Rogue Empire (Review)

Source: Review Copy
Price: £11.39
Where To Get It: Steam

Rogue Empire tries. Really it does. I like its talent system, despite the fact it doesn’t… Really lay any groundwork for its fancier text. I like the between game incremental upgrades, slow as they are to establish. +1 STR doesn’t seem like a lot, until you’ve played a Roguelike. But Rogue Empire definitely has its problems, and it is definitely mainly for the traditional Roguelike crowd.

And so begins our quest…

That isn’t a bad thing, as the idea’s then easy to explain: Land of many races, most of which have history, big bad goes down, hero gets the call (A nice touch, each race gets their own introduction), you move with the numpad (Although, in a fair accessibility move, controls can be remapped), walk into things to hit them, pick things up to equip and hit with, most scrolls and spells are pre-identified… There is something a little comforting about how, once you’ve gotten the hang of one Roguelike, there’s that much less getting the hang of to deal with when you move to others.

Monsters slowly spawn in each area, so you’re rarely lacking for something to wallop.

On the other hand… A lot of Rogue Empire, even after release, feels placeholder. Sound effects aren’t balanced with each other, and some are clearly from other sources (such as the Chrysalid-like sound of the Panther death.) Talking to someone is as simple as walking into them, but the text of nearby folks rapidly obscures and confuses previous text (Unless you have the log open, in which case you’re relying on the log.) Forests and dungeons kind of blur into one another, and auto-exploration tends to get hung up on Items of Interest.

This… Is not a great implementation.

Rogue Empire is workmanlike in its implementation, and, while I’ve somewhat moved past that, I could see how fans of traditional roguelikes may well enjoy this.

The Mad Welshman gives a firm “Alright.”

Become a Patron!

Katamari Damacy: Re-Rolled (Review)

Source: Cashmoneys
Price: £15.99
Where To Get It: Steam.

It says a lot about how well Katamari Damacy has aged that, years after its original release, I still sing along to Katamari on the Rocks with the same enthusiasm as when I first heard it, and I just nodded when the keyboard controls were WASD for left stick, IJKL for right stick.

Ugh, SERIOUSLY, DAD? DO YOU KNOW HOW DENTED MY KATAMARI IS CLEANING UP AFTER YOU?!?

And, of course, when it came time to play again, I swore in much the same places.

For those who never saw Katamari Damacy before now, it’s a fun arcade game in which you, one of the Princes of All Cosmos, are cleaning up your dad’s mess (He broke all the stars in the sky), by rolling a sticky ball around the Earth, gathering up as many items as possible in a time limit to create new stars. Anything the same size as your Katamari can’t be picked up, anything bigger than you actively knocks items off your Katamari when they hit you (or vice versa), slightly smaller things may take two rolls, one to knock them over, another to pick them up.

Why yes, a lot of the things you roll up are people. I’m sure they’re fine with being turned into a star!

Although part of this is that “Collect Specific Object” levels can be devious. That’s not a Swan at all!

In any case, this is essentially a remake, fixing some of the problems of the earlier, and, at the time, somewhat ambitious game, while retaining everything else. A light hearted soundtrack,varying from triumphant a-capella, to smooth and jazzy. A solid, low-poly aesthetic, even carried into its animated cutscenes, where the strangely cuboid family witness the events from a slightly different perspective. Even the interesting writing, which varies from light-hearted, to light-hearted covering a darker side (The King of All Cosmos is, overall, a terrible dad at this early point in the series. And, you know, turning Earth into a variety of stars, piece by piece, in order to fix the mistakes of the parent.)

Improved, meanwhile, is a bit of responsiveness, adding keyboard controls (Although this is one of those games which was definitely designed for twin-stick gamepads, and so, it’s preferable to play with one),and takes advantage of the extra performance it can squeeze out so that the larger, more filled levels no longer slow things down.Which, overall, means it’s a solid rebuild of a classic and interesting game with a unique aesthetic, and no more needs to be said, right?

NEWS: Strange King Hangs Over Earth. Also Some Stars Came Back.

Not quite, although what’s left are, essentially, annoyances. Video and sound settings are not accessible until the tutorial is completed, and the game essentially throws you right in. Beyond this,however, there’s enough quality of life improvements, and the game’s formula remains pretty fresh, that yes, even for £16, I would recommend Katamari Damacy fans give this rebuild a go, be that on PC,or on the other platforms it’s released on. Even the local multiplayer has been preserved.

The Mad Welshman appreciates a good aesthetic. Almost as much as he approves of the wanton, joyful chaos.

Become a Patron!

To Hell With Hell (Early Access Review)

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

To Hell With Hell, if it could maybe tone it down a little, would be a cool, good, and interesting twin-stick shooting roguesortamaybekindalike with a main character I’m still not sure about. As it is, it’s definitely got two of those, and is working on a third.

The masks in this game are, even at their worst, quite interesting. Fine example: The ninja mask has a stunning harpoon that pulls enemies toward you. GET OVER HERE!!!

The game’s plot, such as it is, involves Natasia, a scantily clad woman who, as it turns out, is one of the many children of a Duke of Hell, part of their backup plan if, for example, they were deposed by other minions of hell and held captive. At the present time, despite the comic book presentation, this really is “Such as it is”, a somewhat flimsy justification for a scantily clad woman to shoot demons. I’d say more, but the game’s really not giving me a lot to work with here beyond that. So… Swiftly moving on!

There is, thankfully, more meat aesthetically and gameplay wise, because this is… A game that touts its difficulty. Wait, don’t run away, it mainly does this with enemies being bullet spongy, the player not being bullet spongy, limited ammunition (encouraging you to switch weapons, or use melee… The latter’s not a great option, unfortunately), and limited saves on a run (6 saves on the basic difficulty, which comes to one save every 2 levels.) That this is the easiest difficulty perhaps sets the tone (slightly offputting, at the present time), and if it were just this? I would be much less kind, considering some of the enemies, such as the goat-headed explosion summoner, the large toad-thing that fires fans of bullets, and the fact that even the lowest tier of enemies takes between 3 to 5 shots to kill. Oh, and melee enemies and minibosses. Let’s not forget those.

As I said, thankfully, there’s more to it than this, because not only are there random skill ups on successfully completing a level (such as slower enemy bullets, more damage, a chance of health on killing an enemy, so on), the health can be boosted, and further abilities gained… With masks.

I can’t seem to face up to the facts… I’m tense and nervous, and I… Can’t relax…

Seemingly inspired by games like Wonderboy, Kid Chameleon, or Magician Lord, not only are there guns, health, and ammo pickups, there are masks, of which you can normally carry two, one or two appears per level, and each adds both health and special abilities, of varying use. Lose health, lose the masks, but while you’re carrying them, things like eating guns for ammo (eh), shotgun blasts (fair), shields (the SWAT mask), and fireballs (the cacodemon mask, a very nice area of effect) are yours to command, and you can switch between them.

Finally, add in that you automatically reload from your save when you die, allowing you to bully on through in some (but not all) cases, and… Well, it goes from highly frustrating to moderately so. Maybe it’s because a pair of goat-heads can really ruin your day from a surprising distance away that you have to cover while probably being shot at, and they don’t have to worry about line of sight. Maybe it’s because the starter pistol is, far and away, the worst option for dealing with enemies. Maybe it’s because, despite the fact melee deflects bullets, it’s a little slow. It’s nothing obvious in the design that’s putting me off, mechanically… But it is, at the moment, putting me off.

As noted, aesthetically, it’s fine. Enemies are clearly differentiated from the background, the levels have been brightened up from when I last looked at it, so it’s less muddy, and its pixel stylings definitely say “Hell” while working within the constraints of a twin-stick shooter. Musically, it’s that most devilish of music, hard guitars, and I am perfectly okay with this. But, right now, although it’s hard to define, To Hell With Hell essentially needs to work on its balance. Maybe that means having slightly beefier guns. Maybe that means having less tanky enemies for what is currently the lowest difficulty setting. It probably doesn’t mean making the masks more powerful, because that, funnily enough, is one of the parts that feels right.

YES. PLEASE.

But, overall, To Hell With Hell isn’t quite my cup of tea, being a little too devilish for my personal taste.

The Mad Welshman is well acquainted with Hell, one of the many underworlds and places of punishment he visits for entertainment purposes on a semi-regular basis.

Become a Patron!

Omensight (Review)

Source: Cashmoneys
Price: £15.49 (Artbook £7.19 , Soundtrack £7.19 , Collector’s Edition £29.87)
Where To Get It: Steam

Omensight is, on the one hand, a game I quite like, set in a world I quite like, and spiritual successor (set in the same world, but some time/place else) to another game I quite like by the same company.

On the other, it’s a game where some of its options and choices are, to my mind, flawed and hamhanded. Still, let’s describe what’s basically going on. Because this will be the last time, both in game and review, it is basic.

Battle animations are fluid, and you can dash quite a bit round the battlefield… But then, so can some of your opponents.

Omensight is a spiritual successor to Stories: Path of Destinies (by the same company), and involves many of the same themes and mechanics remixed. There are time travelling shenanigans for our hero(ine. Being some form of spirit, gender is not assumed) , the Harbinger. There are fights to be fought against enemies using light, heavy, and special attacks in combos, with better performance leading to better rewards (And some enemy types being largely immune to some attacks.) There’s lore to collect, with the overall goal of solving a murder mystery: Who killed the Godless Priestess, whose demise has unbalanced the power structures of two warring kingdoms, and is about to end the world in a single night?

Problem the first: The solving bit is slightly inaccurate. What you’re doing is going through the last night of four individuals, trying to encourage them to lead you to both clues and, in the end, the solution via the cunning use of memories and following them. Sort of a Dirk Gently mystery. And the more efficient at solving the mystery you are… The less you get to know about the characters, the world, and the very mystery you’re involved in, beyond the core bullet points.

Twenty minutes after taking this screenshot, I accidentally ended up taking the path to the next chapter, through my desire to open locked doors. WHOOPS. This screen (Reminding of clues) is not available in “True Detective Mode.”

Equally, beyond a certain difficulty level in the detective mode, you lose out on a tool that can just as much remind you where you are after a break as supposedly give away the way forward. The same way forward that the Priestess will mention… The characters will mention… And… Look, as a murder mystery, it plays its hands too heavily, which means it’s very tough to miss out on the solution to each chapter’s conundrum. Which leads into the problem that you can, quite easily, miss the story collectibles because the game is too good at solving its own mystery.

Continuing on, there are four keys, and each chapter contains one of the titular Omensights, visions with which the plot’s direction… Changes. Funnily enough, the game does foreshadow its twists fairly well, even if, as noted, I don’t feel like much of a detective because its clues are heavy handed, and the four main characters are fairly well written. They play on you being a silent protagonist. Sometimes, as in the case of the cheeky (Yet brittle) leader of the Rat Clan rebellion, Ratika the Bard, they put words in your mouth. Sometimes, like when you’re collecting things, they speculate as to your motives. This can get annoying, but I also appreciate that yes, when the Harbinger, the being that both presages and is meant to prevent the apocalypse, takes a break to smash barrels for money, you too would wonder what was up with that. The voice acting is pleasant, although sometimes stereotypical (Hi Emperor as Grand Vizier! Hi Thug Bear With A Heart of Gold! ), and the music is good. Not always memorably so, but it fits well with its areas and its timing.

One of the titular Omensights, which the Harbinger will then show other people… To get to the truth in perhaps the messiest way.

Beyond the sound and story design, combat in Omensight is a little annoying, as, on any difficulty above the easy, quick reflexes are mandatory for the dodging, and being able to quickly visually identify your enemies is mandatory if you want to do well in a fight, as some enemies have shields (Meaning that light attacks will just bounce off), some have counters (Meaning you’d best be away as soon as the Angrier Exclamation Mark appears, or else), and some are flying, and so a pain in the rear end by definition (with the saving grace that all but one of these flying enemies falls down when hit, and can be coup-de-graced immediately after.) It doesn’t feel especially great, and, for all that there’s a lot of fighting in the game, it’s by no means the strongest aspect of it.

For all these flaws, Omensight still works fairly well, partly because it has a fairly strong storyline (Although it’s a downer… Apocalypses generally are), some solid, low poly aesthetics (Each area has a different feel, and I like that) , some good voice acting and music, and adjustable difficulty separated into the detectiving and combat end, so, if you really want, you can turn both to their lowest settings, and just… Enjoy the ride. That’s the nice thing about adjustable difficulty: You get to do you.

I’ll let you guess which clan is which.

The Mad Welshman doesn’t have a lot to say today. It’s incredibly hot at Chez TMW.

Become a Patron!

Lovecraft’s Untold Stories (Early Access Review)

Source: Cashmoneys
Price: £10.29
Where To Get It: Steam

Lovecraft’s Untold Stories is a narrative, procedurally generated twin-stick shooter, set in, unsurprisingly, the Cthulhu Mythos of the titular author. I want to be somewhat clear that this is something that could work, because, unfortunately… It doesn’t, in this case. And it doesn’t for a variety of reasons. I want to be clear here because, in a very real sense, the game isn’t.

Somewhere, in this room, is probably a clown. They love the dark, y’see. Can’t see ’em in the dark…

It certainly tries, with helpful prompts in its inventory screen, context sensitive ones for the various locks in the game. It even very briefly sets out the understandable control scheme. And then, for want of a lesser term, it goes tits up from the word go, in several senses. And, funnily enough, a lot of those problems manifest in that very first level, colouring the rest of the experience.

And the main problem? That the first chapter has more. More visual effects (Oooh, it is so dark, except where it, uncommonly, isn’t) , more powerful enemies (I died more on the very first level than any other combined), and more lore jammed into it, to the point where it makes later stages feel comparatively bland.

Unfortunately, more, in this case, is actually less. This first, lore choked level is also pointlessly dark, so it’s harder to read, and you’ll need to read the room well, because health kits aren’t exactly common, and the two varieties of shop even less so (To the point where, many attempts in, I’ve encountered the Info shop precisely once, and the shop that, presumably, takes the dollars I’ve also been collecting, only when I went back to test some things just prior to the review. Neither shop’s contents impressed me.) Add in that health can vanish in a couple of seconds if you’re not careful, and that the majority of enemies outrange you (Including the extremely deadly and impractical Cultist Turret), and you already have a punishing first stage.

Now add spikes that can only be dodge rolled. Now make some of those spike rooms puzzle rooms. Make some of the flavour events not flavour at all, but sanity loss, damage, and other roguelike bullshittery, with a hefty dose of keys hidden in a large map, two of which you need to progress to the boss, who is…

Pictured: Mmm, chaser AI, melee… KITES OF DEATH, ACTIVATED.

…An extremely underwhelming melee chaser.

Now, the rest of the levels I’ve encountered so far? Erratic, both in terms of content and balance. Interestingly, it seems like ranged enemies are the biggest offenders here, as, until you get a weapon with a better range (Which, currently, doesn’t seem to happen with Professor Doctor Clawstone, the second character of the game), the more bullet spongey shooters will most likely be your biggest source of character death… Despite the fact that the AI of everything that isn’t a chaser or a turret (both of which unerringly track you until dead) is “Run around like a headless chicken, occasionally shoot in the direction of the character, whether in range or not.”

The cult of the first area gives way to the Mi-Go and zombies of the second, and the zombies with a small side order of necromancers to… Look, past the first area, this game seems to have a very high zombie to lovecraftian creation ratio. And that isn’t exactly promising, considering the zombies of both the second and third levels have a threat level of “Perhaps if you’re not paying attention, something bad will happen.”

Perhaps things will change. Perhaps it will become more enjoyable, and the game, later on, won’t frontload both its difficulty and its content (I got all four of the currently available Detective Weapons by the end of the second level, and, similar, Professor Doctor Clawstone, who currently gets… Nothing beyond his base items, either in terms of interaction or kit.) Perhaps it’ll tie its world together better than “Here are a bunch of Lovecraft references, and he’s the shopkeep too, oh golly gee!” But right now, I find myself distinctly unimpressed with Lovecraft’s Untold Stories.

So, as it turns out, the liquid of the powder, while also atomised and sprayed, has the opposite effect to the original powder. Makes perfect sense, gotcha.

The Mad Welshman, similarly, is unimpressed with old Howard being the shopkeeper. His stock is disappointing too.

Become a Patron!