Heaven Will Be Mine (Review)

Source: Cashmoneys
Price: £11.39 (Soundtrack £7.19)
Where To Get It: Steam

Heaven Will Be Mine is one of those visual novels that packs a lot into its relatively tiny frame. Like the mechs it pilots, existential warriors in both space… And phase space, its core is super dense. And if this seems like pretty, poetic words, to lull you into buying into it… Well, they are and they aren’t.

You know you’re in for a wild ride when ship specs have you reaching for your fan.

See, it’s hard to describe good, sensual writing without a little bit of poetry getting into the informational. And notice that I said sensual, not sexual. More than one way to peel a banana, friend. So let’s get the purely informational out of the way, get to the fun stuff.

As noted, Heaven Will Be Mine is a visual novel. You make choices, and those choices lead toward an ending. How? Well, that depends on both your choices, and which (if any) of the three factions you favour. Which of the pilots you choose affects the story, sure… But which ending you choose doesn’t necessarily depend on the pilot. After all, this is a game where the war is mostly a battle of ideas, and sometimes… The best way to win is to lose. Read chats, get into the heads of three flawed and interesting pilots, each with support staff, and mails, and world, and context…

…It seems complex, but it really isn’t, and the game makes it clear that it wants you to experience it, whether you pick the events that are “wins” or “losses.” Will it end in war, or something else? Well, that’s up to you, and I wouldn’t dream of giving you hints. Visually, the game is clear, with an interface that draws you in, fitting well, and musically… Musically, it shines, every track fitting the mood.

Not pictured: A long bass thrum, seemingly never ending, which screams “Threat” to the nether portions of the brain.

Now, the meat of the review. You see, despite being lewd as heck, to the point where I spent most of my first run alternating between gnawing on my thumb and my lip, blushing beet red, this not only doesn’t come at the expense of its universe, it also doesn’t come with the expense of being Not Safe For Work. The writing is flirtatious, concentrating more on feelings, engaging the senses to bring you into its mood. While I’m mostly writing this from the perspective of Saturn, each character has their own mood, and it does a good job of getting that mood across. Saturn is out for fun, to do the unexpected, and to have fun. Luna-Terra is, as their commander notes, strong yet fragile, wounded and whole, conflicts working perfectly… And Pluto… Pluto feels all encompassing, awe inspiring and paradoxically merciful in her deadly gravity well. Aevee Bee, as writer, has done an excellent job of making the posthuman both alien… And attractive, and the rest of the game follows this lead very well.

Of course, all of this has been very emotionally described, but, in a very real sense, that’s the point… It’s not a game I could review well by saying “This is good” , or “This is lewd”, or “This doesn’t feel right” , because a lot of it is about feeling, and Heaven Will Be Mine succeeds on this front very well.

While, of the three, I had the most enjoyable time with Saturn, I found Luna-Terra the most interesting.

The Mad Welshman smiles a little, and his e-cig lights up, as he shakes ever so slightly. The future, it seems, is filled with possibilities…

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MOTHERGUNSHIP (Review)

Source: Review Copy
Price: £19.99
Where To Get It: Steam

Tower of Guns was an interesting game. A procgen first person shooter with, potentially, a silly amount of jumps, verticality, secrets, and guns, it lived up to its name. It also had an odd world. Now, with Mothergunship, the devs are doing it again, but this time in space. And it is good. And it is funny. And it is fast enough that I can’t give it any major points for accessibility. Even if it ticks all those other box type objects…

Boxes! That’s what they are!

Funnily enough, underneath the humour, the setting’s… Kinda bleak!

In any case, Mothergunship is a first person shooter with some procedural generation, a lot of bullets flying about, and the main selling point of being able to craft extremely silly guns from a whole bunch of parts. Of course, you have to get those parts first, by doing missions, buying them from a black marketeer, and the like, but you too, with a little hard work, can have a gun that fires slow moving rockets, mines, lightning, and lasers all at once, while reducing gravity. Somehow. With the tradeoff that the more bits you put in, the less you’re able to shoot it before having to wait for a reload.

And, considering Mothergunship’s enemy spawning and projectile philosophy is “More is better” , it’s fairly safe to say you want to pack the most bang for your energy bucks. Since the normal recharge time of around 5 seconds is an eternity if you haven’t made a dent in the boodles of enemies the game throws at you. Or the dirty tricks the Mothergunship’s armada has up its robotic sleeve, like lava floors, bouncy floors, bouncy walls, bouncy robots… It’s mean. Parts of it have adaptive difficulty of a sort (The more side-missions you successfully complete, the harder they get, and if you die in a side-mission, it eases the difficulty up a bit) , but the main story missions are a fixed difficulty, and losing a mission loses you all the gun parts you took to the mission.

This is a relatively mild example of a mid to late game room in motion. All-together now: AAAARGH!

I’m not entirely sure how I feel about that last bit, to be honest. While you have a very generous storage space (100 total connectors, barrels, and buff inducing “caps” ), losing your best guns is a frustrating experience, regardless of the inducement to experiment with different builds. Thankfully, Side missions lag behind in difficulty, and there are a few options for gaining back those precious weapon options, and, for those of us who just don’t like to lose their guns, there’s the Joe’s Arms & Armoury missions. Joe’s Arms & Armoury: Gun shaped solutions to mothergunship shaped problems.

Which is as good a segue as any into how crafting guns feels. Beyond my one minor irritation with the system (Switching between removal mode and attachment mode feels needlessly finicky), playing with that energy/part tradeoff feels good, and I’ve found myself affectionately naming some ideas. The Friendly Fire, for example, asks the question: What happens when you add a 20-40% chance of spawning lava mines to individual shots… When you have three chainguns? It doesn’t fire for long, but the damage over time helps while away the recharging! Similarly, The Finger, consisting of some railguns, damage multipliers, and bounce mods, generally means that anything obliging enough to stand in a rough line from where I’m standing… Definitely gets The Finger.

While this is a low intensity shot, I’d like to point out… This jump was 90% done with rockets. Not even your traditional rocket jump either. Just… Shootin’ those rockets downward.

So, apart from the fact the game is, if not twitchy, then hectic, which unfortunately shuts out some folks from the game, there’s a lot good about Mothergunship, but one last thing definitely deserves a mention: The farcical humour. Farce must be played with a straight face, and of the cast, only the long suffering AI Jasper consistently plays the put-upon straight man, with the overall result of a humour heavy, fully voiced dialogue through the story’s missions. The Colonel is a cheery, blowhard incompetent. Dr. Dove Simona, although arriving late to the story, enters it with bombast, arrogance, and… Look, I don’t think it’s the Colonel that wants a cigar (he has a lollipop, because who loves you, baby), it’s Dr. Simona. Wilkinson’s VO really sells the long-suffering woman techie, and even the side characters, such as Hylas, get their moment in the sun. Pretty good, for something where most of the dialogue involves characters we never see more than a portrait of.

As such, overall? Beyond its speed and difficulty, which, as mentioned, shut out some folks, there’s not a lot that goes against recommending Mothergunship. It’s funny, it’s silly, it’s bombastic, has only minor niggles with its core design pillars, and looks nice to boot. Enjoyable!

Dr. Dove Simona: Making damn sure you know she’s a top.

The Mad Welshman would like to state that he is not, in fact, secretly an Archivist Ship spreading Archivist Propaganda. Please step into the Not-Archiving Machine.

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Antigraviator (Review)

Source: Review Copy
Price: £19.49
Where To Get It: Steam

As Future Racers go, Antigraviator is an interesting, but slightly flawed one. It’s trying something different, and I appreciate that, but that doesn’t really change that it doesn’t, entirely at least, work well.

I would like to apologise for being good enough at Future Racing games that this is the only mid-pack screenshot I have.

So, it’s a Future Racer, so there’s gravity hovercraft wot go fast, a lot of tracks in varying locales in tournaments of increasing difficulty, a boost start (Gotten by holding accelerate just as 2 vanishes and 1 is about to count), and… No context for any of this. Nope, this is a racing tournament, just a racing tournament, and that’s all good, with no in-game lore. Interesting move.

But, make no mistake, the tracks are very pretty. Even in the first tourney, you go from a “standard” city setting, to racing over the ocean, through a canyon system, and in orbit. It’s lush, and it’s fast, and it’s here we start to see this minimalist future racing game fight with itself, design wise.

It’s fast, and there’s a lot, I mean a lot, of blind jumps and turns, sometimes quite hard ones, sometimes in quick succession. But don’t worry, because only grievous collisions slow you down more than a tadge, and, unless you’ve gone for a low armour craft (more on that later), getting blown up by anything short of leaving the track (an instant explosion if you don’t land on the track, followed, in most cases, by respawn and loss of all speed you’ve built up) is quite tough. Okay, cool, these design decisions appear to have cancelled each other out for an alright, if odd baseline. But then we hit the Deathmatch mode of races, and they’re longer, and harder to lose, precisely because you have so much armour (and so do some of the other racers.) So, how do you blow people up?

Well, instead of weapon pickups, you have, at pre-determined points of the track, traps. Some are near-certain killers (like the reverse controls/magnet trap) , some are, basically, weapons (the missile), and the rest vary between fitting and slightly silly, deadly and slowing. Most require someone to be in front of you to trigger, give you a temporary immunity that usually gets you through the trap yourself, and have the good feature of telling you whether they caught somebody.

The first time playing, it goes straight to the mandatory tutorial. Not sure how I feel about that.

Unfortunately, they also require you and the other racer to be in a specific set of ranges to trigger, which conflicts, somewhat, with the other main mechanic, boost energy. See, going fast by collecting boost cylinders, and then boosting with the up arrow (2 cylinders per boost, and you can chain them pretty quickly) means that, funnily enough, you can end up first very quickly, so most of these traps… No longer mean much to you, especially if you stay far ahead enough that traps mean nothing. Even if, due to the fact the AI racers are fairly good, you’re not in first, you’re going quickly enough that, by the time the icon on the back of your ship lights up to show a trap has gone off, by the time it tells you a trap is ready, and by the time you look away from your real visual focal point of the track ahead of the ship (because you’re going very fast) … You miss your chance. The better a racer you are, the less you get to see or use a feature.

I’m not going to lie, I don’t have good answers for alternatives beyond the traditional, and I can also see why the traditional is being turned down here: It democratises things, to an extent, as the traps are track dependent, not based on loadout, or pre-genned track items, or a semi-random weapon pickup. The higher armour definitely helps ensure you can keep your speed (mostly) in track design that just wouldn’t work if, for example, wall and other ship collisions seriously hurt you, so the developers can use all those blind, sharp corners and jumps that normally, I would be crying hatred for, from the word go… Indeed, the final track of the second tournament, Michael’s Bay, earns my ire for being more hostile than the tracks bracketing it on either side, a solid and frustrating difficulty spike in a game otherwise able to mitigate that.

Finally, we get to the customisation options, and my greatest mystification. Scaling costs, I somewhat understand, but they’re applied inconsistently. Non-body parts, for example, don’t have nearly the steep cost rises that the two other body types (one tankier, one the “hard mode” craft that’s supremely fast, but has far inferior handling and shields), and… The colour schemes?

Accessibility note: The cost of the item should not be below the stat bar, and should be bigger than it is. The cost is 100,000.

No, really… The final colour scheme costs almost as much as the hard mode body part, and each colour scheme is more expensive than the last, because… I genuinely couldn’t tell you. I have no answer here, and it both confuses and annoys.

In the end, with the odder exceptions aside, Antigraviator is actually fun. It manages to be fun despite its design decisions fighting each other like design decisions were a cage match. Its online play has rankings, but remains fun, and the quick race mode means, unless you want to buy from the somewhat limited part set, you don’t have to engage with the tournament structure, just… To have a good time. Doesn’t change the fact it confuses me greatly, but it does make recommending it for what it is slightly easier. Worth a go to see something different being done in Future Racing, a genre that, amusingly enough, has been highly resistant to formula changes.

Spaaaaace. <3

The Mad Welshman likes walls, so he’s glad he’s been given so much leeway to grind against them in racing.

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Beacon (Early Access Review)

Source: Cashmoneys
Price: $19.99 (Approximately £15 , 657 copies remaining of first access at time of writing)
Where To Get It: Itch.IO
Version Reviewed: o.14A

It’s a decidedly eerie feeling, finding yourself. No, not in the sense of discovering your personality. I mean, discovering you, or, more accurately, an earlier clone of you that didn’t make it, for whatever reason. But that’s part of the “joy” of Beacon, a third-person twin-stick game where you are a clone. And not necessarily a faithful one, either.

Hrm, there’s something different about me… Oh, I redid my hair in the vat! Niiiice!

Okay, that bit takes some explaining. While Beacon is indeed another twin-stick, procedurally generated shooter with persistent elements, those elements are mainly (in the present build, at least), genetic. Abstracted genetics, harvested from things that maaaaaybe wouldn’t have genes (like the PRISM robots) , but genetics nonetheless… And these attempts at improvement through genetic tampering have a reason. The original Freja Akiyama (the protag) died on landing after crashing on this hostile and ever changing world. But that doesn’t mean her base personality wasn’t saved, and that she doesn’t want to get off the planet. So, she has a clone tank. Sometimes, it works as intended, taking genes from local wildlife (robotic or otherwise) , and sometimes… It makes drastic changes, both to her body, and to her perception of things.

It’s one hell of a clever conceit, and it’s backed up by a good, low-poly aesthetic, some good secrets (Of which I’ve discovered a few, and not quite got the hang of quite a few more), a variety of weapons, and a relatively limited enemy set that nonetheless gets tough, and scary, pretty early on. Good soundtrack, good idea, good aesthetic… So… What’s not so hot?

AHsodoffsodoffsodoff! (Dodge-rolling is the only way to get some range here)

Well, every gun has a minimum range, and there are a couple of enemies, specifically the Quick PRISM Robot subtype, that are annoying as hell at the present time. It’s not just that they’re faster than you. It’s not just that weapons have a minimum range. No, it’s that they can also shield themselves, and that, honestly, is a bit much. They are, unlike, for example, the flamethrower robots, not so much scary, or tense, as annoying to deal with. There’s also a lack of permanence, right now, in the things you’ve found, which is a bit of a shame, if understandable.

Still, this is already a promising start, with a lot to explore and deal with, a lot of weaponry of different types, and, once you get further in the game, you start to uncover an interesting mystery. I mean, robots and buildings do sort of imply previous habitation… Do they not?

Note for next clone: Chaingun slows you down. Also, construction failing, almost died due to plates falling. Be careful, sister!

The Mad Welshman #37 loves his spindly little robot legs. The Mad Welshman #36 says they don’t quite suit him though. Please help solve our “discussion” without chainguns getting involved.

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The Spatials: Galactology (Review)

Source: Review Copy
Price: £9.99
Where To Get It: Steam

The Spatials: Galactology is an ambitious game, in some aspects. Building and managing a station, exploring worlds, diplomacy, tourism… There’s a lot to the game. And so, it’s perhaps unfortunate that I’ve not been able to get very far with it because it doesn’t explain most of its own complexities, and some of them? Just plain don’t make sense.

The Hygienizer 3000. On a permanent Spin Cycle, it seems…

Case in point: The shower has interrupted the sleeping. It will always interrupt sleeping if it’s in the same room. Even if, as in the above shot, it is neither in use or supplied. Now, I can’t speak for all showers, but my own? Doesn’t do this. In fact, it’s utterly silent until turned on. I have yet to encounter a shower that does more than silently sit there until turned on. Admittedly, putting a shower in your bedroom is probably not a wise idea (It’s clearly not a futuristic sonic shower, it needs soap. Which I don’t have) , but that it’s the noise that’s the problem? Baffles and infuriates.

Okay, a load from the nearest quicksave fixed that. Showers set to be built elsewhere… With a whole bunch of balloons in the shower room because, inexplicably, they also make the place look bad. So decorations are mandatory if you want people to feel good. Noise mainly seems to impact sleep. And then something breaks down. I’m also running out of metal to build things with. Ohhh yeah, I can set my ships to pick up cargo from more than one place, why didn’t the game tell me this before? So, off I go, to a thankfully human planet with metal on it, and… My first combat encounter, hoo boy! Combat, diplomacy, exploration, it has it… NO, STOP BUILDING THAT STORAGE DEVICE, KEEP YOUR FRIEND HEALTHY, YOU – Oh, the only guy with a gun is dead.

OM NOM NOM NOM NOM UNWARY PLAYER DELICIOUS.

Time to restart, I guess! Or… Not. The Spatials is, it’s true, an ambitious game, with a lot of elements. But I am, funnily enough, not one of those people who enjoys basic, important mechanics obfuscated from me, and it does this a whole lot. It has the dreaded Decoration Tax, a mechanic I’ve always despised, not least when it’s employed in the oddest of places. Yes, I can understand how a recycling machine may be noisy and clunky. I do not understand why a shower room won’t be enjoyable for its occupants unless it has a minimum of 2 balloons (1 to cancel the shower’s aesthetic penalty, 1 to improve the aesthetic to “slightly nice.”) Research, similarly, means the early game, normally a case of “Build things to make you self sufficient”, becomes “Research these eight things you need simply to get people to come to the planet and buy things before your money runs out.”

The Spatials: Galactology, will, I’m sure, be fine for people who actively enjoy the heavy amount of micromanagement and wikiplay needed to get off the ground here. I am not one of those folks, and the unfriendliness and lack of decent information is a major turn off. Its aesthetic is serviceable, but the bizarre internal logic… Not so much. Not so much by a long shot.

Every now and again, the VP will turn up and give you big demands for desperately needed money. It’s p. safe to say I did not, in fact, build 8 objects.

The Mad Welshman has already railed against the Cabinet Tax… But Balloon Tax? This is getting silly…

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