Steamworld Quest: Hand of Gilgamech (Review)

Source: Cashmoneys
Price: £22.49 (£7.49 for soundtrack, game available as part of Steamworld bundle)
Where To Get It: Steam

I knew I’d done the wrong thing when the lovely mage Copernica fell. I won the boss battle, somehow, but I knew… I’d done the wrong thing. And the fact that I very quickly caught on exactly what I’d done wrong… Says nice things about Steamworld Quest, the latest in the growing Steamworld franchise, and this time… It’s a turn-based, card battling RPG with some real time elements.

A pair of robot ladies, strolling through the woods to kick ass and take shrooms.

The general idea is this: Some unlikely heroes (More setting wise than anything else, because they very quickly become quite badass) have, after a short adventure picking mushrooms (Which, yes, results in a boss battle, because it turns out a large mushroom doesn’t appreciate this), they return to town to find it on fire, with the heroes kidnapped by an evil army, of the kind that hasn’t been seen in the land for a long time. And then things get interesting.

So, there’s a fair amount to like about Steamworld Dig, starting with its somewhat unique approach to the card-based combat system of the type we’ve seen often lately. For a start, each character has their own deck, but all of these are shuffled into a single deck, from which you get 6 cards. You can play 3 cards a turn, but it’s heavily to your advantage if you play all three cards from the same character. Okay, that’s one interesting thing, but the other is where I made my mistake. You see, each character’s deck is limited (8 cards at the beginning), which come in two forms: Those that build power… And those that use power. Guess which fule put too many of the latter in their deck before Chapter 2’s boss fight? This fule.

“Omae wa mou shindeiru…”

Aesthetically, the game works pretty well: Smooth paperdoll animations for the characters, clear and friendly UX, good and fitting music, and some solid sounds and splashes make up for the fact that the attacks, being of the JRPG style, don’t always connect with as much impact as I’d like.

And then, of course, there’s the humour. The Steamworld games, even when they get dark, have a sense of playfulness about them, and Quest is no exception. In Chapter 3, in particular, we get the distinct impression that the Adventurer’s Guild had been living on easy street up until now (They have their own golf course, the bougie gits), and that the large world… Well, it carries on, even with an evil army on the march… Look for the two robots playing chess in the background. A subtle touch, but an amusing one.

One or both of these frontline mages can completely heal from this single attack. Good thing I’m chaining…

I do have one criticism of the game, but it’s an odd one, because it does tutorialise well: If you do not engage with its core systems (such as, for example, using the redraws you have to maybe make that “Three from the same character” chain), you’re going to have a much harder time. Even early Void Mages can heal each other, or themselves, for definitely more damage per turn than Copernica’s basic attacks, and a little less than what Galeo (the punchy healer) can put out with his… And since they rarely turn up alone, it can make a fight really drag on. Which, considering that the longer a fight drags on, the more you get hurt, and that healing items are not the most plentiful?

Well, please listen to the tutorials. Overall, though, I appreciate Steamworld Quest going for tight play, focusing on managing a small deck with more potential tools as you go on, and even something of an ambush system (Okay, second crit: Since ambushing an enemy means clicking directly on them when you’re close enough, it’s a hassle to get ambushes, and those are that little extra edge that can help a fight a fair bit.) It has style, it has humour, and, as always, I do like a good experiment. Especially when, as with Steamworld Quest, it seems to work.

The Mad Welshman has yet to meet a robot he hasn’t liked. Admittedly, some have been murderous mixes of skeletons, T-Rexes, and lawnmowers, but they were his kind of skeletal murderous lawnmower t-rex robots.

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Blood Card (Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

Goodness me, we’re getting a lot of these card fighters. Unfortunately, they can’t all be good. Take, for example, Blood Card, which, while it has an interesting aesthetic to it, doesn’t really work well despite its interesting idea.

Weeeeeeelp.

And it is an interesting idea, make no mistake. Well, a couple. You see, you are a being trying to escape Death. Y’know, the bony feller with the robes and scythe version, tends not to let people go. And your deck? Is also your health. Much like other card battlers, there’s a limited energy pool from which to play cards, there’s a limited time in each combat before Death appears, and… Honestly, this is where the problem begins. While your hand replenishes (apart from cards which destroy themselves) after each fight, enemies very quickly start ensuring that Death will appear, doing increasing damage for each turn he’s there. Sure, he ends up killing the enemies too, but that race against the clock is definitely not in your favour, especially with elites and the bosses. The objective? To either kill death, or leave the dungeon.

“You could be cool like me!” Yes, er… I see a flaw in this argument…

Aesthetically, the game is odd. Some good pixel art, with some interesting enemy designs, meshes somewhat poorly with the workmanlike, and admittedly more accessible clean sans-serif font, and while the mood is meant to be Dark Fantasy (You know, blood and death and guts and gore and ohgodwhy, that sort of thing), it breaks this mood surprisingly often. Like the barrel guy, or the vampire, whose first thought in “Convincing the hero(ine) they want to be a vampire” is simply “Wouldn’t it be cool?”

Well, yes, but it would also suck, if you’ll pardon the pun. I’ll pass. The brevity of the character lines doesn’t exactly help, as it feels stilted. The music, well, it’s fitting (choirs, bassy brass, that sort of thing), but you’re going to get tired of it relatively quickly, alas.

Well, I mean… The attacks do 4 damage to one enemy, so… Ooh, I’m gonna be here a while…

Now, there is a third idea that normally, I would applaud: Letting you choose what to deal with. You get X rooms before the boss, and Y,Z, and so on of normal enemy groups, Elite enemy groups, shops, and events. But this, also, doesn’t really mesh that well, because the bosses are pretty damn mean, and when even normal enemy groups can delay and debuff you enough to ensure that Death sticks around for at least a couple of rounds (and yes, Death will turn up during the boss fights, making them increasingly more difficult the longer they go on)

Overall, Blood Card feels like it’s tough for the sake of being tough. 3 energy a turn quickly runs out, meaning you don’t often get to play, for example, Finishing cards (Which require you to have 1 card in your hand when played to get the effect), and your base attacks are relatively weak. While the art is quite nice for grimdark pixels, it can’t, unfortunately, mask the fact that the game doesn’t really want me to get very far, or see much of what it has to offer.

The Mad Welshman does appreciate the cape value of being a vampire, but would honestly prefer werewolfdom. Saves time on “Hair of the dog that bit you?”

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Deck Hunter (Early Access Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

The feel, the flow of progression is an awkward line to balance. Give nice things too much, and you devalue them. Punish the player too much, or give nice things not enough, and it feels… Well, not worth the time. This is the line Deck Hunter… Isn’t currently treading very well. And it’s a shame, because there’s a couple of decent ideas in there. It’s just there’s also a rather silly amount of grind, and the requirement for good play… Or no play. Well, no win, anyway.

Disclaimer: Cards must be low level, and this reduces the size of your deck. Terms and conditions may apply.

The general idea is one we’ve seen a fair amount before (heck, even this month): You, an adventurer, use cards as attacks, fighting monsters, defeating bosses, going through areas marked as combats, treasures, spin-to-win, and rest sites. Where it gets a little interesting is that cards upgrade through use, and can also be mixed with Alchemy cards to create new, different cards. Crafting items, two card combos…

It’s such a shame then, that, outside of the combos (a mixed blessing, as we’ll discuss), I haven’t been able to see much of it in hours of play. What I’ve seen… Is the first area, again… And again… And again. And, funnily enough, that palls pretty quickly. So… Let’s talk about the why, as I see it.

Thanks to that Corrosion effect, I am, essentially, just going to take damage. The question was “How much?”

A basic combat is, on its face, pretty simple: You have a five card hand, which, at first, consists of strikes (5 damage, 1 energy), defenses (5 damage blocked, 1 energy), and some other cards like a healing potion (usable once per combat, 1 energy… 3 hp recovered.) You have three energy per turn. Okay. So far, so simple. There are even three combos associated with this. And one of them… Is annoying. Strike, then Defend, as opposed to Defend, then Strike. See, the latter gives you another Defend card (can be useful, if you have energy to spend, and, say, had no other Defend cards.) The former, on the other hand, drains one energy, gives you… 2 defence, and… Well, it’s not worth the hassle.

Okay, now let’s look at our enemies and… Huh. 27 HP and 17 HP, with… 11 attack and 7 attack. And here, friends, is where we start to see problems.You can, if you have 3 Defend cards, defend against this, due to the Defend+Defend combo. 5+5(+3)+5. Cool. If you want to deal no damage. Similarly, if you have three Strikes, you can kill the one with less HP. 5+5(+5)+5. Cool. But you will take damage. The question is: Who’s got the 11 damage attack? And, more to the point, without either of these options, the math is not in your favour. Rarely does any enemy have less than 15 HP (or a Two Strike combo’s worth.) There is no defence against status attacks (such as the shroom’s Corrosion/Piro attacks), some of which do damage regardless of your armour. Sooo… On the Micro level, it’s actually pretty damn hard to avoid taking damage somewhere. Unless you play well, right out of the gate. Even if you do, certain enemy combinations are, essentially, a big middle finger to your desire to keep your HP up. Oh, hey, it’s a mushroom and a thief! A thief who has 34 HP, and the Unloader special skill (reduces your energy to 1 next turn.) Plans? The hell are those, you got none!

My best shot at the boss, in which several cards upgraded during the fight. Not that it helped.

Enemies, in general, seem to scale faster than you do.

Now we add in that, to upgrade a card, it has to be used a certain number of times. And those upgrades… Well, gee, my Defence got upgraded to… A slightly better Defence. As in, 1 point. And it can’t be used in Defence combos anymore, only Improved Defence combos. Thiiiis might not be the best plan unless I have several upgrades in a row real soon. (Narrator: It wasn’t. He did. It didn’t matter.)

And then you get to the first boss. Gee, I sure hope you have a plan which involves 40+ damage and some unblockable damage, 104 HP, and two adds that like to add corrosion, and, more importantly, boodles of defence to the boss!

Overall, right now, Deck Hunter feels more like a losing battle of attrition than a game of skill and tactics. It looks alright, but playing through that first area, with that first area music, and those first area enemies, time and time again, has palled me on it, and I just want to move on.

The Mad Welshman sighs. The Balance has been disturbed…

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Nowhere Prophet (Early Access Review)

Source: Review Copy
Price: To Be Released soon. (Was $19.99)
Where To Wishlist It: Itch.IO , Steam
Other Reviews: Early Access 1, Release

Nowhere Prophet continues to impress. And frustrate. Its world is intriguing, its difficulty mostly solid at this point, even if those rare exceptions… Frustrate the hell out of me. Still, that’s something to get to, so let’s backtrack a second and remind ourselves about Nowhere Prophet overall.

Each area of the route is predominantly of a single faction, although events are common to all areas.

Nowhere Prophet is an Indian themed post-apocalypse (Untouchables stand side by side with cybernetic horrors, and Rajs with mutated beasts), in which you, a Prophet, hear the last, garbled words of a fallen “star” (Satellite), and set out for the Crypt, the Promised Land which may or may not have the power to heal this ruined world. You set out with disciples, facing the world, and trying to balance your own health, and the efficacy, health, and morale of your followers. It’s a battle of attrition, as only perfection will allow you to escape the fights and trials unscathed… And these are many, while you and your followers are… Not so many.

Since I last took a look at Nowhere Prophet, it’s actually mostly done, with a closed beta until release. Areas are in, the intro and map have been spruced up, and there is, generally speaking, the more I had been curious about last time. It still hasn’t got an amazing amount of variety music wise, but the music that’s there is good, the visuals are both clear and striking, and the events mostly interesting and adding a little to the world, with extra possibilities unlocked by certain types of followers, number of followers or batteries (the currency of the world), or your level in the three philosophies (Believers, Scholars, or Altruists.)

This is bad. This is very bad. Yup.

Combat, meanwhile, is a Hearthstone like affair where, each turn, you have a limited pool of energy from which to summon followers and effects, which grows each turn (or with certain abilities), a limited battlefield in which (mainly) only frontliners can attack, and interesting obstacles and items on the field, such as Soft Cover, which gives health to those summoned nearby, or Acid Plants, which, if destroyed, also damage the entire column they’re on. Killling the enemy leader wins you the battle, while if your Prophet is killed… Well, game over. And, over time, you grow more familiar with what lies where, and what factions have which sorts of decks.

And this, funnily enough, is where the frustration sometimes happens. You see, some Elite and Boss decks are nasty, and, regardless of how far I’ve come, meeting these particular ones can be a slow, demoralising death. The Barrier Swarm (Rusters, the Cyborg/Robot faction.) The ArmourBoi (Union of the Five Fingers.) The Endless Taunt (Feral Wanderers, the bandit/beast faction.) These three decks in particular are annoying, because… Well, there’s seemingly not that much that consistently counters them, and their entire focus is “No, you can’t, in fact, hit me, you got more to worry about.” And, since they’re on Bosses and Elites, well… You’d have to do a lot of damage to take them out before they get going.

YOU’RE NOT WRONG, TOOTHY ONE!

But this, essentially, is more of a gripe than anything else, and I can relatively consistently get to at least the third map, with still more to explore, such as Daily Challenges, and, of course, working out how to unlock various tribes and leaders, for more deck exploration. Nowhere Prophet remains pretty interesting, and I’m happy to report that.

Normally, I would wait until release. But I noticed that I hadn’t reviewed in a while, and it has changed… Quite a bit!

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Talisman: Origins (Review)

Source: Cashmoneys
Price: £5.19
Where To Get It: Steam

Talisman is one of those games that, honestly, shouldn’t really have been made as much as it has. It’s not at Blood Bowl levels of “Oh, that’s just milking it now”, but… When the main thing I can say about Talisman: Origins is that it’s “Talisman: Digital Edition, but single player, and with story”, or “It’s Talisman: Prologue, but more expensive and with story/quests” , I kind of have to throw my hands up a bit.

This is now something like the third time I have seen this exact board. And, on reflection… I ask myself Why?

So, for those who don’t know Talisman, it’s an old Games Workshop board game, with elements reminiscent of Warhammer Fantasy (Eagle Lords, grim cities, dark magical artefacts), but its own, High fantasy world. You travel around the board, looking to reach the Crown of Power, the tile in the middle of the board, strengthening yourself, weakening others, occasionally running into trouble, and, because it’s not a game that really does progression (normally), every so often running into a string of unwinnable situations, swearing, and mentally flipping a table. It had a number of expansions, each one alone with interesting twists and scenarios, but, all together? A recipe for minutiae, and backstabbing, and many, many dice rolls.

I tried Talisman: Digital once with all the expansions. That was… An experience. See, the digital editions of the game have, with even one AI player, a certain amount of waiting for them to decide what to do. Even without, there’s dice rolling, waiting for animations, noise cues… It wants to be as clear as possible, but no, you do not get any option to skip said animations and cues and things that slow it down. It is, generally speaking, a game you play with friends, understanding friends who won’t get angry at you when its old school, adversarial play gets the better of them, and where conversation definitely helps it go smoother.

“An Epic tale, as told by dice rolls that can just as easily harm the narrative as help it!”

As such, you can maybe imagine my confusion. And this is as someone who likes hotseat 4X games and board game adaptations where yes, you can play by yourself. Talisman’s lore is… Not particularly deep (It is, essentially, a “chase’n’race” board-game with fantasy trappings and a lot of randomness), and adding lore doesn’t really make any of its shenanigans make more sense. And this, essentially, is where I find myself: Trying to work out where the audience lies here.

Does it really appeal to the folks who already have Talisman: Digital Edition? There’s nothing new animation wise, I’m pretty sure there’s not much new card-wise, and, as I’ve alluded to, Talisman’s expansions are… A lot. Does it, then, appeal to somebody new to Talisman? I’d argue no, because the lore is mostly unreferenced outside of this game (Apart, obviously, from the Crown of Power), and its first tutorial alone took me about half an hour (And not, it must be said, a terribly exciting half an hour.) It does, somewhat, prepare players for the PvP core of the game with AI characters, but… The same experience could be had hotseat. What it adds are lore, quests, and challenges, and… Honestly, that’s not the biggest of niches.

As it turns out, this Great Wizard has Weakness to Ghost types.

So, overall, Talisman: Origins just… Leaves me confused. With other games, I can clearly point and go “Ah, here’s this interesting core” or “Ah, I can see where this is appealing to X”, and, with this… If there were no DLC for the thing planned, I’d say “This is a cheaper alternative to the main Talisman, as the DLC for that comes to around ninety quid”, but I’m not certain about that, considering how even Talisman: The Horus Heresy (It’s 40K themed, less visually readable cousin) has about 9 DLC. The biggest draw of Talisman has always been the social aspect to it, and so… All the “for” arguments I can think of are rather weak.

The Mad Welshman doesn’t enjoy being confused. It is his least favourite status effect outside of “Hangry-Thirsty.”

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