Bloodstained: Ritual of the Night (Review)

Source: Supporter Gift
Price: £34.99 (Iga’s Back Pack £7.99, Soundtrack £7.99)
Where To Get It: Steam

Ohhh, Castlevania. The mere name evokes memories of violin and piano laden music, memorable monsters, and, of course, a castle with a monster in it who plans to destroy the world. But alas, Castlevania is no more.

Die, Barber! You Don’t Belong In This World!

Good thing ArtPlay have perhaps created a new name: Bloodstained. And, for a first outing, it’s… Pretty close, if not spot on, to what I wanted, at the very least. A castle to explore, with paths opening up the more I fight. Memorable monsters with a mythical bent (Props on the Welsh and Gaelic stuff, by the way. XD.) Equally memorable characters, even if some of them are, on the face of it, a little stereotypical (But still highly enjoyable.) And some bloody amazing music, paying homage to the tunes and world that the team had previously created.

Honestly, from the moment Castlevania big name Koji Igarashii threw down his wine glass, it was pretty clear that this was going to be polished to an eerie sheen. And, funnily enough, it mostly is, as I have very few complaints… Mostly things that could just be me (Zangetsu and Andrealphus were somewhat painful for me, but part of this could be I was going quite INT heavy), or things that have a solution (On keyboard and mouse, RMB hold + MMB click for directional spells is somewhat of a pain, but… That can be rebound in a way that’s more playable.)

Too cute to die… Too dangerous to live.

So, for those new to how a Castlevania game works, this is basically the deal: There is a big castle that has appeared out of nowhere, casting demons and other gribbleys across the land (Some of which looks too cute to destroy, but you sort of have to. Sorry, demon pupper!) You, Miriam, one of the two survivors of the first attempt to summon demons, have come to stop the other, Gebel, from conquering the world (but maybe not all is as it seems?), with the power of Shardbinding (Taking demon’s souls, and taking them into yourself to gain new abilities), whatever weapons you can find, get in quests, or craft (Often very lovely to boot, each with their own special moves), and the fact that nearly everything that looks vaguely like a torch contains money or mana when smashed, have to save the world.

Aaaaand inhale, after all that! I love the feel, the cries of the beasts as they vanish, or their characterful moves. I love the music, and, funnily enough, one of the best love letters to the departed Castlevania involves this (Sit at the piano. And just wait for a soulful goodbye to what was left behind.) I love the designs, especially those of the two Shardbinders, Gebel and Miriam. And I love all the little touches inspired by the Castlevania series. Shardbinding works like Circle of the Moon. The Crafting works like some of the later titles.

The game uses its 2.5D stylings well for dramatic effect, or just for prettiness, whenever it needs to.

Look… I could rhapsodise for a long while about the feeling of beating down demons, getting new stuff, finding new areas with the new stuff, and the laughter at, even to this day, finding Wall Chicken… But overall, Bloodstained is the developers showing their love to the series they couldn’t carry on, by bringing it a new name, and all the care and design they’d honed over the years. It’s good stuff.

The Mad Welshman kneels before the Dark Lord. Nuff said.

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Team Sonic Racing (Review)

Source: Cashmoneys
Price: £34.99
Where To Get It: Steam

Obligatory “Oh look, it has Denuvo” warning.

Ah, doesn’t Team Sonic Racing look pretty? Aren’t its tracks interesting, and its soundtrack gorgeous butt rock of the type we’ve come to love and expect? Solid voice acting, and a typically Sonic story with fourth wall breaking and silliness? Golly gee, this would normally make for a very positive review, wouldn’t it?

Exceeept… Team Sonic Racing, to me, feels like a case of “You had one job.” Because the racing… Is somewhat painful.

Oh dear. Knuckles got hit by something. Not my fault!

Not the team aspect. That was actually quite interesting and cool. After all, encouraging co-operation in a team racer is a good thing, and this, it does quite well, by giving benefits to those who slipstream each other, give each other little nudges forward, weapon boxes when they ask for them (The person heavily in first place rarely needs them, after all), and even for agreeing to use Team Ultimate at the same time. That is legitmately cool, so props where props are due.

No. It’s the rest of it. Let’s start with this whole drifting thing. If your drifting is painful, on both mouse and keyboard (and it was for me), then maybe, just maybe, it’s not a good idea to so heavily emphasise it. Or make it the star ability behind both the “collect things” challenge types that exist. Overall steering is, honestly, not terrible (not great, but not terrible), but, since the track design also has things for which a simple turn doesn’t suffice, er… That drifting is required. The same drifting that so badly gelled with me. Joy. It doesn’t help that the drift boost is… Disappointing, compared to the headliner team mechanics.

Attempted, a light drift: What I get… OH GOD WALL WHY.

And then… Customisation. Normally, I am a beast for customisation in racing games. I love me new parts. But when firstly, said customisation is based on gacha (That’s random drops, ala lootboxes), and there are a total of three parts of Speed, Technique, and Power type, along with gold versions of the exact same powerups… Well, that’s somewhat dull, especially as their boosts and maluses are… Middling, at best, not significantly changing play.

As noted, on an aesthetic level, it works just fine. Most things are clear (The only thing I didn’t find too clear was the quicksand v track segment of one track, but overall, it’s bright, with solid readability and good value shifts for clarity), the designs work well, and the music and VO are good, solid stuff. But this is, unfortunately, an at best passable racing game. At worst, its drift’n’collect stages are frustrating, and the online play… Well, it isn’t great. The ending animations become unskippable (and they are slow), reports come in of matchmaking problems…

AEAB. That’s all I have to say.

…Overall, TMW has definitely seen better kart racing. TMW has definitely seen better racing games overall. And this is a shame, because an otherwise glittering core element, and an otherwise shiny exterior sandwiches… Well, blandness and some irritation.

It is The Mad Welshman’s sad duty is to inform you that no, you do not, in fact, go that fast here.

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Fission Superstar X (Review)

Source: Review Copy
Price: £11.39 (£2.09 soundtrack)
Where to Get It: Steam

Ahhh, Space. There’s so much more room for plotting and cackling there. Also dogfights and heavy capital ship whaling, which… Is where Fission Superstar X comes in. With a distinct Death Road to Canada vibe, Fission Superstar X is the tale of Doctor Leopold Merkin, and his attempts to make a super-nuclear bomb… A superstar. Her name is Celine Fission, and you will enjoy her concert, fools…

Aaaaand IIIIIII-EEEEIIIII Will always bomb YOUUU-OOOOHHHHHH!

Describing how this roguelike shmup works can seem a little fusterclucky, but it’s really quite simple: You have four potential crew slots, up to two of which are filled at the beginning (For a while, it will just be your Clone Pilot and Clone Scientist, but options open up the more you play.) Each one mans a single turret quadrant (From Pilot, top, to Engineer, rear), and enemies will come at you from varying directions. Kill them before they kill you, and you’ll get a chance to train up your folks or heal in some fashion, then pick where to go next, including Recruitment (potentially better crew), Shipyards (potentially better ship stats, definitely some repairs), and special event locations of varying evil (From the relatively nice Medicaid Drones, to Comet Tails which blow you the heck about, to the Ion Storm or Minefield, which might as well be marked with “HERE BE ALMOST CERTAIN DEATH.”) You pick up money and ammo from destroyed ships where you can, and, once you beat a planet’s boss (From Pluto all the way to…???), you can choose to blow up the bomb early, earning you a new ship (and a shot of Doctor Merkin angrily wondering how it went wrong.)

This is what is known as “Hanging on through sheer bloody mindedness.” That’s me at the top, by the way.

And them’s the basics, although there’s a lot more to it than that. Armoured ships, whose only weak point is the cockpit. Minibosses, including the Doctor Leopold Police Task Force. Those terrifying saw-ships, whose only purpose is to ram into you and murder murder murder. And, of course, different weapon types. I could probably spend a long while just talking about the variety of things that can happen, and references, and joy at the pew-pew guns. So let’s just assume “It is packed full of things wot happen”, and move on.

Aesthetically, the game is pretty interesting. Cartoonish pixels, junk, gore every now and again, and a fair amount of male presenting nipples, the ships are both clear in their design, and also interesting in and of themselves. Heck, there’s visible representation of your own ship upgrades, always a nice touch, and the music is solid stuff, giving that space opera B-Movie vibe. The ships deliberately don’t control that hot until you upgrade the handling (seriously, in the case of the Big Yins), and it’s all, honestly, very fitting for what it’s aiming for (The feel of a gigantic space bomber lurching its way through space.) The difficulty progression is mostly fair (Although those sawship enemies fill me with terror the moment they’re on screen, regardless of my or my crew’s armour), and, in the case of nastier encounters, it does warn you.

“Where we’re going, we don’t need eyes. Geddit, guys? I’m Dr. Where!”

“Shut up and shoot this guy before he shoots you. Or we do…”

Feelwise, it’s meant to feel like a hectic chase across the Solar System, hounded by everyone and their dog, with you the villain, and… Yep, it nails that feel. The speed of even the slowest ships is shown in the starfield, and the feeling of trying to slide past a small battleship while it’s peppering you with missiles, wave beams, and whatever whatnots it’s throwing at you (probably while other things are also shooting at you) invokes just as much adrenaline based swearing as you’d imagine, and it’s a nice touch that you know how long the level’s going to last, as well as how much closer it gets you toward its goal.

So, overall, it does really well. What does it not do so well? Window customisation and the fact that individual runs are long. That last one’s more a taste thing than anything else (It isn’t a lunch break game, it’s something you play of an evening when you want to… Hrm, destress probably isn’t the right word… Play, I guess.) Still, overall, I like its feel, I like its guns, I like its heft… Fission Superstar X gets a vaudevillainous thumbs up, one Mad Scientist to another.

The Mad Welshman doesn’t have too much to add to this. He’s still working on writing his name on the moon. Best demonstration of ownership, writing your name on the moon with a giant laser…

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Octonaut (Review)

Source: Cashmoneys
Price: £4.99
Where to Get It: Steam

Ahhh, shoot-em-ups have such an interesting family tree. From space invaders, to 1942, and Gradius, and Uridium, to… Well, a whole world of little to middling changes with big effects. And Gradius, or, more accurately, Parodius appears to be the inspiration for Octonaut, a fun little shmup about an octopus that’s going to save the world. And look cartoonishly cute and oblivious while doing so.

TFW When a mutant shark is thirsty for an Octopus starship,..

Mechanically, a shmup is a subtle thing, most of the time. Yes, okay, “gun go bang, thing go boom, get score, don’t get hit” is not subtle at all, but the reason a lot of patterns in shmups look familiar (The snake, the circling, the “I’m just going to sit here looking dangerous before shooting”) is because they clearly communicate expectations to the player. What Octonaut has, in addition that, and an interesting set of weapons, is dodging into the background, and a very timing based outlook rather than a twitchy one. For example, as with games like Twinbee and Parodius, the score items increase in colour and value the more you shoot them… To a point, after which they revert to the lowest point value, and you have to do it again… If you have the time. Movement is relatively slow, and enemies vary a fair bit in their tactics, so it’s more recognition. And I like that.

Aesthetically, the game works really well. The music is Sega Genesis/MegaDrive inspired, and it is indeed heavily reminiscent, with a variety of moods, all well crafted tracks, and the aesthetics, similarly, are that cartoonish, clean look seen in shooters of the period. It’s pretty, and this, also, I appreciate.

Some segments, as noted, outstay their welcome. This one in particular.

Okay, things I appreciate a little less. Screenshotting this was annoying, because the game’s window is not customisable, and is, in fact, quite small. Playing it in full screen is fine, but… Yes, the default window being tiny and unchangeable annoys. It’s more a reflection on me and my time-starved ways that completion appears to be required for Custom and Panic modes, instead requiring you to get through the game (Thankfully, Normal difficulty is both generous with lives, with good health, and is definitely do-able, I can report), so that one goes under niggles, but otherwise?

Otherwise, this is a solid shmup, with fine music, good aesthetics, solid wave design, and interesting bosses. Its levels have interesting gimmicks to them, none of which are frustrating (Although some, like laser jerk, go on a bit too long), and… Yeah, shmup fans, chalk another one to check out, this one’s pretty nice!

Wait, the Metroid Bees have skulls now? ABANDON OCTOPUS!

The Mad Welshman doesn’t know what’s been going on with shmups and windowed mode, but… Heck, this month has a lot going on overall…

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Tales of the Neon Sea: Chapters 1-3 (Review)

Source: Cashmoneys
Price:
£13.49
Where To Get It: Steam

Ah, how adventure games have grown. Sometimes forward, sometimes sideways… Sometimes, they take lessons from earlier eras. I mostly like Tales of the Neon Sea, because it’s using old puzzles, and one of the oldest forms of adventure game stylings (The side-on, almost platformerish adventure), and making an interesting noirish story with it.

Remembering that robots are now sentient… Trafficking is entirely the right word. Eugh.

It helps that there is at least one section that is entirely from the viewpoint of a cybernetic cat. That, I feel, is a big draw in and of itself.

It is the noir future (Eh? Ehhhh?!?), and you are Rex, a down on his luck, psychic robot, in a world where robots and humans… Sort of co-exist. Suffice to say, bigotry is alive and well. A murder of a little old lady leads… Well, interesting places. To a robotic serial killer. To a cat mafia. To meddling in a very important election. And, on a more day to day level, disassembling your household appliances because you can’t afford to fix your helper robot properly.

We will have need of that courage and respect, if the Families are to prosper, my friend…

Aesthetically, the game works quite well. Its pixel art is clear, and its text clearer, with context sensitive options, and, if you’re hitting E to examine and/or use like a wally, some fun hidden descriptions. Its grime contrasted with the bright lights fits the mood well, its character design is solid, and its music… Ah, atmospheric and fitting. A few of its puzzles (Mainly light/cable switching) could do with some colour-blindness support, but, overall, it’s visually pretty accessible, with a simple control scheme, and, while some segments have timing based elements, it’s mostly good for not being twitchy too.

In fact… It is, it must be said, a little slow paced. It’s a deliberate slow pace, a design choice, and I respect that, but when puzzles, especially later on, become these large, sprawling affairs, and even the run is a light jog, I can understand that would be a turn-off for some folks. However, the puzzles mostly fit in their world (Nothing really felt like a Resident Evil Lock, just… Security and some shoddy in-world workmanship), and the writing… The writing is enjoyable. Mostly light hearted, sometimes absurd, it nonetheless puts on the frighteners and those tense moments when it needs to.

“Why don’t you try adjusting the phase? That’s the… Rightmost dial…”

Overall, I’d say that Tales of the Neon Sea is a solid adventure, an interesting hybrid of traditional inventory hustling, platform puzzling, and just straight up puzzles. It should be noted that Tales of the Neon Sea is an episodic game, and, as such, the story is not quite complete (the later chapters are apparently releasing in the fall, so I shall take a look then), but there’s definitely a fair amount of play here, an interesting world, and I look forward to seeing more.

The Mad Welshman loves a good puzzle. He loves good robots. And he loves cats. So you might have to take this review with a grain of saline crystal or two.

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