Source: Review Copy Price: £11.39 Where To Get It:Steam
Uagi-Saba is one of those games I really want to like. An interesting, if bleak world, technically doomed. Music and aesthetics that match its dim dankness quite well. A relatively simple upgrade tree.
One of its biggest problems, however, is that “doomed” part. See,
a procgen world, made of discrete blocks with resources where you
have to carefully balance whether you want the resources within, or a
room with important functions, is, on paper, a great idea. But it’s
something where you have to have some reassurance that the player
will spawn vital things at appropriate times, or its a long, slow
death that doesn’t entertain.
For me, this problem comes in the form of heat. More specifically,
the fuel I need to get that heart up to levels where I can
actually progress. It’s not the only time I’ve come across resource
scarcity leading to a Dead Man Walking scenario, but it’s certainly
the most egregious, as opening rooms lowers the temperature… But to
find fuel sources (Smog vents), you have to… Open rooms. And heat
is vital for both the third stage of the game (Raising a Mystic, one
of the leaders of the community), and for staying in that
second stage (Keeping Inhabitants, who require a lower, but still
higher than ambient temperature to stay comfortable.)
This, to be honest, is a basic flaw. Add in that, while the visual
style and workmanlike HUD are fairly good accessibility wise, the
HUD’s size makes things busy, the tooltips do not stay around long
enough to remain useful, and windowed mode is a fixed size… Make
for added flaws. It’s a game that goes at a relaxed pace, but,
unfortunately, that also makes a death spiral such as this that much
As such, as much as I want to like Uagi-Saba, I really can’t recommend it. Great on paper… But sadly, the implementation just doesn’t stick.
The Mad Welshman sighed, and shivered a little. It’s cold, out there…
Source: Review Copy Price: £29.99 (£47.99 for Deluxe Edition, £18.99 for Deluxe Content DLC if you already have the base game) Where To Get It:Steam
A good post-apocalypse is equal parts absurd and terrifying. Myths arise from casual misinterpretations, nomenclature is taken more seriously than perhaps it should, and yet, this is because death waits around every corner, just itching for the unwary. Why, then, would you not be afraid of something called a “Boom Box” with a red button on it?
And that, apart from maybe a tale of tactical combat gone horribly
wrong, is perhaps the best introduction to Mutant: Year Zero, a
tactical RPG that moves relatively seamlessly between realtime
isometric exploration, and turn-based tactical combat. A game where
myths of survivors, that Safe Haven, put an already established
community in danger. Perhaps more than even it’s aware of.
Mutant: Year Zero is also an interesting game, because,
underneath all the glitter, there’s… Not actually a huge amount,
mechanically speaking. There are relatively static shops at the Ark,
your homebase. The turn based tactical combat is easy to get your
head round if you’ve played anything with turn-based tactical
combat… Two actions a turn, shooting ends your turn (generally),
special abilities have kill based cooldowns, and ensuring enemies die
quickly, and in a good order is the key to victory. A lot of it is
writing, and mood, and aesthetic, all of which it pulls off… Quite
For example, the map and loading music reminds me very much of the
iconic theme to John Carpenter’s The Thing, and, for those who
haven’t seen that movie, its understated bass line, simple and
rhythmic, has associations. Of death, of horror, of tension
and mistrust. And it mostly plays that tense theming throughout, to
good effect. Similarly, the two main characters, while ridiculous if
you sum them up by their base concepts (A warthog and a duck.
They stalk the Zone for the good of The Ark), are grounded, played
straight to good effect. They sound like they’ve lived their
concepts, and that suspends disbelief enough that you care about
these two irascible, but otherwise alright folks. The world has
enough to make it feel alien, while the familiar is seen through both
our own eyes (Awwh heck, those poor folks, dying while camping), and
the funhouse mirror of how the world sees them (Not
understanding it wasn’t as threatening back then, the campers are
derided for camping in a now-dangerous area.)
While relatively short, the game packs tightly, and if I had
one critique, it’s that the relatively small seeming improvements can
give an unwarranted sense of complacency. I hadn’t even realised
I was halfway to a sensible level for taking on the next leg of my
main quest at one point, and, at another very soon after, cursed that
I hadn’t gone back to the ark to get those seemingly unimportant
single damage points. Those seemingly unimportant single damage point
armours. Just one extra heal. Those single points don’t seem
to matter, but, as it turns out, they’re the difference between a
stealthy kill of an outlier… And an extended firefight in which
everyone dies. It’s a finely tuned game, but this also means that
yes, those upgrades are important, although there’s obviously
a little leeway.
Finally, there’s splitting up. Mutant: Year Zero emphasises stealth,
the picking off of outliers, because you’re always outgunned
in some fashion in a straight up fight, and it’s an interesting
risk-reward calculation to leave someone in a better position,
micromanage outside of the enemy’s view, so you can ensure the
So, an interesting world, seen through a funhouse mirror of post-apocalypse confusion. Solid writing, good music, a good aesthetic… And doing interesting things with genre mixing and the rote formulae we know and “love.” It’s tough, but it’s also fair tough, tutorialises well, and I’ve been having an enjoyable time, in the “Tense gripping of mouse and very quiet swear words when things go wrong and I know it’s my fault” sense. Well worth a look.
The Mad Welshman would probably be a top-hatted Corgi if he was a post-apocalyptic mutant. Cliched… But also CLASSY.
Source: Supporter Gift Price: £11.39 Where To Get It:Steam
Hellsign is an interesting concept, and one that hasn’t been done in quite this way very often: A paranormal investigator, using kit a paranormal investigator would, in a world where the supernatural threats are real, are dangerous, and are rising.
It is, then, perhaps a shame that the most common sentiment I hear when I’m having trouble in the game, right from the word go, is “Dip your toes into missions you can’t do yet, to get money to get better equipment.”
There is a phrase for that. Well, there’s a couple. Sometimes, it’s called Power-Levelling. When it’s throughout a game, however, it’s generally known as “Balance Problems.”
Hellsign is, at the present time, a game where only a few of the builds on offer are truly viable without skilled play, even from the beginning. Pistols are openly a last resort, submachine guns require good handling to be useful, and the shotguns… Well, they’re videogame shotguns, alright. High damage, effective range of…A few feet. And currently, the best combat option I’ve seen in the game.
Dark Souls style Dodge Roll? Check. Shit Flashlight, upgraded to Marginally Less Shit Flashlight? Check. Fast, erratic ground based enemies that require specifically targeting the ground to fight as your earliest encounter? Check check checkedy check.
And this is a bit of a shame, as the investigation aspect is nice. Some tools are proximity based (EM Detector and EVP Recorder), some are more for seeing things that would normally be less obvious (UV Lamp, Thermal Imager), and all work in a predictable, solid manner that’s occasionally interfered with (Brief false positives or briefly not working, for example) that adds a tiny bit of challenge while adding to the mood, and fitting the narrative. There are even signs in some cases that the clue is there (Frosted breath for thermal, or quickly turning on the UV lamp to see if the blood spatter has a trail, for example.) It should be noted that some clues are outside the haunted houses you visit, so a perimeter check is advised. Very inconsiderate of those supernatural beasties bound to a location, counting the grounds!
From the word go, however, combat, and, more specifically, ambushes,are a common feature… And this is where it starts to fall apart a bit. As noted, the earliest enemies are fast, ground based, erratic, and… Oh, before I forget, arachnophobes can nope out right now,because yes, the most common early game enemy are cat-sized spiders in small groups, along with gigantic centipedes. Said beasties have an easily recognisable pattern (Attack, retreat, attack), but their speed, ability to glide under doors (despite their size), and the small combat reticule that, for ground based enemies, requires aiming mode, makes these encounters pretty deadly until you can afford some better armour and guns. It doesn’t help that these ambushes are generally from entering a room, and can spawn in even tiny rooms.
Enemy weaknesses exist, and entries on these can be purchased, but,in essence, most encounters follow this “Ambush, attack, retreat, repeat” pattern, taking advantage of poor light to up the encounter difficulty. Add in that larger creatures become bullet spongey, and that some are essentially immune to normal damage, and a lot of the difficulty comes down to “We don’t know what a thing does when we first meet it, and we have a crap light.” Narratively fitting, in a sense, but only the first few encounters are tense, after which…Well, it’s monster closets. Add in that dodging resets reloading (And anything with serious power behind it is slow to reload), and…Combat is a common aspect of the game, but also the weakest and most frustrating.
Finally, we have… EDGY CHARACTER WRITING. Dialogue choices that make the main character seem like a homophobic prude. The main tutorial teacher liberally throwing the C-word around, bragging about having sex with twins, and generally being a loud shitheel. And, even in the intro, it turns out Hell wants to make you its bitch.
Hellsign is an interesting concept. But it has a long way to go before it becomes a workable interesting concept.
The Mad Welshman idly wonders why horror gets so obsessed with EDGE.
Source: Cashmoneys Price: £3.99 Where To Get It: Steam
If there’s one thing that God games have taught me, it’s that being a God is hard. So much to manage, so little time, so many plates, just spinning in line… But, more recently, God games like Crest, Reus,and now Simmiland, have brought me to the conclusion that while being a God is hard, it’s not helped by humans. Demanding, contrarian, and often hard to teach humans.
It also doesn’t help when the Manual for Good Godding gets mislaid.
Simmiland is, in essence, a real-time, puzzle God-game. You have cards, most of which have different effects on different biomes of the randomly generated world, and placing cards (Starting with your humans) takes Belief. From there, it’s working out what, placed where, gets the results you want. For example, minerals on grass gives you bog standard rock, useful for setting up. But placing rock in the ocean gets you coral, which, after you’ve researched medicine, needs to be Inspected for better medicine.
I’m not quite sure yet what Plague teaches my little Simmians, but it sure is cathartic when I get frustrated.
Nonetheless, the clock is ticking, and the clock is the size of your deck. So, at first, The End is guaranteed, you harvest belief based on what you managed to achieve, buy more God Cards at the God Shop, look at your compendium…
…And start all over. Aesthetically, the game is simple, but this doesn’t necessarily translate into being accessible. Cards in certain spots in your hand, for example, become a little difficult to select, be that for playing them, or selling them for belief in the tighter moments. The Compendium is the main source of remembering what a card does, and… You can’t see that from in-game. Two windows (Camp, and Wishes) are recommended to be open a fair bit of the time (Wishes all of the time, in fact, as they give you belief), but they clutter up the view. So part of the difficulty comes from struggling to remember what does what on your eventual, ideal path. Achievements at the end do help somewhat with this, giving you goals to shoot towards, but part of the “fun” is in finding out how the heck to get to these rewards.
Thing is, I can’t deny it isn’t interesting, for the same reason I found Reus interesting. Bashing things together to see what does what, building up a picture of the path I want, then aiming for it. But I also can’t deny it can’t be a frustrating experience. Human demands are sometimes very specific, and sometimes include things you just don’t know how to do yet. Heck, sometimes, it includes things that are a little irritating to do, like tropical biomes (Three suns, followed by a rain, presumably in a grass biome),or avoiding locking yourself into some dead ends. Individual games are short (Around 10 to fifteen minutes at most), but getting those achievements, those endings, that progress… That takes time.
A cool experiment in doing God Games a little differently, with elements that frustrate, and others that somewhat confuse (Why, precisely, does having a church limit your Simmians IQ to 120?)…Worth checking out, considering its price, but some unintuitive elements do bring it down somewhat.
The Mad Welshman reminds all those who haven’t discovered the secret of fire to Bang The Rocks Together, Folks!
Source: Review Copy Price: £12.99 (Soundtrack £1.99) Where To Get It: Steam
It’s that time of year, when potato puns mix with moderately interesting, casual takes on different games. It’s time for more… Holy Potatoes!
And this time, it’s a little hectic, despite being pretty accessible. Because you’re a spy agency, and the clock is ticking. Even worse, your Jeet-kun-do is no use against… This cute puppy, AHAHAHAHAAAA!
Noted pupper-lover, er… Catlady plans to stealth and charm her way through her mission.
Anyway, yes… Holy Potatoes! A Spy Story?! (Let’s just call it Potato Spy Story, shall we?) is a mashup of RPGs, management sims, and spy fiction, that has you play… Potato spies, in a world of anthropomorphic potatoes, having to balance limited resources while avoiding plot missions for as long as is humanly possible… Mainly because, once a mission has been “accepted”, either by taking a contract, or because the story demands, you have a limited time to successfully finish a mission. And no, that timer doesn’t stop running because you started the mission, nor does it care if you suddenly realise you have a hole in your coverage of the four stats (Fighting, Thinking, Stealthing, Charming.) Better plug that hole as quickly as you can, whether through gadgets, fashion, and, a little later, vehicles!
Whiiiich leads to the other balancing act you have to do, that of having limited space in your HQ for buildings, and needing paths to said buildings. Oh, and maybe some nice decorations that make spies better able to work. That can help too.
Me am good at optimisation. Me am good at spying. Me am also Bizarro, trust everything I don’t say!
Aesthetically, it’s got that clean, simple style that has been a hallmark of the series, and, with the exception of some building placements, it’s clear enough that you understand quickly what’s going on. Sound isn’t great, more servicable than anything else, and the writing is… Well, it’s puns. It’s a formula. It’s not going to win any writing awards (Until the industry admits it needs a “Most puns/legally distinct references in a single game” , for which, let’s face it, there are many contenders.)
While it’s not super fast, and has that all blessed pause button and adjustable time, it is a little frustrating that, rather than accepting plot jobs, they’re just… Given to you in spurts, with the main break being that “build something” main quests are not timed. Run out of time, game over, and, even with the generous timing, it does become a little tight if you’re not playing in a faaaairly optimised fashion. Add in special spies, which are their own “One time only” fun, and you’ve got something that toes the line between challenging (fun) and frustrating (not so fun.)
The difficulty curve is still relatively fair though, as, without distractions, I had to *work* to confirm game-overs from this particular mission.
Still, for all that I’m the kind of berk who doesn’t end up playing with any kind of optimisation in mind, I don’t mind Potato Spy Story. It isn’t going to rock socks, and the enjoyability of its puns depend on how dadly you’re feeling on a particular day, but it’s a relatively solid, easy to understand management game with only a few quibbles and flaws to its name. And that ain’t bad.
The Mad Welshman loves a good potato. Alas, he wouldn’t fit in with this world, considering he likes them best sliced, buttered, and baked.