Stranger of Sword City Revisited (Review)

Source: Review Copy
Price: £44.99 (Both this and Saviours of Sapphire Wings, £9.99 for each of the two soundtracks)
Where To Get It: Steam

Oh, I’ve been waiting for this one for a while. Bated breath and everything. Actually, it’s nice that my breath isn’t bated anymore, it was a real hassle. But yes, Stranger of Sword City is being Revisited, and I am very much down for trying it.

After all, when I last saw it, that one samurai guy kicked my ass, and I want to return the favour this time around with more quality of life, y’know?

Why yes, that is a Japanese schoolgirl with a big honkin’ sword, demon armour, who’s just sliced up a giant monster but good, why do you ask?

So yes, as mentioned in the Saviors of Sapphire Wings review, this is bundled with said game, and both are step based, grindyish RPGs in the vein of Etrian Odyssey or Wizardry, where you have to take the time to get powerful enough to beat that next asshole that’s blocking progress. You explore maps, you get random encounters and not-so-random encounters and bosses (I wouldn’t dare call any of them, except the beginning goblin, a miniboss), and you try and level up to get more special bosses murdered, to eventually…

Ahhh, but here we get to story, and honestly, I like this: You’ve been transported to a different world, a world where the detritus of multiple worlds ends up, including ours. And you are a chosen soul. Think that’s cool?

Well, it actually means everyone’s after either your allegiance or your head. And there are three major factions, each with their own goals to work with. It’s relatively minimal, with the focus more being on the world and its encounters, but it is interesting stuff, and the world is an asshole.

I do not wish to discuss the implications of your starting equipment at this time, thank you…

Aesthetically, it works a’ight. There’s a custom uploader for character portraits, but beyond this, and the great character/monster art already in the game, the UX is mostly workmanlike, pretty clear, everything important identified… It’s solid. I can’t really say the sound effects wow me, and the music’s alright, but overall, it’s solid, and that’s cool.

Mechanically… Okay, let’s get one thing out the way right now: If you want a game that respects your time, gives you an experience that doesn’t involve a whole lot of repetition, neither this or Sapphire Wings is it. This is an old school JRPG, and you either grind or die. Now that we have the turnoff out of the way, the game’s systems are relatively simple.

Creating multiple characters is a must for the game, as party members have a limited amount of resurrects, and if you’re not using those, they’re out for quite a while, several dungeon expeditions, in fact. Levelling and classes, well, they have fixed roles, fixed trees, and stat improvement is relatively slow, but consistent. What’s important here is that the game’s length is somewhat increased by keeping characters consistent in levels, and making sure you have backup roles, in order to ensure progression is relatively smooth.

At this time in the game, these are chumps to me. Their boss, on the other hand…

You will get caught off guard by bosses. You will run away from fights. And you will be making use of all your tools, including the new feature, Freemen. Technically, the other “new” classes are not, in fact new (the Puppeteer and the Clocker, who do enemy control and time fuckery respectively), but the Freeman most definitely is, and, at first? Doesn’t seem that useful.

However, even if they can’t take to the field like any of your other heroes, they level up in base like any other party member (At a reduced rate), and their levelling benefits… Make your life easier at home. Better experience gain for folks at the base. Better rates from the smith. Other fine benefits like that.

I could say a lot more, but, apart from the big caveat of “It’s an oldschool JRPG”? It’s a really solid game, and I’d already been looking forward to this Revisited version precisely because I already knew it was a cool member of its subgenre. It comes with Sapphire City, also reviewed this month, so it’s a solid purchase overall. Give it a go, JRPG fans.

I am no stranger to Sword City. We just never got past the hatesmooches phase in our relationship.

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Geneforge 1: Mutagen (Review)

Source: Review Copy
Price: £15.49 (£7.19 for hintbook and bonuses, somewhat recommended)
Where To Get It: Steam

Geneforge is a name with associations for me. The clunky charm of Windows 95. College. Being able to play 2nd Edition AD&D without wincing. Not all of these are dependent on the time it was released (Windows XP was the same year as Geneforge, and AD&D… Well…) But they’re associations for a reason.

Geneforge is what we would call “oldschool.” It only takes one look at the screenshots to see eras bygone in game design, and the game was, originally, pretty damn tough. Save early, save often.

Although difficulty selection is a wonderful thing, don’t you think?

“You feel a deep compulsion” are words you generally don’t want to be hearing in a tabletop game.

In any case, being an old school type RPG is both a strength and a weakness. It’s a strength, in that the developer has considered how classes might be seen by the NPCs of the game, different dialogue options exist for both classes and skills, and dialogue is rich with lore.

It’s a weakness because some design elements have never really been fixed, and combat can be brutal for the unprepared, although it does ease you in very well.

God, that UI. That UI has no scaling options, and so icons are very small, so very small. Text is not quite so small, but it’s still… This ain’t the most accessible visually, and, as an aside, you will be holding down Tab a fair bit to see what the hell is interactable, and even that won’t necessarily help you with items that are just on the floor.

But for all that, Geneforge is nonetheless an interesting RPG, with a very unique world. In it, biomagics, “shaping”, are a rigidly controlled, yet powerful magic, that has shaped its society. Small, pig like creatures with humanoid faces take the place of computers, created to be repositories of knowledge and scanners, meant to last a long time. Servant beings have been created, and…

Shapers: We make monsters for utility reasons. Also dickwaving reasons.

Look, Shapers are Not Nice People. It’s made abundantly clear early on due to the early dialogue, the matter of fact way in which the protagonist is so calm about magically created/changed beings, how he just assumes that the humanoids on the island are servants, but ones who have gone a long time without a master… What sets alarm bells in his head is the canisters, one of your prime forms of levelling up in the game. They change you, change you from the inside out, insert skills, powers into your mind, your essence. And would you look at that, they’re also Shaper creations, although banned, a dark part of the Shaper’s already dark history.

Aesthetically, it’s… It’s clunky. It’s unapologetically clunky, and clearly still made with small window sizes in full screen in mind. Nothing really scales, so at larger resolutions, like, y’know, the now common 2560×1440, it’s somewhat eyestrain inducing.

“I cast death” “Hrm, what kind of death do you cast?” “Particularly deathy death.”

Combat, well, it’s turn based, it’s action point based (you can do multiple actions in a turn if you have the points, if not, well… Boohoo), and it definitely has its nuances and interesting encounters, although it will often boil down to “Murder things horribly with the right elements.” But it’s still good, and I still like it.

Still, overall, this is, again unapologetically, a niche game. It’s for those who love the old 90s isometric RPGs, with all their jank and dialogue heavy funtimes. I enjoy it… But not everyone will, and I’d only cautiously recommend it because it’s a good example of its genre.

The Mad Welshman prefers to play with artificial life. Don’t judge.

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Journey to the Savage Planet (Review)

Source: Cashmoneys
Price: £24.99 (Expansion Scenario: £5.99)
Where To Get It: Steam

I just keep finding cheerily dystopian games with guitars in, don’t I? Well, this one’s particularly cheery in its corporate dystopia, and is a metroidvania style deal in which your abilities allow you to explore the world more, see interesting beasties, and get yourself wrecked by them, so it’s not like I can complain. All I can do is eat the monsters that look rich. Or, more accurately, drain their mineral contents so I can make sweet, sweet traversal items and upgrades.

MUAHAHAHAHA, SUCK IT, HELPLESS CHICKEN LIKE CREATURE!

And, just like a metroidvania, there’s a fair amount of being lost, because, apart from shortcut points, you’re basically relying on muscle memory and a few upgrades to work out what’s what, and where.

So, first things first, the humour. Oh god, the humour’s on point, and it’s clear which rich asshole(s) Kindred corp’s head are inspired by. They shall not be named, for they are also namesearching rich assholes. But it’s pretty obvious, and oh boy are they smug, clueless jerks who’d rather throw money and people at a problem than use resources efficiently.

That’s our job, apparently.

Humankind. Whether it’s possible, advisable, or even safe, we will try to [BEEEEP] it.

Aesthetically, the game is pretty clear, with a clear, unobtrusive UX, cool alien designs that make the beasties in question instantly recognisable (along with other features, equally clear), and a broken world that feels awe inspiring at times to travel in. Musically, well, it’s good, it’s frontier western guitars, and yup, dystopian future with space-trucker guitars again!

This is not a bad thing. This is, in fact, a good thing. Equally good is the world. The pufferbirds are very satisfying indeed to feed to the grinding maws, to punt, and to generally bully, the creatures are, overall, well designed, big glowy weak points and all, and they feel like they belong in this screwed up, shattered world. Which, like your journey, is one big, long WHOOPS.

But it’s an enjoyable whoops that controls well, has some good acting (and some delightfully godawful adverts), a dystopian story that nonetheless made me laugh, and an ending that I saw coming a few hundred parsecs away, but still delighted me in the details. I found some of the later stuff and some of the bosses a bit of a drag, mainly because said boss fights were multistage, but also relied on maneuverability with limited healing, but overall, I found it well paced, and likable enough that I wanted to 100% complete before hitting that lever to take me back home.

Pretty landscapes. Filled with creatures that want you dead, and you want dead too. It’s all good…

And after I do, what I’ve found will totally be used safely for the betterment of mankind. Right?

Oh. Yeah. Comedic hellscape.

WHOOPS.

This review sponsored by CAMPING CUBICLE, the portable office cube with a coffee maker in-built, so you can feel like an office drone even in the farthest reaches of space, as you should!

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Legend of Homebody (Early Access Review)

Source: Cashmoneys
Price: £4.79
Where To Get It: Steam

Wow. Legend of Homebody doesn’t fuck around. It’s not even spring, and I’m already nearly half dead from stress, despite eating, sleeping, and entertaining myself somewhat reasonably. I’ve earned about 15k and spent about twice that. My father is telling me I’m a useless waste of space, while my mother understandingly sends me the cake that is my lifeline.

And the winner of the “Too fucking real” award for 2021 is…

The worst part is, this could accurately be named Womenintech.jpg

So yes, Legend of Homebody is a lifesim game about a NEET (Not in Employment, Education, or Training) trying to make their way in the world through creative endeavours, while keeping their health and mood as best they can. And it’s hard. The Education part? False. You won’t get anywhere in the game without the online courses offered to our poor protag, and, while you can do commissions to pay for your bread and butter, that’s time away from the work that might let you make it big.

So, more fool me, I went with what I know: Gamedev. Which led to the aforementioned situation I started with. Who knew that developing and publishing a game on your own was hard?

God, two trashdads in one month…

Well, me. And every solo indie dev. But I digress. The game is pretty clear, UX wise, it’s pretty well translated, it looks good, for something that never leaves a single room (Another Big Mood from the TMW HQ… Sips tea), and it’s easy to work out the basics. Everything else? Is struggle. And it’s meant to be. There’s story mode, several hard modes, a slightly easier mode with less time, and… Robot mode.

And it’s when you play robot mode that it hits home how this is most definitely a game with something to say about how unnecessarily hard it is to live for creative endeavours. Because you find yourself succeeding. Hell, if it hadn’t been for some boneheaded decisions, I could have gotten an indie darling award, which would be a near unreachable dream in story mode. I made a massive profit.

And all because I had no need for food, sleep, or even entertainment or toilet breaks. That’s what it took to turn from a heartbreaking, depressing run to a successful one.

Gee, I wonder if this screenshot has any sort of social message

You just need to be a good little robot with no needs, drone. So I applaud this game for the way it ties its message to its mechanics, while simultaneously giving it the nastiest curse I can fling at it, the Too Fucking Real For 2021 Award.

Enjoy it.

Hooo boy. Time to sip a cup of tea. In my room. Writing reviews. Staring at the screen in thought.

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Cloud Climber (Review)

Source: It free!
Price: It free!
Where To Get It: Steam!

It’s the end. You’re the last one. And you’re thirsty. But that, honestly, means you can enjoy the last great fruits of humanity’s labour, for good or ill. One. Last. Lap. That’s what Cloud Climber is, a short narrative game about walking through the last remnants of a once… Of a people who worked really hard when their backs were against the wall, one last time.

I wish it were…

See, the world is all desert and sandstorms below. Water stopped coming up the buckets years ago. And that first utterance of the game, that first “Well, I’d better see if anyone else has water”, already has a sense of defeat. But not despair… The calm acceptance of someone who knows it’s over, and there’s nothing they can do about it. One. Last. Lap.

It’s short, so I really can’t say more without spoiling things, but it’s a beautiful set of towers, a beautiful, desolate, and ruined landscape, wood and stone that’s somehow stood the test of time, stood despite building code, and even common sense, has been forgotten. And all for one last push at survival. One. Last. Lap.

It looks so starkly beautiful from up here, doesn’t it?

The music, like the narrator, is calm, appreciating the beauty, gentle strings melding effortlessly in counterpoint to the winds below, the creaking of wood, the rattles and squeals of doors that have warped over the time they’ve been left alone. All presaging One. Last. Lap.

And finally, the acceptance is complete. It’s over. You are the last one, you’ve worked hard. Time to take a well deserved break. And your last lap, your journey to find what you’ve finally given up on finding…

Haha, all I can say is that I’m not sure if it’s a reward… Or a mocking coda on humanity’s…

One.

Last.

Lap.

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