Siberian Dawn

Source: Review Copy
Price: Free (£2.99 for Mission Pack 1. And yes, it is apparently possible to get F2P review codes.)
Where To Get It: Steam

Siberian Dawn is, sad to say, a frustrating experience. It has a tutorial, it’s true. A long, multifaceted tutorial that takes the steps in isolation. But when it comes to putting it all together? There’s no helping, beyond a brief help screen that… Isn’t actually that helpful. No tooltips. And… Look, let’s talk about the basics, then we can get into problems, and possible solutions.

The, er… Help overlay. It does, to be fair, contain a lot of information.

Siberian Dawn is a turn-based tactical card game set in an alternate universe where a russian empire is being assaulted by… Its own robots, seemingly. It has several missions in the base game, and some more in a DLC pack. The unit art is somewhat interesting, even if the UI is… Well, it shifts in and out of visibility on the menu and some of the screens, and, while I’m sure it’s meant to be reminiscent of technology that doesn’t quite work, all it really does is annoy. Finally in the aesthetic end, the music is an ambient loop, which, on the one hand, is suitably threatening. But, by association, it quickly becomes tiresome. Association with what?

Well, with the frustration of playing. As has already been mentioned, the help screen isn’t terribly useful, and the tutorials remove context, while also setting up ideal conditions that… Just don’t exist in the actual missions. A really basic example: Tactics cost command points. Units cost either command points or money to buy, but they also cost Command Points to deploy. And the hand size is based on your rank, while resources “dropped” do not stay outside of their turn. And, since a unit is put into the resource hand, it’s not actually guaranteed you have the resources to play it even if it’s in the hand.

Since the slot unlocked for your first soldier is set before the first turn… Well, this was effecitvely pre-ordained…

Meanwhile, these robots? No such limitations. They turn up, once a turn, in the first mission, and… Well, the screenshot above says it all, really. Except it doesn’t, because you’d need to correlate the screenshot with the “help” screen to know what the hell is what. There is a mechanic to somewhat help with this, but it’s a painful one: Glory (that’s the G) can be spent to buy command points. But once it goes down to 0, your Command Rank (The R) goes down by 1, which may bar you from getting units. So, generally speaking, robots attack with impunity, while your own units… Not so much. It’s a pretty severe balance issue, and a multifaceted one that doesn’t fully make sense at that. You’ve hired a unit, why… Why do you need extra resources to both deploy the card, and make it attack?

There’s other elements that lack clarity (Well, the majority lacks clarity), so… Honestly, I can’t really recommend this one, even with the base game being free to play, and the Mission DLC being cheap. The mechanics are not taught well, and rely on memorising a long tutorial, the balance is decidedly toward the enemies (You may notice, in this screenshot, Mk 4 robots. They have a defence equal to their rank, as far as I’m aware. So, er, good luck with that!) It just isn’t fun to play from the get go.

The Mad Welshman has excellent bala-WHOOP!

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Age of Wonders: Planetfall (Review)

Source: Hard parted with Cashmoneys. Worth it though.
Price: £41.99 (Look, there’s DLCs and a Season pass…)
Where to Get It: Steam

Space Opera is, in a way, a high fantasy all of its own. Want space elves? You can have space elves. Want space dwarves? Sure, no prob. Want a monolithic evil empire? Well, we all have those days. So Age of Wonders: Planetfall is not, strictly speaking, that big a leap from the fantasy shenanigans of previous games. Spells are now Tactical Operations, roving monsters are often NPC factions (Not all of which have a player faction equivalent), and overall? There’s a lot of interesting changes here, all of which seem to improve that AoW experience.

I get the distinct feeling we’re naming them, rather than using their names…

For those who don’t get the fuss about Age of Wonders, it’s a long running 4X franchise which has boasted many factions, asymmetric gameplay elements in later instalments, and some cool worlds of high fantasy. Well, now it’s science fiction. Turn based, with a hex based combat system when you get into it with units, and… Well, let’s talk systems.

As noted, there’s a lot of changes, but the two biggest, to my mind, are the Mod system for units, which extends the utility of units, especially Tier I units, quite a lot, and allows a fair amount of customisation, and the ability to research both your military and social researches at the same time, which… Really streamlines play, and I like that! In addition, factions and classes further mix things up both in the unit and research side of things (Species who choose the Voidtech class, for example, get Void Walkers, beings who can clone themselves before a seemingly unwinnable fight, and if they die? Well… Their clone is now them, because they were time travelling, and you had the bonus of doing damage to a creature outside of your current strength)

There’s many enemies, always enemies. But they will fall before the superior meld of biology… And technology

The system of base building has also been rejigged, and I also quite like this. Before this, it was done in a slightly more traditional 4X manner, with building cities, expanding them, and the main difference was in Outposts (to extend your territory without building another city) and Watchtowers (Extend the vision range of whoever owns them.) In Planetfall, it’s a collection of territories, and expansion is through exploiting a sector within range (preferably connected), and then building an exploitation on that point. Forward Bases can pre-emptively claim a territory, although anyone who wants to either destroy that or take that claim for their own can certainly try, so defending forward bases is… An interesting dynamic, since the game doesn’t generally encourage hordes of units, overall.

It’s somewhat refreshing, after the hullabaloo (enjoyable hullabaloo, but hullabaloo nonetheless) of Age of Wonders, to see the turns just… Glide by, relatively speaking. And it helps that, aesthetically, Planetfall is very much on point. The UI remains the same, and is mostly readable and well organised (occasionally, there’s a button or two that confuses a little, but it’s easy to learn), the music is fitting and gets the mood going along with things, and the worlds are, again, clear about what’s what. There is also hotseat, always a favourite of mine, for anything up to 12 players (Which is a fair bit more than the current number of factions, but the existence of a DLC Season Pass implies, as with Age of Wonders 3, that more is planned.)

I do enjoy a good warrior woman. Almost as much as my queer readers do.

So… I don’t really have any gripes about Age of Wonders: Planetfall. Some folks might get turned on by the extra login (as they might have done with Age of Wonders 3), but many a 4X or Grand Strategy player already has a Paradox account, so… Overall, it gets a recommendation for 4X players, with the only advice for those new to AoW being “Save often, but especially before fights, so you can learn how it all works without as much frustration.”

The Mad Welshman is torn between factions. So he spends most of his time with Planetfall banging his toys together and making “pew pew!” noises in Hotseat. He absolutely will not apologise for this. More 4X’s need hotseat.

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Iratus: Lord of the Dead (Early Access Review)

Source: Review Copy
Price: £18.99 (£25.25 for Supporter Edition, £7.59 for upgrade to Supporter Edition)
Where to Get It: Steam

Other Reviews: Release Review

Iratus: Lord of the Dead has, very often, been described to me as “Darkest Dungeon, but you’re the villain.” This isn’t, on the face of it, a wholly inaccurate statement. But it is, in many respects, its own, shambling beast. In a good way.

So, as you might expect from the title, you are a necromancer. One who almost managed to conquer the world, until those pesky heroes shot you down. For a long time, you were locked in a casket (Normally a prelude to insanity, but, let’s face it, that’s Tuesday to a necromancer), but now you’re free, and… Have to escape a four level dungeon complex that was built over your tomb.

Good thing you can create undead, huh?

Things rapidly begin going south. We lost our Zombie. Along with his BIG CANNON.

So, combat wise, yes, the game is quite similar to Darkest Dungeon. You have four slots, they have four slots (not always filled), and you have class abilities based on what undead you are. Where it begins to differ, however, is that units have three potential base damage types instead of two. Beyond the “Magic” and “Physical”, you have… “Dread.” And this is where the comparison mainly comes in, as some units specialise in causing sanity damage to enemies, who, after a certain point, will either have some form of insanity (although sometimes, that is a benefit in disguise), or are inspired (get a buff, regain all their sanity, very annoying.) Mixing and matching the two for maximum synergy is highly encouraged, especially as… Not everything has sanity. Lookin’ at you, Golem that wrecked my Dread based party the first run through.

My lord, we can’t scare it… WE CAN’T SCARE IT!

Beyond this, there are only a few similarities. Buildings exist, including the healing building, for sure, but they cost minions as well as resources. Your minions aren’t hired, they’re constructed, from parts of your enemies, or bits you dug up. You can make better parts, spec into spellcasting (I haven’t done this, having too much fun with brains, alchemy, and DREAD), refocus your minions using two choices of ability change per ability, and the dungeon itself is procgenned, sure, but it’s a map where you know roughly what’s ahead, ahead of time (Although enemy composition was, until the most recent updates, a mystery.)

So, in short, it’s got a lot of depth, and the game even has little things to help you recover from losses (brains, for example, automatically level up an undead to the same level as the brain, allowing you to quickly get units of comparable strength to the ones you lost onto the field), and I don’t really have any complaints mechanically. Similarly, aesthetically, the game is pretty clear, the music is suitably ominous and villainous, the soundwork is fine, and Iratus… Well, Iratus’ snark game is on point. Okay, maybe one gripe: Every female minion is of the big-breasted, eerily attractive variety. But mileage varies on that gripe, for obvious reasons.

“For a given value of smiled…”

So, what we have here, essentially, is a pretty polished turn-based strategy/roleplaying hybrid, which I quite like, and seems to be well on track to being a fine release.

The Mad Welshman always appreciates villainous snark. It expands his own repertoire, for the next heroic break in of his lair. So much tidying up afterwards…

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Jupiter Hell (Early Access Review)

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

Doom: The Roguelike was an interesting experience. Not just because I personally find it pleasant to see ASCII renditions of various video game enemies, and enjoy roguelikes, but because it emulated the feel of Doom (swearing as you unload, wondering when the next health pickup will be found, and moving, always moving), while being its own thing.

Every time you die, it helpfully reminds you what killed you a few seconds ago, but also assesses how risky you played, and how many you killed (This is important for certain achievements!)

And Jupiter Hell? Well, those of us who know, know that it is basically Doom: The Roguelike… Remastered. And how does it shape up? Pretty well so far. Let’s get into that.

The basic idea is that, as with most roguelikes, when you act, the enemies act also, and each action takes a certain amount of time (Moving, for example, is the 1.0 to calibrate everything by, while shooting can be slow or fast, depending on the weapon, and some abilities), and the game limits your motion to the four cardinal directions. I mean, you can move diagonally, but that isn’t a single move, but two. The maps use seeds for generation, and they always follow the same set of patterns and general enemy difficulty, although sometimes you get a doozy like coming out of the first area to find seven corrupted soldiers looking at you. And then shooting you to death (In a recent patch, this has been toned down, at least for the first level.)

Ehehe. Ohhh, you poor, undead and demonic bastards…

But, thankfully, I only encountered that once, and I’ve always understood where I’d screwed up overall. Another hallmark of a good roguelike. Your objective? To find out what the hell’s goi- It’s to murder everything, because nothing on any of these godforsaken bases can be saved, and a good chunk of it wants to turn you into good chunks. There is cover, and taking advantage of it, as well as baiting enemies into leaving theirs, is part of the tactics. And there are skills you earn at each level, which increase your power somewhat. And there are level branches, each with their own situations to make you feel either really powerful… Or that this was a bad idea.

So, your goal is pretty clear. Your controls are pretty clear, and rebindable to boot. There are CRT effects (including glitching and tearing of the UI at low health), but they can be turned off in the options. While the game is often somewhat dark, your currently targeted enemy is highlighted clearly, as is the next, automatically, when you kill the first, and you can still, most of the time, see the enemies well enough to shoot them. The menus can be a little odd to get used to at first (Mainly, remember that you can hit left and right to see other information, such as what your boomsticks, generally speaking, do. Beyond a practical test for further clarification, obviously.) And musically?

The wise thing to do would be to run back round that corner. Suffice to say, I was feeling ballsy, not wise.

Well, I did say it’s Doom: The Roguelike Remastered, and the music is reminiscent of, but definitely not a copy of, various iconic doom themes. Little riffs, here and there, and the overall tone clue you in, but they’re hard, they’re driving guitar, and sometimes… Sometimes they’re just downright ominous.

And so far, the only thing that I could really say was a turn-off is exactly the same turn-off for many a roguelike: Until you get the situations you see in later levels, it can be frustrating, as can not finding health kits and armour when you feel you really, really need them right about now. But it doesn’t shame you for picking Easy difficulty (In fact, I’m almost certain the entire Bronze achievements of the game can be completed on any difficulty), it’s aesthetically good, it’s mechanically sound while not feeling incomplete (Just a few minor balance issues), and I would say it’s a contender for being a good “First Roguelike I’ve Played.”

Doom was great, and Id are mostly great. And they were actually cool with this keeping the name. Just a friendly reminder for certain assholes from your local, mostly friendly Mad Welshman.

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Robo Instructus (Review)

Source: Cashmoneys
Price: £10
Where To Get It: Steam

Programming puzzle games are, normally, extremely my jam. Teaching the logic behind programming is good, and, while it doesn’t teach actual programming most of the time, it does help understand it better. And that’s nice.

There. In the top left. That’s your options. That’s TINY by default!

Unfortunately, Robo Instructus doesn’t do a great job, for multiple reasons. Starting with a start interface best described as “Not great.” Okay, fun programmer joke, putting the save profiles in a 1d array. Cool. But when your options at the start are a small icon in the top left of a mostly black screen (even if it is one of the icons that is commonly accepted to be “Menu”), you’ve got some accessiblity problems. Add in the fact that while windowed mode is there, but it’s a resizable window, rather than one with options for common sizes, and it becomes needlessly difficult for streamers to get the right proportions, even with a scaling UI (and UI scale options, which, admittedly, is a thing done right.)

The level after this one is the pain in the ass.

Then, of course, there’s the things the game doesn’t tell you. Some of them are par for the course, and thus not a complaint (such as teaching the various parts piecemeal, so you don’t need to do a thing), but others… Well, for example, the third level taught me, although it took a while for me to realise, that a teleporter in a multiple level area (which is most of them) seems to either not count the teleporter as part of a robot_forward() command, or automatically call that command without a call on teleporting to a new area. Or it’s a bug. Finally, in terms of gripes, entering the program is, in places, needlessly pernickety, specifically on indenting. In most Object Oriented languages, anything contained between { and } (and with each command ending in a ; ) is considered as correct but in Robo Instructus, it needs to be indented correctly, and it only autocorrects to this formatting if you started with the instruction that isn’t indented (loop or if, for example.) Sooo, a lot of gripes here, which isn’t great.

The tower behind this wall-o-text(TM) is, essentially, your level structure. No, it doesn’t appear to widen out as it goes, terrible construction practices…

Aesthetically, it’s an odd mix. Most of it, visually, can best be described as “workmanlike” (or, possibly more accurately, a programmer’s visual design), but I’ll admit the actual robot section is visually pleasing, and the music is good.

But, overall? These gripes are certainly not trivial, for the most part, annoyances and accessibility problems that add up to make a programming puzzle game that, for once, I haven’t particularly enjoyed from the get-go.

The Mad Welshman knows enough coding to get him into trouble. Apparently, this trouble now also involves running robots off triangular cliffs.

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