But, since it is apparently finished now, well, it’s time for a review, isn’t it?

Ah, the middle rear of the pack. My lease favourite place to be. Still, 1st is pretty lonely…

And yes, the feel has changed. The vehicles… Well, actually, it can be tough to tell the difference without looking hard, mechanically speaking, and you aren’t going to be working out whose team someone’s on midrace, even if the craft themselves do have their own character. So… Eh? But a fair bit has changed. Some of it I like, some of it I don’t, and the Gauss Cannon (Actually a machine gun that heavily glitches your screen on hit and does damage like billy-oh if it hits) can go to hell.

As noted, the feel of actual racing has changed, becoming more, as I suppose the fans wanted, Wipeout-ish… Honestly, I was happy with FF having its own flavour, but fans are… Yeah, let’s move on. Airbraking is harder than I expected, slowing you down somewhat drastically, but also turning you more sharply (good), and, while the weapon system hasn’t significantly changed (pick up weapon pickups, so you can use either of your chosen weaponry), the boosting system has a slow buildup on top of the usual method of hitting turbo pads to add boost. So that’s nice. There’s a fair variety of weapons, not all of which are weapons (alas, the shield analogue, the Tank, can only shield one hit.)

In a static image, you can just about see the mines (except the one literally next to me.) When moving? Yeah, it’s hard.

And there’s a few interesting game modes, even if Storm is somewhat poorly explained (Stay inside the bubble, the center of which is a sort of handlebar icon), and Thread The Needle runs into a problem I noted last time I looked at the game: Mines are an utter bastard to see, and, being light blue, they’re even more of an issue to see on the first track they’re introduced in, a Russian tundra track. Colourblindness checking, people, or colourblindness options, they’re fucking useful! Boost pads can also, at times, be a git to spot, again, the problem mostly being on ice tracks and the occasional blue glowy track.

Still, aesthetically, the game’s a treat. Pretty craft, somewhat customisable, gorgeous tracks, a slicker and more compact UX (my only bitch there is we can’t see the splash for the races before we click on it, if that’s changed, it saves us a click to see that and just go right into the event menu.) And, speaking of gorgeous and slicker, oh look, the music is a whole panoply of great artists (including, of course, CoLD SToRAGE, whose music has been iconic throughout the future racing genre.) And, best of all, this game, while in UE4 (normally a resource hoggy engine) is well optimised, so loading times are minimal, and I can get stuck in.

Unsurprising to anybody who knows my history with Future Racing, I go with the Russian team every time.

And finally, tracks… Alas, airtime has completely been removed from the game, so it’s sticking to the track like glue. Shame, that sometimes led to hilarity, and sometimes, it led to track skips. Oh well. There’s a fair few tracks, the unlocks doled out over the career mode, and they’re, uhh… Mostly technical tracks, some with blind corners and hills, although even the blind hills generally give you time afterwards to see what’s in front of you. Not always though, so, if technical is a turnoff, then yeah, you’re probably going to be turned off.

So, overall, yes, it is somewhat of an improvement on the previous iteration, but I’ll say what I said last time: If you can look past or cope with the flaws, this remains a solid future racing game, although not necessarily an introduction to the genre.

In conclusion: Haha, Gagarin Gauss Cannon go brbrbrbrbr…

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Rogue (Going Back)

Source: Cashmoneys
Price: £2.09
Where To Get It: Steam

So… Rogue. The original Rogue, or, more accurately, one of the Epyx releases of this, the progenitor of the roguelike genre. Oh boy, what a historical artefact this is.

I am a little miffed this isn’t the graphically pleasing version that was released on the Atari ST and Amiga, but… What can you do?

There are two secret rooms here. But me spending the time to search for them would mean my hunger meter runs low. Time to move on after murdering this Kestrel!

Anyway, yes, the original Rogue. If you’ve ever played a roguelike, you know the deal: A procedurally generated level is made, you move in a turn based fashion, so do the monsters, you hit things (or shoot things), you don’t know what a potion or scroll does until you use it (in a run, because it doesn’t stay the same between runs), once you die, that’s it, and the number of things that can kill you is pretty high.

Funnily enough, as one of the earliest examples… Rogue is dull as dishwater. Its generation is boring, its enemies are few until later levels (although enemies constantly spawn), its difficulty is very much random (sometimes, you’re just going to die of hunger because you haven’t found edibles in time), and, beyond the excitement of potions and scrolls, there’s… Really not a lot to keep track of, or use, or play with.

Make no mistake, this isn’t a death to be sneezed at. Slimes are bastards in Rogue.

Hit points. Strength. Weapon bonuses and types. What enemies do. Is there a secret room. That’s… Pretty much it.

So, it’s good as a historical curiosity, and an example of how far the genre has come, and branched out, and evolved… But… That’s about it, honestly. As mentioned, it’s not even the one with tiles as an option over ASCII, so… Recommended to people who love the history of roguelikes that somehow don’t have Rogue?

That’s… Kind of a small demographic, really.

It always starts with chainmail. That’s a gateway into adventuring, and next thing you know, they’re 20 levels deep and looking for a +8 sword.

Remember, just say no.

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