Tsugu No Hi (Review)

Source: Cashmoneys
Price: £7.19 (£4.79 for Evil God Korone)
Where To Get It: Steam

Hrm. “Day of Atonement”, according to the developer. It’s a good title for this series of horror vignettes, and furthermore allows a simple change to make Tsugi No Hi (The Next Day), even if… What are the characters in these vignettes atoning for again?

I thought I’d start with a note that yes, there is a Kizuna Ai Tsugu no Hi story. And a Korone one at the time of publishing.

Well, except for one, maybe two cases? Just being in the wrong place at the wrong time, intruding upon something that they never would have realised they were intruding on. It’s honestly one of the things I like about Japanese horror stories like these: It doesn’t feel the need to explain the why or the what. If you happen to know why you’re being targeted by this ghost/youkai/kami/whatever (no, I’m not using these interchangably, I’m just covering the bases), then good, but most of the time… You won’t. Why would you? How would you?

I got pretty far ahead of myself here, so let’s back up a bit. Tsugu No Hi is a series of short adventures that were previously made in Flash, in which, for the majority of games, there are precisely two necessary controls: Left, to go left. Enter to pass onto the next bit of dialogue. You do this a few times, each time being a day, and eventually… Well, you inevitably reach your fate. It’s one of the more literal interpretations of Kinetic Novels I’ve seen, and I like that.

Equally, I like the aesthetic when it’s not trying its best to burst my eardrums or jumpscare me. Photoshopped people, a photocollage for most of the stories, blank spaces where the eyes should be being the norm, normal, ambient sounds, until… Oh… Oh… Things are starting to get weird. A good staple of horror that: The slow realisation of wrongness in reality. The music in the end and the beginning of each story is also good, so… Mmm, do like, and same with ye ambient horror bass.

A brief summary of the series. Despite this sign, you enter. And bad things happen. And you vanish from the world, presumably horribly. No, not even this cat is immune.

Now, let’s get onto problems. So, first up, if kinetic novels are not your thing, this will miss you. You have next to no control, you cannot escape this fate, and, while this is thematically appropriate (after all, you were fucked from the moment whatever is happening started), this is what it is. A dark ghost house ride, jumpscares and all. Some of these hit, adding to the atmosphere, and some, well, they’re silly, shock and nothing more.

Secondly, this is… A pretty direct set of ports. Volume control? Gonna have to go into your mixer while the game’s running, buddy. The small window of the story selection screen is most definitely… A thing, although the windows for the games themselves can be maximised just fine. And thirdly, fans of the originals will find the “The Next Day” transitioning to “The Day of Atonement” (in this translation “The Hexed Day”… Oh ho ho) to be a disappointment. I can’t really speak about the quality of translation, alas, but it seems mostly faithful from what I’ve seen of translators Let’s Playing it.

Sometimes, it’s just… Jumpscare after jumpscare, right at the end. It’s not bad, but it’s not great either when it happens.

Honestly, I like Tsugu No Hi overall, I love the implication of connected incidents in many of the chapters, and I like the general concept, even if the aural and visual assault of the final days is a mixed bag for me, usually a miss when it’s really over the top. But I like the connected stories, even if the connection isn’t obvious. This… Is an extremely cursed place. Spirits abound, people are fucked (and one cat. So, yes, CW: Cat death)…

…I just wish this was more of an update using the assets, rather than most of the originals, jank and all, collected in one place. But hey, if you like janky J-horror, know to turn the volume down in the mixer lest your eardrums suffer, and are fine with jumpscares (either in the sense of enjoying the ARGH! Or just… Being okay with them, like me), this definitely isn’t a bad pick to while away a few hours.

The Mad Welshman has somehow not reached The Day of Atonement. He’s kind of disappointed, actually. He’s always wanted to punch a ghost in the face for trying to claw his own off.

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Cloud Gardens (Review)

Source: Cashmoneys
Price: £13.99
Where To Get It: Steam

Ha. The most chill post apocalyptic game has released, and I have… Mixed feelings. Not about the game, but more… Well, it suddenly feels a bit raw, a game about nature claiming our buildings, the last evidence humans were there, growing over eerily familiar environments with the power of the stuff that was put down there, making them unrecognisable…

Just, y’know, sitting here, feeding nature the remnants of our civilisation, no big…

The game, I only really have a few minor problems with. Mostly to do with tooltipping. I’m sorry, what did this moss ball do again? Why would I bother with grass? I’d like not to have a restart finding out. We’ll get to the other two bitches in time.

In any case, the game is a very simple one. In the middle of nowhere, there is an isolated segment of civilisation, be it a dump, an apartment, a toll gate, or a highway. You’re given at least one seed to start off your quest, each with their own growth patterns. For example, got a big gap between the thing and the ground? The first seed you’re ever given does that well. But it doesn’t do well with flat surfaces, that’s what vines are for (and, to a lesser extent, moss.)

See, after we’re gone, it’ll be nice and pretty, look at this picturesque scene!

Once you’ve done that, you’re given items of civilisation. They’ve got a radius, and within that radius, things will grow around where you placed that item. And your seeds will grow, and sprout seeds of their own, which you use to cover more, place more items, so on so forth, until a certain percentage of growth is completed. And heck, if you have items left, and seed power left (what, you thought they’d be mean enough to stick you to just one seed type in a mission beyond the tutorials?), then you can add more before going to the next level, just to make it a little more aesthetic. I often do.

Entirely mouse driven, the loop is simple, the UX is minimalist, yet stylish, and the low poly landscapes, isolated in cloud (geddit, you’re making- Oh, never mind) appeal to me greatly. Less appealing is how it’s sometimes hard to see planters (look for green corners on objects. Not sure if there’s a colourblindness issue there, best to check with a screenshot), and how certain objects, like bicycles, are both inherently unstable and useful. Nothing quite frustrates like placing a bike in the middle of some lush foliage to get easy seeds, only for it to fall over the exact plants you wanted to harvest, lowering your percentage and fucking you out of the seeds.

I blame Ceres Fauna.

But, overall, it’s a good, chill game. Goodness me, the post-apocalypse is a relaxing place without…

Ah. Yeah. Anyway, give it a go if you like puzzle games.

The Mad Welshman loves nature. No, really, he does! It’s full of things that are both crunchy and juicy when put over a flame of some kind!

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Rogue Legacy 2 (Early Access Review 2)

Source: Supporter Gift
Price: £19.49
Where to Get It: Steam

For all that I enjoyed Rogue Legacy way back when, it had moments where you hated it, and felt it was extremely unfair. And sometimes? It was.

Screw you, challenge guy. Screw. You.

And so, I immediately turn to challenges for heirlooms, the items that, effectively, bar progression. Because yes, I feel those are extremely unfair. Here, in the path of empathy, a gauntlet of needing to use your kick to boost off the swinging braziers of death and pain to get to new platforms, culminating in a circle of them you have to navigate and, effectively, use twice to get to the end of that segment of the challenge. There, in the airdash path, a flamethrower segment that, if you don’t remember it exists, you won’t immediately hit the airdash button and hammer the fuckin’ thing until you get out of there. The first one is early on in the challenge, a difficulty spike that really feels out of place. The second is the same, although more forgivable because it seems to be toward the end, rather than the second part of a multi-stage challenge, exams to see if you can use these items.

This is not nearly as terrible a situation as you’d think. You can destroy these spikes. Others not so much.

Technically, I should have described the game for the newcomers before that, but it’s such a pressing piece of assholishness that I had to mention it, because right now, it is a turnoff, and a big one. So… Rogue Legacy 2 is a procgen platforming type dealio, where your bloodline has been cursed, and only by defeating the horrors of the haunted castle in which the curse began can you all be free. That’s harder than it sounds, by the way. A lot harder, because you start pretty weak. Weak enough that you’ll likely die within a few rooms at first.

But you do get better, and you get to experience new and interesting classes, regardless of whether you’ve played the first. This time, I’ll mention the Chef. Yes. Chef. A well made frying pan is an extremely powerful tool in the right hands, and if it’s also enchanted to burninate thy foes, and turn medium sized projectiles into fireballs? That’s… Pretty good.

So, aesthetically, it remains good (if it ain’t broke, don’t fix it), with important elements being clearly shown, some of the more irritating filters having been removed (yay!), and a pretty accessible UX and tooltipping. Cool!

Ahahaha… Fuck.

Less cool is the base keybinds. I’m going to be rebinding the keys next time, because the base keybind of WASD for movement (well, technically ASD, with W being for easy aiming of spears, and SPACE for jump, but) and Shift for… Errr… Bounce… Well, with shift being a little finger thing, that’s much more suited for prolonged actions, which a bounce… Definitely isn’t. I’m gonna have to move that somewhere more accessible.

But, overall, for all my bitching about these things, Rogue Legacy 2 remains a recommendation for folks into roguelike platformers, still being in Early Access as it is.

The Mad Welshman swears he’s got his shit toge- ahahaha sod, I’m dead.

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Samurai Warriors 5 (Review)

Source: Review Copy
Price: £54.99 (£79.99 with Season Pass, £26.99 Season Pass)
Where To Get It: Steam

The Sengoku period is one that is heavily used in Japanese media, and it’s for a good reason: There was drama, there was intrigue and backstabbing, and it was a time of great and bloody change. And Samurai Warriors, well… It’s been a long running Musou series, alongside Dynasty Warriors, and of the two?

Pictured: One of the two main draws of a good musou game.

Yeah, I like Samurai Warriors more. Sorry, Lu Bu.

Okay, primer on Musou games: They’re an action genre, involving cutting through vast swathes of weak enemies, fighting their commanders, taking territory rapidly, and fulfilling objectives to clear each mission, usually ending in either an escape or a boss fight. It’s twitchy, it’s button mashy, it loves high combos… And it’s grand. There’s a great feeling to slashing up tons of foes in an over the top fashion, people literally being juggled before your blades, slammed before your special attacks, and slammed into the ground by other specials.

Hot guys and gals, the other main draw of a good musou game… Okay, no, it’s the ease of play, but still…

So… Yeah, Samurai Warriors is fun. But is it accessible, does it look good, are there any critiques?

Accessibility wise, it’s solid. Aesthetically, it’s great, I’ve always loved the kinds of flair the game puts in (giant brush strokes, loud kanji, and soft 3d characters), and its music is solid. Mechanically? Well, it’s one of those simple in practice, hard to master type deals. With RPG elements like skill trees (and skill points shared between the entire cast, which means you’re going to be grinding a fair bit if you want to do it well), and skill gems, weapon skill upgrades, that sort of thing, it nonetheless eases you in nicely with the first campaign (With ya boi Oda Nobunaga), then branches out. And then, well, you’re going to be working out how to get certain side missions, getting skills, upgrading buildings… But the core remains walloping the shit out of people to get territory in a map.

A general, getting walloped because… Well, that’s a good 80% of what you do. You wallop things until they fall down, and it’s fun.

Overall, I really enjoy Samurai Warriors. The difficulty curve isn’t too steep, the tutorials aren’t too heavy, and I recommend it to people wanting to get into the subgenre, or musou fans.

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Ninja Gaiden (Sigma) 3: Razor’s Edge (Review)

Source: Review Copy
Price: £32.99 (or £39.99 for the Master Collection), Gaiden Sigma 1, 2, 3 included. Controller necessary.
Where To Get It: Steam

Hrm… The Ham is strong with this one… I mean, it was hammy before, but Razor’s Edge… Yup, this is the hammiest of the Ninja Gaiden games, and also the one that brings in annoying stuff earlier, but… I have to admit, if it weren’t for the whiny voice of the first villain (as opposed to the mastermind), I think I’d have enjoyed the early portions of the game a bit more.

I will admit though, watching the Prime Minister get ganked, even if it’s not the right one, is oddly cathartic.

I still enjoyed them a fair bit, because slicing foes up in this one is fun, the blood is on by default, the ham is pretty hammy, and because unlike the other two, I gave in and played on Hero mode. Yes, I am not the best at these kinds of things. Yes, I still came extremely close to death several times in the first two levels alone, as while there is regeneration of health after fights, your max health lowers if you’ve taken serious wallopings until you can regenerate it all back at a health point.

Anyway, yes, Ninja Gaiden is a character action game, a game of jumping and running and clambering over maps, beating the snot out of enemies with combos and special attacks and all sorts of different weapons you can theoretically switch quickly between, ninja magic (Ninpo Arts), instakills on wounded enemies, and Flashy Boss Fights. It is my jam, even if I’m not terribly good at them.

Yes, I chose the edgiest costume. Because why not?

Still… It’s time to mention the thing I really should have mentioned for the first two games, but will mention here because it’s pretty much mandatory to get the hang of from level 2: The bow. Is. Trash. Yes, it will instakill some enemies. Yes, for some enemies, it will auto-target. Yes, if you hold the aim button, you can switch enemies easily and it locks on most of the time. But also yes, this takes up valuable dodging time, murdering time, and seeing projectiles coming at you time.

Graphically, it’s solid. I won’t say it’s the prettiest, as it feels a little out of date, but it is pretty, the characters are designed well, and I can definitely tell when someone’s pulled out a gun. The music, also, is nice, it’s largely accessible, with subtitles and so on, it’s checkpointed well…

Just visible are one of several assholes which require the godawful bow to kill. Joy.

And of the three Sigmas, it’s… Not the one I’d most recommend. The other two bring the bow in a little later, as mentioned, it’s the hammiest of the three, and it’s also the one that uses the buttons most of all. Is it still good? Aye. Is it still peanut buttery, and not beginner friendly? Even the easiest difficulty is, make no mistake, a bit of a git… A fair bit of a git. But, since you’d be getting these in a trilogy pack anyways, well, at least try the peanut butter, since you’ve already resolved to taste it with one of the other two.

2 is still my favourite of the three, though.

The Mad Welshman wonders if we can get a BoJo mod, one where the model of the PM is slightly different, and there’s loud cheering and applause when… No? No? Well, it didn’t hurt to ask…

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