Going Back – Death Coming

Source: Supporter Gift
Price: £4.99
Where To Get It: Steam

So here we are, looking at a game where the main character, after having died, is employed by death to… Use various items around the levels to crush, burn, boil, freeze, and, generally speaking, make a lot of pixel people very, very dead. Death Coming is a good dictionary definition of “Guilty Pleasure”, considering its subject matter.

Yup. Pushing tourists into toxic goop by means of plant is one of those “Guilty Pleasure” things.

But y’know what? It’s fun, and I’m somehow shocked I missed this one back in November of last year. Ah well, let’s take a look now.

As noted, the basic gameplay idea is very simple: You have a town, and a certain number of items around town are imbued with the power of death. What this amounts to is that, when clicked for the first time, they (mostly) show you roughly what they’re going to kill, and, the second time around, they activate (With some later additions like guards who stop things going awry, and more complex, multipart death traps.) Aided with this knowledge, two goals are in sight: Kill a certain number of people (Who Death informs you have lived past their time), and kill three specific people in each level, because they, apparently, are both past their time and linked, in some fashion, to your own death.

Aesthetically, the game’s isometric, pixel artwork and ominous tunes give a good backdrop to this strategy game of mass murder, with a whole host of animations that only gets bigger as the varieties of death get stranger and stranger. Here, the manhole cover is opened, and there’s just a frame of suspension, before the fall into darkness, a meaty crunch, and an FPS style announcer deeply intoning “MEGAKILL.” This is not a game trying to step around its subject matter.

Some folks, apparently, need to die more than others. At least some of these can be related to the level’s narrative.

I like how it progresses, and I also like how there’s a very real sense, as the game goes on, that Death is maybe not playing ball, and that maaaaybe we’ve been duped. THE POLICE ARE HERE, as angels descend from the heavens to try and stop your murderous shenanigans. Wait, if the people really are past their time to live, then why… Ohhhhh…

The game does a fairly good job of adding to its replayability, with each area having a new wrinkle, unique feature, or extra step in difficulty (such as the introduction of changes due to different weather conditions. Dagnabbit, I missed my 3 minute window to use a manhole!) , and this leads me to the two niggles I have with this game: That it’s somewhat short (Delightful, but short), and that it has a single save system.

Otherwise, Death Coming is an interesting take on hidden object puzzle gameplay, with a solid focus around its theme, some black comedy, and good replayability. Worth a look.

Every level adding something new, some new wrinkle. Today’s wrinkle? Weather, part the second!

The Mad Welshman doesn’t have a lot more to say. The game kind of speaks for itself.

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Ghost of a Tale (Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam

A lot can be said about how intimidating it is, playing a largely pacifist mouse in a world of giant, angry rats, that it’s taken me this long to take a look at Ghost of a Tale, the stealth action RPG by SeithCG. But, like Tilo, the mouse bard protagonist of this game, I’ve gotten over that, and honestly? I’m glad I have.

I feel you, little guy… They *are* scary!

Ghost of a Tale is, at its most basic level, a game where you, Tilo the mouse bard, must explore an ancient keep, hoping to save your wife Merra (Imprisoned, like you, for treason) and escape. Of course, if it were that simple, we wouldn’t have either the tension or the interest, so there’s a pretty wide cast of characters, some friendly, some not quite friendly, and many of which aren’t friendly at all, considering that they’re either beasties out for any blood they can get… Or the rat guards, who, understandably considering the charge you’ve been imprisoned under, aren’t exactly fond of you.

Of course, this doesn’t bring secret doors, shortcuts, a hint system in the form of a seemingly friendly blacksmith, a small web of intrigue, and something about an Emerald Flame, a great evil that may or may not be rising again… And some fine characters, all set in a beautifully rendered environment. There’s a fair bit to do in Ghost of a Tale, and I appreciate how, while the rats are a threat, they’re a threat that can be dealt with in a variety of ways, including running away (Even walking, you are slightly faster than the rat guards) and hiding until they return to their posts. Failing that, slime trips them up (if they’re not wearing boots), bottles knock them out (if they’re not wearing helmets), and, eventually, two sets of armour that allow you to move unchallenged… Past the guards, anyway.

I get the distinct feeling I’m not meant to be up here… Yet.

There’s a fair amount I like about Ghost of a Tale, as the shortcuts are helpful, the world is pretty, and the characters are, when they speak, charming and amusing (Kerold the Frog Pirate, for example, has a fine example of breaking the fourth wall with items that don’t turn up until you know they’re there… I won’t spoil it for you.) But this isn’t to say there aren’t things I get a bit grumpy about. There’s a fair amount of the game that can best be described as “Collectathon-ing” , and some of the puzzles are a little obtuse. There are maps, but it’s a case of finding a safe spot to look at your inventory, and memorising.

Still, overall, I find Ghost of a Tale more charming than frustrating, and, despite being intimidating looking in the early game, it’s a cool game that emphasises exploration and trickery over violence, and a pretty accessible one at that. Worth a go!

Top of the world, ma! (No, really, highest point in the game’s rather large map, apparently)

The Mad Welshman is not ashamed to admit the Rat-Guard scared him. It just means they’re doing their job well, is all!

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Assault Gunners HD (Review)

Source: Review Copy
Price: £7.19 (With extra pack, £9.29. Extra pack £3.99)
Where To Get It: Steam

Assault Gunners HD is a game with problems. And it’s perhaps unfortunate that these problems are so pervasive. Still, let’s back up a bit and talk about what the game is.

The laser is a frankly silly weapon when it comes to crowd control. And there’s always a crowd…

Assault Gunners was originally a PS Vita download-only title, reminiscent in both story (Self replicating robots gone bad on a colony) and feel of Armoured Core (Well, it tries. We’ll get to that.) And now, it’s come to Steam, in a HD edition that… Well, doesn’t exactly impress.

On the one hand, the game does some things better than some of its ported brethren. Actual sound, graphics, and keybinding options. Playable keybinds, so no, controller isn’t mandatory with this one. The mechs and enemies look alright, and the music and sound, while a little generic at times, similarly, are alright. Finally, with the exception of one menu element not being terribly clear, subtitles not happening in cutscenes, and the in-mission subtitles being in the top right (IE – where you’d rarely look), the UI and menus are relatively clear. Cluttered, but clear.

But these are, unfortunately, small potatoes compared to things that don’t go so well. There is little sense of impact, even with the missiles, which, in a missile heavy map, are going to obscure your vision, there’s so many smoke trails. You fire at a thing, it goes boom and dies. That’s it. I had originally intended to say the game is slow as hell, but no, that’s just the first body/legs. Once you get, for example, the BUNNY armour, boosting becomes fine, movement becomes fairly good, and with better legs, it gets better. But, funnily enough, this segues well into the next big problem with Assault Gunners HD… Balance.

Pictured: Slapping a ton of good stuff on, consequence free.

…Or, more accurately, lack thereof. By the time I had gotten to the first big enemy, rather than the hordes of small, not very smart, and weak enemies that give it more of a musou feel than that of an Armored Core game, I already had a Laser V (Best I’ve seen so far), level 5 in all the types of armours I know of, the best horizontal missile rack, stamina boost… I had a lot of good things, and, unlike Armoured Core, where its inspiration obviously comes from, there’s no disincentive (beyond the pickup magnet powerup) against just slamming all of them in and calling it a day. Oh no, its a grasshopper me- oh, it died before it managed to complete an entire loop of shooting? Oh, well, we’ll just be sad about the gunships we sent in as backup you obviously didn’t need, then.

So, before I’d reached 8 of the 20 missions in the base game (With a further 15 as DLC), I felt like a little tin god. Tin, because I never felt like it was earned, or even much of a decision. Fuck it, bunny armour and the best guns of their type on everyone! Extra target locks, extra health, shield regen, extra armour of all types, go wild, folks! And, since the mechs are used in every game mode (Edited in the Hangar menu), this then applied to the game’s wave based score attack mode, Inferno. Where scores of geometrically placed enemies died in droves to the fact that geometric placement is great for a piercing weapon, and I let myself die on Wave 18 because I felt the previous 17 waves had provided little entertainment or challenge.

This is *some* missiles. In a missile bot heavy map? This becomes “Good luck seeing anything.”

And that’s Assault Gunners HD… It’s fairly accessible, but, at the same time, I found myself having a relatively easy time, even on hard difficulty, and it had failed to entertain. Which is a shame, because there’s the kernel of a good idea here, and god knows, I wouldn’t mind an Armoured Core style game on PC, considering the lack of Armoured Core on PC, but this, for me, just wasn’t it.

The Mad Welshman consoles himself with a ride through some giant stompy robot games of the past.

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Going Back – TAROTICA VOO DOO

Source: Supporter Gift
Price: £6.99
Where To Get It: Steam

At first, I was, I’ll admit, a little confused over being asked to review TAROTICA VOO DOO, even as an advocate of old games, and the joy (and pain) of programming for older systems as a good thing to do. It’s not the friendliest of games. It’s not the easiest of games. It definitely has its flaws, and, even as someone who likes a lo-fi aesthetic, 2-bit “hand drawn” (read: Pixel doodles) wasn’t immediately endearing to me.

One of our three family members, completely ignoring us because dinner’s not on the table… Ohhhh, I hope a pla- ah wait, that’s exactly what I hope to prevent!

Tarotica Voo Doo is a somewhat surreal “Escape Room” game, in which you solve puzzles (Some of which spread over the entire house, like the Salamanders who light up rooms), in order to break into a family’s home, cook them dinner as an apology, and get them out of the house, all before a plane crashes into it. It’s also a game coded for the MSX. Not the MSX 2, or 3, or Turbo. The MSX, played via the official MSX emulator. So… A game coded for a 1980s platform, in 2018. Normally, very much my jam.

And, in terms of the technical wizardry behind it, it very much is. If you want some idea of the kind of crap people had to pull to code games for the MSX, the PDF attached to the game (hand written by the developer in both English and Japanese versions) is worth the price of the game alone, and explains the 2-bit aesthetic (It was the only way to get as many frames of animation as the game has.)

This poor dog’s only crime is that it’s holding the front door shut (somehow.) The zombies, skeletons, salamanders, and the like inside, on the other hand…

As to the game? Well, it mostly comes out middling. I like, for example, how four frames of animation are used to good effect in puzzles and combat alike, with the latter a sort of rhythm deal where you have to time pulling fully back (for defending) and forward (for attacking) carefully, with the only pressure being that failure means restarting the (short) fight. I like how smoothly the developer has papered over the cracks of a slow Video RAM, meaning that the experience doesn’t jerk or stutter, even in the short, equally 2-bit cutscenes. I like how its control scheme (arrow keys to move, space to start interacting with a highlighted object, up and down to interact with it, space again to leave that interaction) is simple, and similarly smooth. I’m not so fond, however, of some of the more house-spanning puzzles, like going back between various rooms and the basement, in order to release the salamanders that provide light for the torches… Or block them off. A few fights (such as with one of the aforementioned salamanders) are just a tadge counter-intuitive, and, as mentioned, despite liking lo-fi aesthetics, Tarotica Voo Doo’s didn’t really grab me.

Nonetheless, it’s not a bad couple of hours, even if it didn’t quite grab me, and, with the attached “CHRONICLES OF TAROTICA VOO DOO”, detailing how the program was built up, it’s an alright, actually retro game with a post-mortem dissection of how it was put together that’s well worth a look for 8-bit programming enthusiasts, or even folks who just want an idea of why pushing the limits of an older machine was hard as hell.

This puzzle’s explanation is one thing, practice another. Thankfully, with only four frames per statue, it’s easy enough to work out.

The Mad Welshman is heartened by the fact that, even today, people struggle with assembler. It puts his own struggles in perspective.

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Where The Water Tastes Like Wine (Review)

Source: Cashmoneys
Price: £14.99 (£19.96 w/soundtrack, Soundtrack £7.19)
Where To Get It: Steam

History often ignores the smaller stories. This isn’t to say that it doesn’t tell some of them, but they can often get missed, in the grand tides of nations, governments, and movements. And yet, stories are one of the main ways in which we shape our lives, and those of others. Here’s the Engine that was Naughty. Here’s the story of how tragedy turned to comedy with old Uncle Jimmy. Here’s the story of how This Person Is Weird, Stay Away. Not that all stories are trustworthy, of course, it’s as much the teller as the tale. And stories, passed around, grow in the telling.

Hoo boy… This hand has a story attached to it, y’know… Which is why I got a baaaad feelin’ , son…

Where the Water Tastes Like Wine is, in one sense, the story of the Skeletal Hobo, and his Service to the Devil-As-Wolf. In another, it’s a collection of vignettes, short stories that paint a picture of life in America’s Great Depression. In a third, it’s a story… About stories, and how much we want to hear them.

To describe it mechanically, amusingly, strips some of the mystique away: You walk, often slowly, sometimes quicker if you whistle, across America. Travelling from place to place, collecting and telling stories. Sometimes, you influence them a little, by taking part in them, and along the way, you hear the bigger stories, hunting down characters to tell them the stories you’ve heard, to share enough of a connection that they open up to you, and finish their own stories. Hear all the stories, spread enough of them around, and you’re done.

The pace of the game is sometimes slow between stories, although recent patches have improved this somewhat with better rail and bus travel the further you get, and the mementoes from completed stories allow you to fast travel. Some have said this slow pace is a detraction from the game, but honestly? I like it somewhat slow. It fits the mood of the character, where whistling a merry tune quite literally speeds your travel somewhat. Nonetheless, the option is there, and it adds a little extra choice for those who want to play through quickly, rather than savouring, remembering, and thinking over the stories as you walk.

Some of the stories may seem tall tales, it’s true… But hey, you lived ’em, so you know best, right?

…What was the deal with that white deer? Was there anything I could have done? Ohhh, that poor vet, come home with no reward save the cold road, and what reward is that? The kids these days, and that woman, I do hope she’s alright, and not dead like the tales suggest… Maybe I should swing back that way, see what’s up with that, when I have a spare moment from this grave and onerous task? Ah well, the road lies ahead, and it isn’t gonna get any shorter from me thinking about it.

Time to hunt down the next tale, be it tall or short…

As y’can see, friend, got a ways to go for the next tale to gather. Hand me that flask, and let’s sing a lil’ tune as we go, eh?

The Mad Welshman would like to note that the game’s editor, Laura Michet, has written a detailed post-mortem of the game, available here. It’s an interesting read.

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