Horizon Chase Turbo (Review)

Source: Cashmoneys
Price: £15.49 (£17.53 for game+soundtrack, £3.99 soundtrack)
Where to Get It: Steam

Arcade racing games can be beautiful things. They don’t even have to be twitchy, they just have to feel twitchy. And the best of them appreciate that all you really need is steering, acceleration, brakes, and boost.

While the number of racers seems intimidating, there is some level of avoidance on starting, so with a little care, it’s fine.

Okay, that one’s subjective, but hey, less controls means more accessibility, and on the controls front, Horizon Chase Turbo definitely fits the bill. Everything is accessible on keyboard with one hand. And, while the game definitely has some twitchy sections, a lot of it is, essentially, the art of the overtake. Turning corners hard may get you round that corner for sure, but if you want to pass that car in front instead of bumping their rear end… Well, ease off on the turn a little, you can edge by ’em!

Now, the thing with Horizon Chase Turbo is that, apart from completionist stuff, mechanically, it is very much “Does What It Say On The Tin.” The most complex part of it is boost starting (Have your revs in the green, not the red when the count hits 0, you get a boost), and everything else is aesthetic and track design… And the base track design is good. Good aesthetics, and only a few nasty surprises in the form of a couple of high chicane tracks early on.

A lot of overtakes feel… Really close on reflection. But damn, they feel good…

No, where it likes to get challenging (sometimes downright nasty) is for the completionists among us. You see, there are tokens. Get all the tokens and place first, you get a super trophy. Get all the super trophies, and a gold in the Upgrade race (Permanent buffs for all your cars, two stats at a time), and you unlock a new car. But these tokens have been the biggest source of retries for me, as some are placed in such a way you have to get each row, each lap, some are placed so it would be very difficult to get both rows in one go, and one track in particular in the early game raised my eyebrow a little, as the tokens are on the inside of one curve to the outside of the next. In driving terms, this is basically the hardest kind of line you can try to follow.

But the thing is, apart from that, Horizon Chase Turbo is really enjoyable to play. Its simplicity means you’re paying attention to the race, its music is good driving tunes, from rocking synth guitars to instruments that remind me heavily of Amiga soundfonts (The Amiga had a lot of racing games), it’s visually pleasing and clear, and, for the devs among us, there’s the fun note that Horizon Chase Turbo mimics the visual style of outrun (Which used sprite scaling to imply distance) by… Scaling the models as they become visible, essentially doing a 2D trick that was necessary into a 3D trick that isn’t, but adds directly to the feel. That’s classy.

I dunno, random dialogue… There’s a certain… y’know, joo noo say kwah about lapping the person who was first…

For a good look at a good way of doing an Outrun style arcade racer, or if you’re looking for a racing game that doesn’t have you tearing out your hair, Horizon Chase Turbo is definitely worth a look.

The Mad Welshman enjoys good arcade racing so much, he forgets release dates. Ah well, it’s good stuff.

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SEQUENCE STORM (Review)

Source: Review Copy
Price: £13.49
Where To Get It: Steam

When you’re a data daemon down on your luck, sometimes even the shittiest of opportunities is a godsend. So it is for Elijah Gale who, having blown his last paycheck on a data daemon race, gets thrown into the world of… Rhythm racing hacking?

Our Protagonist, about to make the mistake that changes his life…

Bloody techno-capitalism, making programs that make no sense to the uninitiated…

Joking aside, Sequence Storm is, as noted, a rhythm racer, in which you are juggling inputs that race toward you, hitting them (or holding them) at the right times so as not to damage your racer, and do jobs for corporations. Although the default keyboard layout is a relatively sensible one, controller is still recommended, as there are a total of 9 things you have to keep an eye on (four bars, four lines, and a jump… Not to mention having to steer when you boost), and hitting buttons and triggers feels somewhat more intuitive than “Shift up one key, quickly right one key, wait, two keys right, yada yada.” And, while the tutorial does a really good job of letting you know what’s what, it also lets you know that the gloves are going to come off relatively early, leading to hectic times. Helpful tip: The bars to jump seem to be at a slightly later point than either the lines or blocks.

Why yes, I am a coward who screenshotted one of the lighter stretches.

So it’s kind of nice, then, that the early tunes are among the most relaxing synthwave beats I’ve listened to in a while. Makes a nice counterpoint to my swearing when I inevitably screw it up. A good soundtrack, with intuitive beat markers, is a hallmark of a good rhythm game, and Sequence Storm definitely provides on that front, whether that’s the lighter tracks, or the grim saws and bass. Aesthetically, it also works pretty well, whether that’s the comic style story segments (In which Elijah is trying to make his way in a world where AI have taken all the jobs), or the race segments, which have a low poly, visually clear charm.

Now… The thing is, the gloves come off early, and the game is not forgiving. Jump bars, in particular, don’t give much room for error, and I very quickly found that anything less than good, long streaks is going to fail me a run. Although it doesn’t look it at first, it gets twitchy, and it gets twitchy pretty quickly. Does that make it a bad game? No. Its inputs are responsive, and you can, over time, build up that muscle memory, even with the track twisting and turning in an attempt to throw you off, but it’s definitely going to throw off newcomers. Add in a challenge mode later, and… Well, it’s a tough game, and I don’t think it makes any bones about that.

Elijah’s Rig, in all its beautiful, low poly glory.

Still, personally, I see myself coming back to it every now and again, despite finding it somewhat unforgiving, as the tunes are excellent, the visualisation is clear (and minimalist enough that there’s few distractions), and the story, equally minimalist though it is, is interesting. I would maybe like beginner mode to be a liiiiittle more beginner (Okay, a fair bit more beginner), but that is, honestly, me.

The Mad Welshman does not dance. Well, not often, anyway. But he does like a good tune.

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Demon’s Tilt (Early Access Review)

Source: Cashmoneys
Price: £11.39 (£18.58 for Deluxe edition, £7.19 for Deluxe Content DLC)
Where To Get It: Steam

Pinball is, in the physical world, almost an artefact, an anachronism vanishing into the historical distance. Wires, magnets, rubber, LEDs… But for an entire generation, they were a cultural touchstone. In the digital world, however, they still live. And the best of them take advantage of their medium, to do things that would likely be impossible with physical pinball tables. Both, however, can get a little arcane if you try and describe them mechanically. This ramp, followed by these bumpers, followed by this ramp, and then this ramp again, earns you… But This ramp, followed by this ramp, earns you a quick bonus, and if you can repeat that same trick fifty times…

Pictured: The Abomination, destroyed by hitting each head multiple times.

So, it’s fairly safe to say I won’t be saying much mechanically, rather than what applies to all pinball tables: You hit the ball with the paddles, using what you observe of the ball’s physics to hopefully hit what you want, keeping it from falling “out” of the table. The ball falls out three times (or one, in Hardcore mode), and you lose.

Demon’s Tilt (Heavily inspired by games like Devil Crush or Crue Ball), specifically, adds a few things we haven’t seen in a while. It’s a Goth. Synthwave. Bullet hell. Pinball game. Now, don’t run away, it’s not as intimidating as I make that out to be, just… A lot to unpack!

Still here? Whew. Okay, so two of these are, essentially, aesthetic. Pentagrams, liches, and undead lions in iron masks mix with synthwave style neon splashes for score, jackpot, and other notifications, all to a hard driving, Sega Genesis style soundtrack (Itself having diverse motifs: Little bit of OutRun feel for a few bars, tiny bit of Castlevania for another, while still meshing really well.)

The Lion In The Iron Mask doesn’t appreciate taking a steel ball to the snout. And Lilith doesn’t appreciate you hiding in her headgear. Can’t blame either of them, really!

The “bullet hell” part is interesting, because, while the bullets kill momentum, they only get spawned under certain circumstances (Hitting one of the table bosses in their mid to late stages, for example), the enemies are mostly weak (and only kill downward momentum, which is really helpful), and, to help counter these extra considerations, the game’s tilt sensor (An anti-cheat measure, originally to ensure you weren’t just lifting the table and tipping the ball where you wanted it to go) is quite generous (to the point where it recommends you use tilt.) Although, like any pinball table, it can get pretty twitchy (and dealing with the twitchy portions is a key to mastery), the bullets are pretty slow, and thus, dealing with them is more a matter of perception, of thought, than of reflexes.

Finally, of course, it is a pinball table. While its table guide is a little sparse, the game helpfully tells you its Letter Goals (for the words ZODIAC, ARCANE, and HERMIT, aka LOADSAPOINTS, LOADSAPOINTS, and LOADSAPOINTS), and the UI is laid out fairly sensibly, with the central focus being… The three tiered table, each tier containing its own enemy spawns and bosses. Kill a boss’s multiple stages, and you get big points, before it returns the boss to its lowest stage. On the one hand, there’s a lot to parse, but it becomes almost second nature to identify certain things: Here’s where the jackpots are. Here’s the teleportals. Oh good, the untouched bumpers for the top-tier letter goal are highlighted, nice job!

It helps that your reward for certain tricks is also… Quite visceral. Lilith is really angry now!

There’s some minor performance issues, but, for the most part, that’s Early Access, and this is a well-polished, high-octane table that nonetheless gives you a little breathing room as it goes. Well worth a look for pinball fans, and, if you’re interested in how digital pinball tables can change the base formula in interesting ways, this one’s one to watch out for too.

The Mad Welshman Devil Crushed this review, in his opinion.

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NSFWare (Review)

Price: £2.09
Source: Cashmoneys
Where To Get It: Steam

Sexual content contained in this game includes toys, cuckoldry, bdsm, voyeurism, and multiple partners.

I’ve been struggling with this one, not because it’s a bad game (It isn’t) , not because I don’t know what to say (Definitely not!), but because it’s Not Safe For Work (pixellated, 8-bit, or not) and as such, I’ve been having to struggle with how to present this without more than a content warning at the top of the review. Thankfully, a solution was found, and so I can deal with this interesting little number safely.

Yes, let us, by all means, take it up a notch…

“So, it’s a game with a lot of fucking, what’s the big deal?” Well, short version? Positive presentation, while retaining simplicity. If you’re aware of adult-only games, you’ll very quickly notice that NSFW games fail at either sex-positivity, tight design, or both, and NSFWare… Succeeds at both.

And how does it do it? By being WarioWare, but lewd. A gross oversimplification we’re going to unpack, but that’s your executive summary.

NSFWare is a game of four buttons, the arrow keys, and, in a series of short, sub 5 second minigames, you perform the act succinctly described. SPANK. COME. SWAP. WATCH. PEEK. PLEASURE. STRIP. Some require you to press a key, some to hold a key, some to switch keys, and some (this is the interesting part for me) require you to do… Nothing at all. That last one’s sort of against the spirit of WarioWare (where you are always doing something), but I get where it’s coming from in this case.

Graphically, it’s done with, essentially, a 16 colour palette (akin to the old EGA graphics mode), all bright, all saturated… It’s a little eye-searing at times, and I will say that that’s not for everyone. I will also say that blue and differently valued blue might present some colour-blindness difficulties, although I didn’t experience any myself. It uses relatively lo-fi musical effects, and is relatively short (You can experience a lot of the minigames in just a few short minutes, and get the hang of most of them in under half an hour.)

Animations are, interestingly, rotoscoped from pornographic media, and artistically so.

Okay, enough technical and mechanical chatter, let’s get down to it (Hehe.) Why is this, a minigame collection costing £2 and some change, worth looking at in the lewdgames market? As mentioned, sex positivity is a big part of it. Apart from PEEK (where the failure state are the two active sexual partners getting annoyed), everything is clearly consensual, and being enjoyed. There are no expressions, as everyone is a rather solid hunk of pixels, but the body language shows pleasure. Although some of the kinks shown are not for everyone (some BDSM and Cuckoldry), the game doesn’t place any value judgements. Whether it’s masturbation, multiple partners, gay or not, it’s always an act, being performed by people who are into the act. And all of these games are about the pleasure of good sex. Do it wrong, it’s awkward. Do it right, and everyone enjoys themselves.

And, as mentioned, sometimes, the thing to do is to be the receiver, to be the inactive partner. When you WATCH, for example, the failure state is to not watch. And, since you’re already watching… Each act is cleverly encapsulated in simple controls, whether that’s to SEXT, or PEG, or even TEASE. Each act is presented as is. Each act is, done well, pleasurable. No awkward decontextualising, no judgements of either partner… Just 24 acts, 24 minigames, presented simply.

Which is a good segue into my two criticisms of the game. Fitting, for a simple, mostly tight game, that my criticisms are also simple, and tight. One is that, yes, there are only 24 minigames. It’s a short game, it’s priced accordingly, so this is more a “So now you know.” Secondly, there is, at the time of the review going up, no windowed mode for the game, no volume control, and no options. This can, again, be somewhat countered with its price and small size, but they would make the game a little more accessible.

What I haven’t been showing is one minor annoyance, there in the bottom right.

Otherwise, this is one of the few NSFW games, in development or otherwise (I can count them on about a hand and a half) I feel no problem covering in a positive light, precisely because it’s simple, and positive about its acts. It’s not going to educate. It’s not going to be more than a game that enjoys sex. But it’s tightly designed around one thing: If everyone’s enjoying themselves, a good time is had.

The Mad Welshman is happy to announce he finally got an age gate installed. It’s ugly as sin at the time of writing, but we’re working on it.

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Dead Cells (Review)

Source: Cashmoneys
Price: £21.99 (+£4.04 for the soundtrack)
Where To Get It: SteamHumble StoreItch.IO

If you’ve looked at my past coverage of Dead Cells, you’ll know that I’ve been quite positive, and, over time, seeing things that I’d thought of as mild flaws within the game corrected, almost as soon as I thought of them. Motion Twin, as it turns out, have their heads firmly in the game, and now that Dead Cells is released?

It’s pretty nice! On the one hand, the game is a sort of deliberate twitch, in which you can hang back, but, in many situations, the best option is to get in there with one finger firmly controlling your dodge rolls, and the other on the weapon options. Combat with an enemy is never impossible, but the less you’ve found, weapon and power up wise, the more fraught it becomes.

Reminder: It’s not cowardice if your HP is this low. Even when it isn’t, it’s *being cautious* , and cautious goo blobs live longer. (But they probably won’t get the speedrun reward, booooo!)

In the Ossuary, for example, I never quite feel comfortable without some damage over time weaponry, like the Blazing Torch or Bleeding Sword, because the creatures that live specifically there are meaty, often quick, and their general theme is to punish both the close and unwary. Considering I am occasionally the latter, and often the former… Well, something where I can throw it, hide away for a second, then throw it again in order to get through relatively safely is my touchstone.

Part of the fun of Dead Cells, however, is that you don’t always get what you want, and adapting to the various weapon styles the game throws at you is important. Which makes it equally nice, then, that they’re easy to understand. Simple combos for each weapon mean that you very quickly “get” the weapon’s deal, and, equally, you can clearly see where there’s something you’ll be wanting to try and find later down the line. Somewhere. Somehow.

Example: There are doors. They don’t open right now, but they’re numbered. I’m not worried. Sooner, or later, I’ll work out what they’re there for, on the routes I have available. Similarly, I see areas only reached with a walljump, and I say to myself “Aha… I have to get further to get that.” The more you play, the more, seemingly, there is to find. Although that will, no doubt, have its limits as the end approaches.

This wasn’t here pre-release. And I’m okay with it being here, because I know, sooner or later, I’ll find the key(s) I need. Sooner… Or later…

It even has an interesting world, where, in the release version, Motion Twin have added something that was always subtly in the background, but is now available in a lot of the explorable lore of each area: Humour. This is, yes, an ooey-gooey game about smashing enemies into bits, before being smashed yourself, hopefully getting further each time, before being brutally killed and doing it all over again, from the beginning. But, as it turns out, our protagonist is a bit of a fish out of water. “Huh, all those bodies look a bit like… Me” , they think, examing what is presumably… Well, them, dead, over and over again. They do make the connection, but the subtle animation, the scratching of their slimey goop head, adds charm to it. The bratchests remain, just as bratty, just as into the act of being violently opened, and just as into punishing the player as they have been, but there are little bits where the protagonist lampshades the seriousness, such as the statue of the king. How did he see out of that helmet? Weird.

So, it’s got humour, and subtle humour at that. It’s got charm, it’s got good visuals, clean menus, and excellent sound design. What it also has is its core game loop, and this, fellow readers, is going to be your make or break with Dead Cells. Are you, the potential player, okay with the fact that, no matter how many shortcuts you do or don’t unlock, no matter what new toys you successfully get (You have to complete a level to keep them, complete more levels to attain them, after all), you are, upon death, going to be sent straight back to the beginning, albeit with some things retained?

Pile of oddly reminiscent corpses may or may not reflect number of deaths in game. Looks a little short for my playthrough so far…

Personally, the answer is yes, because it’s an interesting world, and I want to see more. But I can perfectly understand players who’d be put off by this, because, until a shortcut is unlocked (and you know roughly how to get there, and through it), every new area, every new miniboss, every elite enemy or even new enemies, are potential run enders. Many give visual clues to their function, but, in the end, how much you like Dead Cells depends on how comfortable you are with being sent back to Jail, Do Not Pass Go, Okay Fine You Can Keep This Much Gold.

As mentioned, I’m fine with it. But it is a core part of the design, and I highly doubt it’s going away any time soon.

The Mad Welshman has died many times. But each time, he oozes back, because the Editors of Reality demand he keep up. Damn their galaxy-filled eyes…

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