Last Regiment (Review)

Source: Review Copy
Price: £15.49
Where To Get It: Steam

“Are you sure you want to leave this awesome game?” Well… Yes, because I have reviews to write, food to cook, life to live, etcetera, and… You’re sounding a little confident there, game!

Satyrs, goblins, yeti… Probably elves too… (there are elves)

Nonetheless, although The Last Regiment is in Early Access, although there are things I dislike about it, it definitely shows promise. Some stuff, however, it needs to work on, before I could give something approaching a thumbs up. So let’s summarise what it is, and get the stuff it needs to work on out the way fast.

So, The Last Regiment is a fantasy turn based strategy game, in which… Ehehe, the units are represented by cards you draw from a deck, with the addition of some building only cards you can draw from occupied buildings, but it’s… Only sort of a deckbuilder. More accurately, the cards, be they units or abilities you get in a campaign mission are pretty set, but in Skirmish and Multiplayer modes, you can pick and choose to make a deck consisting of twelve types of cards, 1 set rare (1 each in the deck), 1 set uncommon (2 of each in the deck), and 1 set common (3 of each), limited still by the faction you pick. It’s not a bad idea, honestly, and it seems to work just fine.

An example of a prebuilt faction character for skirmish mode.

However, that UX is definitely something that needs fixing. The menus are fine. But when you get into battle, and you can juuuust about see those tiny action buttons in the bottom left corner, that’s… No, that needs fixing, or at least be scalable for people who aren’t perfectly comfortable with the concept of eyestrain. Otherwise on the accessibility front, colours seem okay, elements, apart from the size relatively clear, tooltips are alright, and it starts with subtitles on, which should be a god-damn standard.

Play wise, well… The idea that cards are randomly drawn, on top of the usual resource management inherent to a turn based strategy game like this, isn’t nearly as bad as you’d think, because there are things that make units last longer, even if they’re still limited in what they can do. They can assault, rather than just attack, minimising damage (but not stopping, say, other attackers from engaging in a normal battle with the unit), fortify, buff, upgrade no matter where they are… It’s a game where I can see myself exploring it and not feeling cheated by worse than average odds, because I can even them out some, buy more time to build up defenses, or sneak around to capture things.

Tiny buttons, aka “A sin against god and man.”

I’m less fond of the campaign being fully linear, however. There’s multiple factions, and while I appreciate that the story’s meant to be shifting from one to the other as things go forward, it just feels needlessly limiting, and I have to go to skirmish mode to explore a faction before I play their campaign, and experience their story. This is, however, a personal taste thing, as is finding some of the Live2D animations a little off.

Overall, though? This shows promise as a strategy game, and worth a poke.

Props on having goblins be the first faction, though. Goblins need more love.

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Wintermoor Tactics Club (Review)

Source: Cashmoneys
Price: £11.39 (£6.39 OST)
Where To Get It: Steam

Our hobbies don’t define us… But they sure as hell can bring us together, and tell others things about ourselves. I love art, and roleplaying, and generally, creative stuff. I love writing these reviews, and being critical and informative as best I can. And clubs… That’s where many people had their formative experiences, for good or for ill. Finding belonging, or exclusion, finding friends, ideas… Sharing.

Yes, the clubs are cartoonishly represented. But each one deeply connects with their hobby. And each other.

But what if, for some completely arbitrary reason, that club was shut down? How would that make you feel? Even if there was a reason, even if you didn’t lose the friends you made from those clubs, you would have less of a chance, less time to share that love of your hobby with your friends. And all because of something arbitrary.

And this, in a sense, is the core conflict of the Wintermoor Tactics Club, where the principal, for some unknown reason, begins holding a snowball contest between all the clubs of the school. The stakes? The club that loses each battle gets shut down. For good. All to find… The Ultimate Club. The Club of Clubs.

Look, I wanted to add this one in instead of a second tactics picture because it’s a Devo reference.

There is a reason for it, but, for the majority of the game, it’s going to feel arbitrary as hell, and corny when you do get there. Well played corny, with good writing… But even as a tabletop player who’s played some corny scenarios… Corny.

Anyways, yes, power of friendship, power of shared interests, a theme of tabletop tactics, because our protagonists are the members of the Wintermoor Tactics Club (plus folks who join the club after defeats, for various reasons), and the game is a cool hybrid of point and click adventure, visual novel, and turn based strategy. When you’re outside of battles, you do quests, talk to people, look at items for often humorous dialogue (love the library!), and progress the story in some fashion or another. And then… The battles. They’re all turn based and tactical, usually with three or four characters (sometimes more or less), but sometimes, they’re snowball fights, sometimes, they’re adventures to help the characters think, or to bring someone new to the group, sometimes, they’re progressing a character’s adventure to give them swanky new abilities. It’s solid stuff!

This is the kind of player character naming I can get behind…

Some of them are challenge maps with fixed stuff, which I know is a turn off for some folks, but, overall, it’s got give in how you play and which characters you use.

Aesthetically, I love it. Solid, cartoonish and expressive artwork, fitting and, in places, quite stirring music, a good, clear UX with solid text sizes and easy tooltips… And, as mentioned, some pretty solid writing, with very little tonal whiplash. When things get heavy, they get heavy. When things are meant to be light… You get the picture.

This is a solid game. It’s not a hugely long game, but it doesn’t need to be. I’d rather have something like this, tight, well written, and with elegance, over some bloated, over or underdesigned monstrosity. Turn based strategy newbies may well have a good time with this one, as it’s a nice, gentle introduction to the genre, with a good difficulty curve, and giving you useful information, such as who is going to attack who and why. Which is something you can exploit.

The Mad Welshman does 2 Psychic Damage for a nerdy tabletop reference. It may inflict confusion, or do extra damage if you are weak to Nerd.

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Monster Sanctuary (Early Access Review)

Source: Cashmoneys
Price: £13.99
Where To Get It: Steam

For me, Monster Sanctuary is a bit of an odd experience. It is, by no means, a bad game, a metroidvania combined with the monster raising and fighting type games many of us love so much. Its skill trees, balance, and difficulty curve appear pretty solid, and I like its pixel art designs.

So it’s bugging the hell out of me that I’m not terribly enthused with it, and can’t work out why.

Monsters, some tame, some not, protag, got it, I know where I stand!

It’s certainly not the thinnish story, or the obvious gamey unlocks of features based on progression. I’m used to those, and honestly, it’s not that big a deal. You want to be the very best Monster Tamer, bad things are happening, and you work in an organisation, so it’s all good there.

The grind, similarly, isn’t bad. After all, monsters in the line share XP, so if you’re in need of seriously levelling someone up, you can put them as a reserve, beat up some lower level monsters, and don’t put them in the frontlines until they’re needed. And, of course, monsters are the level you catch them at.

It’s some solid visrep of combat, and a clear UX too.

Even the combat is engaging, because it’s this balancing act of factors. Do you put a monster in the very front, where it won’t do as much damage, but it’ll rack up combos for the monsters after it? Do you use a powerful ability, or tone it down and do less damage, because the powerful version outstrips the mana regeneration that monster currently has? Adding to this, you can see the types of monsters in a group (and they are, apart from uniques, always in a group), and plan accordingly, looking at your monster journal for weaknesses, coming up with a plan for the following encounter.

So, the systems fit pretty well together, with multiple elements to play with, multiple different roles, and the fact that even healing will add to a combo helps you keep the flow going with a healer role in the party. Moving around isn’t bad, especially since different monsters have different abilities you can use in the world, from breaking open inaccessible areas, to mobility improvements…

An example of this would be the bird. Poor bird, he has to carry the protag. Can’t do it for too long, but it’s enough.

It’s a solid game. And yet… I had trouble keeping my enthusiasm going, and I don’t particularly know why. There’s still time to work it out. There’s still time to change my mind, or have my mind changed by some update or another. And it’s a solid mix of platformer and turn-based monster taming RPG. It just… Doesn’t really grab me right now.

The Mad Welshman hates not knowing why he doesn’t get on with a thing. Normally he’s much better than that.

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Iratus: Lord of the Dead (Review)

Source: Review Copy
Price: £18.99 (£26.58 for Supporter Edition, £7.59 for upgrade to Supporter Edition)
Where to Get It: Steam

Other Reviews: Early Access Review

And so, the Dark Lord is finally out of the dungeon. Well, metaphorically. For the goal remains, in Iratus, to get your necromantic Dark Lord… Out of the dungeon. Which he had been trapped in, until some foolish adventurers opened his crypt and gave him some starting materials…

Screeeeaaaam.

Speaking of materials, goodness me, there’ve been some changes since last I played, and they do make the experience more challenging!

In any case, this is a turn based strategy game in which you, a very sarcastic Dark Lord (the best kind), have found yourself awakened once again, and you have to beat or frighten your way back up through the depths, to claim your right to conquer once more. Encounter by encounter, battle by battle, you earn resources to build up your army of the dead, maybe unlock more types, and balance for the encounters you see coming.

Now that is a welcome change. Because while frightening enemies to death (as opposed to shooting, stabbing, magicking, and bludgeoning them to death) is the path to the best rewards, risky as it is, there are some enemies, most notably the golems early on, who are not only immune to Stress damage, but can also redirect the stress damage they can’t take from others… Onto themselves. You really want a high damage build for these bastards, as they have a lot of armour too.

Obligatory “Big Rock Guy is a scary bastard” picture.

But there are other changes too, that make things more challenging. To pick one example, a common means of buffing your troops was to turn crap materials into less-crap materials. A strategy that is less do-able now, because the chances of better items coming out is minimal without some talent upgrades, but this is counterbalanced by the fact that new parts for your undead don’t buff specific stats… But give you more stat points to do with as you please.

I said before that the game is pretty clear, aesthetically speaking, and this is mostly true, but what I failed to mention last time is that, alas, there is no text scaling option. Beyond this, however, you know what’s what, the tooltips are fine, and the visuals, music, and voicework are all high quality. It really gets across this atmosphere of a dark world, a world which… Honestly, the villain could probably conquer in other ways, considering how there are slavers, beserkers, mad mages, dwarves gone bad… Well, Iratus does Iratus, I guess!

Although, y’know, a guy who poses like this? Prooobably a bit narcissistic. Either that, or taking a rocking selfie…

And what Iratus does, it does well: A turn based strategy game with a fair amount of depth, a good amount of polish, a protagonist with a bleak sense of humour, and some tense, challenging gameplay. Your minions are not that replaceable. Try not to get them killed a second time, eh?

The Mad Welshman likes to see a fellow villain go up in the world. Well, unless they’re encroaching on his areas, in which case, he likes to see them go down.

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XCOM: Chimera Squad (Review)

Source: Supporter Gift
Price: £16.99
Where To Get It: Steam

Ah, the game that has been colloquially called XCOP (and other, lewder names, thanks to our old friends, the serpents.) It’s been talked about for a little while now, and, to be fair, the XCOM rebooted series has definitely made for some interesting times (I really should do an XCOM 2 Going Back at some point, missed the boat on that one.)

It’s interesting to see how similar the basic formula is, and yet… It adds little touches I find interesting, and pretty fitting.

Not much like rappelling through a window to take down crime…

The general story is as follows: Congratulations, the war is over, and now, aliens and humans live in… Relative harmony in a place called City 31, one of the most diverse cities on the planet! And then it starts going to shit, when a hostage situation by whiny bigoted shitbags who otherwise wouldn’t have the power to cause a hostage situation ends up with the mayor rescued… And then immediately blown up by a plasma bomb. On the first official operation of Chimera Squad.

Well, shit.

There are three gangs suspected, a bunch of psionics who believe they see the true future of City 31, a set of Muton scavengers and weapons dealers who are collecting Elerium for… Reasons? And religious alien-human hybrids, who preach salvation for, er… Non X-COM supporters. Each of them has the potential to be the real bad, but I suspect the real answer is “None of them, something nastier’s in the woodshed.”

It can get a little chaotic, but this situation, at least, is under control.

Can’t really say, even though I’ve been playing it avidly, it has only been a day or two since release.

What I can say is, apart from cutscenes being motion comics rather than fully rendered scenes, for the most part, aesthetically, it’ll be something you easily recognise. Right down to fucking tiny back buttons. Tip: Right mouse is “Back one step in a menu”, as well as move. Still annoying. In any case, the aesthetic of the models remains largely the same, except… Ohhhh yeah, since it’s a diverse city, and this is a new team called Chimera Squad… There are aliens on your squad. Pretty friendly ones, all told. Except Torque, the snake lady, who is a snarky, irritable woman. In place of classes, there are the field agents, each with their own unique skill tree, specialties, and lines on recruitment and during story time. It definitely helps give that more down to earth, personal feel.

Proud XCOPs. Early days yet, but they’re good folks. Well, okay, at least some of them are assholes. But they’re the Good Guys.

The other thing that gives that down to earth, personal feel, as well as a higher degree of risk management, is that no, unless you have enough agents to back you up, or androids… You are all alone, and every bleedout hurts. Every death is to be avoided at all costs. And, of course, you are cops. Rescuing civilians gets you small bonuses. Taking in perps alive gets you intel, one of the three valuable resources, and is worth more score-wise than dead. Good luck with that, although it can be do-able on even the big-ass Legionnaires, Mutons who still have their old power armour. Each mission is spread into a series of breaches, and, with each breach, things get hotter.

So, it’s an interesting riff on the established formula, there’s some good, tense moments, difficulty adjustments, the usual fun stuff, and, thank fuck, a restart mission and a restart encounter button. I’m enjoying it quite a bit, and I think XCOM fans and turn based strategy fans will too.

The Mad Welshman loves a good action movie sequence. Maybe, one day, we’ll have turn-based games that turn your mission replay into one. Ah heck, the game’s good enough without.

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