Pacer (Review)

Source: Early Access Purchase
Price: £34.99
Where To Get It: Steam
Other Reviews: Early Access 1, Early Access 2, Formula Fusion Release

I can’t lie, I’m still a bit confused as to what’s happened with Pacer, formerly Formula Fusion. It was finished (I tend not to write “Review” if it’s still Early Access), then it wasn’t, now it’s finished, but under a new name… It’s been a bit of a weird ride. But, since it is apparently finished now, well, it’s time for a review, isn’t it?

Ah, the middle rear of the pack. My lease favourite place to be. Still, 1st is pretty lonely…

And yes, the feel has changed. The vehicles… Well, actually, it can be tough to tell the difference without looking hard, mechanically speaking, and you aren’t going to be working out whose team someone’s on midrace, even if the craft themselves do have their own character. So… Eh? But a fair bit has changed. Some of it I like, some of it I don’t, and the Gauss Cannon (Actually a machine gun that heavily glitches your screen on hit and does damage like billy-oh if it hits) can go to hell.

As noted, the feel of actual racing has changed, becoming more, as I suppose the fans wanted, Wipeout-ish… Honestly, I was happy with FF having its own flavour, but fans are… Yeah, let’s move on. Airbraking is harder than I expected, slowing you down somewhat drastically, but also turning you more sharply (good), and, while the weapon system hasn’t significantly changed (pick up weapon pickups, so you can use either of your chosen weaponry), the boosting system has a slow buildup on top of the usual method of hitting turbo pads to add boost. So that’s nice. There’s a fair variety of weapons, not all of which are weapons (alas, the shield analogue, the Tank, can only shield one hit.)

In a static image, you can just about see the mines (except the one literally next to me.) When moving? Yeah, it’s hard.

And there’s a few interesting game modes, even if Storm is somewhat poorly explained (Stay inside the bubble, the center of which is a sort of handlebar icon), and Thread The Needle runs into a problem I noted last time I looked at the game: Mines are an utter bastard to see, and, being light blue, they’re even more of an issue to see on the first track they’re introduced in, a Russian tundra track. Colourblindness checking, people, or colourblindness options, they’re fucking useful! Boost pads can also, at times, be a git to spot, again, the problem mostly being on ice tracks and the occasional blue glowy track.

Still, aesthetically, the game’s a treat. Pretty craft, somewhat customisable, gorgeous tracks, a slicker and more compact UX (my only bitch there is we can’t see the splash for the races before we click on it, if that’s changed, it saves us a click to see that and just go right into the event menu.) And, speaking of gorgeous and slicker, oh look, the music is a whole panoply of great artists (including, of course, CoLD SToRAGE, whose music has been iconic throughout the future racing genre.) And, best of all, this game, while in UE4 (normally a resource hoggy engine) is well optimised, so loading times are minimal, and I can get stuck in.

Unsurprising to anybody who knows my history with Future Racing, I go with the Russian team every time.

And finally, tracks… Alas, airtime has completely been removed from the game, so it’s sticking to the track like glue. Shame, that sometimes led to hilarity, and sometimes, it led to track skips. Oh well. There’s a fair few tracks, the unlocks doled out over the career mode, and they’re, uhh… Mostly technical tracks, some with blind corners and hills, although even the blind hills generally give you time afterwards to see what’s in front of you. Not always though, so, if technical is a turnoff, then yeah, you’re probably going to be turned off.

So, overall, yes, it is somewhat of an improvement on the previous iteration, but I’ll say what I said last time: If you can look past or cope with the flaws, this remains a solid future racing game, although not necessarily an introduction to the genre.

In conclusion: Haha, Gagarin Gauss Cannon go brbrbrbrbr…

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Petal Crash (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

Ah, I love me a good match game, even the arcadey ones I kind of suck at. And I know a good one when I see it.

Petal Crash is, indeed, a good one, although it is a little twitchy, so folks for whom that’s an accessibility problem, I apologise, story mode might not be for you.

Tut. No respecting library rules, IT’S TIME FOR A GEM-OFF!

In any case, Petal Crash’s rules are simple: You pick a block in your field to grab and throw in one of the four cardinal directions, if it hits a block of the same colour directly (next to doesn’t count!) then all blocks of the same type go boom, and push the blocks next to them outward. If they hit blocks of the same colour, bam, you have a combo going, so more points! And more blocks appear, so be careful not to let the field get filled, otherwise, you lose!

There’s a little more to it than that in story mode, which usually takes the form of tug of war (get more points than your opponent in the same timeframe to win, first to three ouchies on this count loses), but that’s the general idea. And it’s fun as hell. There’s a variety of different characters, and, honestly? I had a hard time picking between them, because they all have cute designs, and, while the story is “Ye Olde Arcade Game” simple, that of wish granting items kept by the other participants, collected via battles, amiable or otherwise (mostly amiable) to grant the true wish of the character you’ve chosen.

Awww yeah!

Beyond this, and the fact that it looks cute, and good, and its soundwork is great, there’s… Really not a lot I can say. It’s accessible, it’s fun, there’s… It’s recommended for arcade puzzler fans, and seems accessible enough that new players looking to try this sort of thing could very well have a comfy time. Give it a go.

The Mad Welshman loves hucking blocks at other blocks and watching them go boom. It’s just… Oddly satisfying.

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Spelunky 2 (Review)

Source: Cashmoneys
Price: £15.49 (soundtrack £5.19)
Where To Get It: Steam

The torch has been passed on to a new Spelunker. And dear god, is poor Ana up against it. After all, Spelunky 2, while adding more, has also added some particularly mean tricks. Right from the beginning.

Does that mean it’s bad? Oh hell no. Just that it’s probably going to turn some folks off by being tougher than the original. And some of the changes are interesting ones. So let’s get into it.

Squeesh. Yep, he’s back. But this isn’t the end. It’s world 3’s beginning.

Spelunky 2 is, like its predecessor, a platformer with procedural generation, with several biomes to get through, and bosses, mini and maxi alike, before the final confrontation. It’s a game of risk versus reward, with somewhat limited resources that you have to husband carefully. Do you use a rope to get down to the bottom of a spike put safely, to get to somewhere? A bomb to get to the sweet little pug (or other animal “damsel in distress” … One of the changes was no actual damsels)? Come to think of it, when time is running short, and the ghost(s) of instant death are due to appear, do you have time to rescue both that cool gun you have and the pug? It’s one hell of a feeling, and you only rarely felt like you died unfairly. It was your fault, and your plan.

The reason I say Spelunky 2 is meaner, from the get go, is that 2 early enemies are definitely wild cards, and, in the wrong place, feel distinctly unfair: The horned lizards, who will roll violently toward you as soon as they see you (and bounce), and the mole rats, who dig rapidly through the ground, and, unless they’re stopped, never stop moving at anything but full speed. You can see where they’re going while in the ground, and they can’t get through wood, but still… Dangerous foes indeed, because they can pop up (or down. Or sideways) from surprising places, and they don’t give you much time to maneuver. Together, they’re an evil combination, and together in a confined space? Well, the odds are really high you’re just going to be juggled to death.

Gobble gobble, motherfucker.

But there are other changes, and they’re more interesting. Like the doorways, the backsides of each level, which can lead to surprising places sometimes. Or the mining challenge from a fortune teller. The choice of two different biomes to go through every now and again. And some new traps for the delicious golden idols.

Oh, also a quick way to hell, which appears aimed at the speedrunning demographic. Watching people take that route over and over again was highly amusing to me, for they are braver folks than I… And also because they die a lot. Pets are another nice change, with fun abilities, such as the turkey’s double jump (and adorable headbutt), the rock dog’s fireballs, and the axolotl’s bubbles, which… Don’t give up on the last one, I’m sure there’s some fun, creative stuff you can do with their bubbles!

Sometimes, you just have a really embarassing death. I mean… There’s giant spiders down there, and what do I die to? Thorns. Welp.

Aesthetically, the game remains as fun and clear as its predecessor, each enemy easily distinguishable, a solid soundtrack, and sounds that you quickly associate with their respective enemies and events. It makes some interesting changes, and, while I think the difficulty has increased, if you enjoyed Spelunky, you’ll be alright with this one at the very least, and if you like procgen platformers, I would maybe recommend you play the first one first, but I’d still say go for it.

The Mad Welshman would like to remind you that, if at first you don’t succeed, whip, whip again.

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Princess Maker: Go! Go! Princess (Going Back)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

Princess Maker is a funny old series. It popularised the life simulation and trainer genres in the west, and, for all that its basic formula has remained the same, it managed to create different characters, moods, and refinements throughout the series.

A battle to the… Uhhh… Marriage? There’s no death here, so… Yeah. Battle to the marriage.

Even so, when I found Go! Go! Princess, I sat there for a while, just… Blinking. A board game with life-sim elements, containing the first four princesses to be of the series. Competitive princess making, if you will.

Naturally, I got some friends together to play it (after playing it hotseat and solo.) What we agreed on was that this… Definitely had its weirdnesses. Fun overall, but also with a fair bit of jank.

So yes, you are four princesses to be, and the king is setting a number of tasks, which will determine who has the right to join the Prince on the throne… And who gets any other one of the 36 endings (some of which are unique to the princesses.)

Yes, this is the default name for the Princess Maker 2 princess in this game. I wish I was joking.

There’s, er, just one problem with that last bit. You’ll have a bastard of a time achieving the ending you want unless you’re specifically gunning for it, completely ignoring the mad rush to the quests which are… All around the damn map. There is an option to have a smaller map to work with, and quicker games than the full 8 years (96 turns), but even so, there’s a lot of running around, and, with having to move the full value on the die or dice, without going back on your path, some of the quest locations are painful to get to, being at the end of a path. So right off the bat, you have a sometimes painful quest system, which either results in a mad, unstructured rush to each quest location, or, in the case of everyone but a single player ignoring the quests in favour of their ending (itself a problem due to needing to learn the board, rather than just thinking “Ah, yes, this job would do this, perfect for a General’s necessary stats!”), one player going for one quest, and then the rest of the game a cavalcade of “Ahh, fuck it.”

You’d think the odds are stacked in Maria’s favour. But actually, while Maria was dancing, Lisa was studying the blade…

It’s… A very odd design, where the incentive to faff around on the board is, once you’ve achieved a princess ending for the first time, much larger than winning, unless there’s conflict for a goal. Add in that behind the scenes is somewhat obfuscated, and you have further confusion. How does a high magic skill influence the magic roll in combat? Dunno. Is there any way to relieve stress beyond the random 500g doctor event or some specific churches on the map? Dunno. Do higher stats = higher rolls in general? Seems like, but dunno…

Aesthetically, the game is… Alright. It has the small text problem of earlier games, free mode in the map isn’t as helpful as “Original” mode, and while the icons tell you roughly what to expect, it takes practice to know how it benefits, but…

In the end, this is a weird one. I don’t really see it as appealing to lifesim fans, and similarly, it’s got enough board game annoyances and lack of incentive that I don’t really see it as appealing to them, either. It’s a hodgepodge which feels aimless, and, although we had fun, it was mostly because we were friends playing, not because the game was well designed.

The Mad Welshman wonders what else could be shoehorned into a game like this. Doom? System Shock? Alan Wake, maybe?

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Monster Prom 2: Monster Camp (Review)

Source: Supporter Gift
Price: £9.99
Where To Get It: Steam

I enjoyed the hell out of Monster Prom. Truly, it was an experience that will always stay with me, the days of smooching monsterfolk that shaped me, a magical time fraught with drama and sometimes iffy humour…

This is what happens when you have an already horny player, and a mad lib entry that just begs for this answer. Yes, I do want to fuck the hot nonbinary reaper.

And now, it’s time for summer camp, with a mostly new cast, some new mechanics to shake things up, and, although the core of the game remains the same… Going to places that raise stats, successfully navigating events through picking which of the two choices correspond to the higher stat of the pair (yes, you have to deduce this), a campfire interlude in which you try to get hearts with the monster of your dreams by pandering… All of this remains the same, but there’s new wrinkles, changes. And some of them I like, some of them, I understand (but don’t necessarily like), and… Well, actually, there’s only one thing I don’t reallylike, but we’ll get to that.

It’s basically a VN dating sim type dealio, but with extra horny, a customisable content filter, and a competitive element if you’re playing together.

Damien: Finally outed as a dumbass. As if it wasn’t obvious already.

Anyway, changes. Character choices feel a little more natural, if a little bit more confusing for the first part, which is picking three items for your stat improvements to put in your backpack. With the quiz of the previous game, it was a little more clear, but I sorta get it, and it is a fitting way to work it in, as is trying to break the ice with your chosen bae before you’ve hit the camp.

The campfire, much like the lunch hall of the previous game, is mostly the same, except… There’s two differences, and they’re both fun. Want to give another player a boost? Spread some goss, honey, the mothman over there is dying to hear the latest! Haven’t seen it backfire yet (nope, just did, right now… -4 Boldness, OW), and there’s some fun madlibs. Now… Juan the Magical Latino Cat, this… Is a slightly different story. His role is to shake things up, by providing you with one drink, chosen from either one you can see, and maybe guess the effects of… Or the Mystery Box. There’s a couple that screw you over, but mostly, it’s interesting stuff, which does change your plans, and I like that.

Hello, Juan, I suppose some of these drinks are revenge for us stealing your FUN. Most of them are pretty cool, though, you’re one hell of a party animal.

Then there’s the little bit of rep, and this time, definitely intentional. Last game, we had Zoey, who many consider to be transgender (and awesome), and now? Milo, the nonbinary reaper. Who, like pretty much all of the main cast, is extremely cute. Would talk up on their instagram contents, 10/10. And someone’s parents being a gay couple. And pretty much all the main cast technically being pansexual. Okay, I take it back, this game’s pretty queer.

Aesthetically, it remains the same, although the music does feel samey pretty quickly, I kinda miss the “What they did after” vignettes, but the replacement of a cool credits animation makes up for that somewhat, and, while there’s stuff still needing to be put into the game (Hi there Gallery mode, I want a full screenshot of Milo’s hot bod, thanks in advance.) It remains accessible, the content filters are a nice feature, even if they don’t… Full cover everything, but I’m reasonably certain they’ve tried to keep it CW free, outside of the events and endings.

I love how adorably vulnerable looking Aaravi the monster slayer is when you date her. She’s opening up to you, and if you break her heart, we will end you

So, is it a recommendation? Yup, pretty much. I’d have liked it if they’d released with all the content, rather than putting it out now with some stuff missing, but, honestly, it’s definitely enjoyable right now, even if I do wish there was a cheat sheet built in that, once you’ve smooched your date once, helps narrow down what stats you need to smooch them again. Mostly because it’s tiresome remembering, and I want to enjoy the events along the way. Still, if you like smooching monsterfolk, Monster Prom remains a series to enjoy.

Well, unless you’re not up for thirst. Because hoo boy, there’s a lot of thirst.

As before, The Mad Welshman had real difficulty working out who they wanted to date. So they dated them all.

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