Pharmakon (Review)

Source: Review Copy
Price: £7.99
Where To Get It: Steam

Pharmakon is a game I want to like because, goodness me, it tries to experiment. It even tries to make its own experience less frustrating. Let’s talk a little bit about what it is, first, before we deal with why, sadly, I’m not its biggest fan.

Thankfullly, this is a wee beast, and of an element I’m fully prepared for.

Pharmakon is a turn based combat game in which you, an Elemental Agent, are sent to a remote world filled with aggressive, equally elemental monsters, because… Well, as it turns out, mostly to die. You think you’re the first Agent to be here, are rapidly disabused of this notion, and then things get a bit odd, story wise. To the developer’s credit, although English is not their first language (Visumeca hails from France), they’ve done okay in localising, although some of the speech is a little stilted. In any case, you fight these creatures with your drone, the power of which depends on three things: First, what elemental tetrominoes you’ve plugged into its awkward casing. These tetrominoes, in turn, can be destroyed if you think you don’t need them (You only have a limited storage space, after all) to add to your repair stores for their respective elemental damage values. Secondly, the number of times you’ve fired, charging up a skill meter, and finally, those skills. Unlocked by progression through the story (More on that in a bit), levelling up involves firing lasers of various element through skill icons, from four different directions. Opposing elements block each other, and this elemental interplay resides throughout the game.

This, on the other hand, is big trouble. I’m *not* going to come out of this well, and will probably die in the next phase.

So… Having explained the basics, let’s go into why I’m not its biggest fan, although it does try. Let’s start with dying. Dying does not end the story. What happens when you die is that a new Agent is sent, with their inventory filled with one element. The monster progression, however, doesn’t change, which means that, once you’ve started dying, odds are high you’ll keep dying, because you don’t have the elemental variety to keep up. It’s only mildly less annoying to note, again, that dying does not stop you from progressing in the story. I have been informed that a theme of this game is perseverance, but, unfortunately, despite being told so, it doesn’t show very well in the game or the story, as Agents will say the same thing in the story no matter who they are.

Visuallly, the game is very clear, and although the angle doesn’t show it too well, a lot of effort has gone into making a variety of beasties to fight. You quickly ascertain what things do, although the first few fights are an extended tutorial, just to make sure. The sound and music are okay, nothing special, but they set the mood, and they don’t feel out of place, which is what’s needed.

Elements that don’t react with each other, thankfully, work well. Each extra icon I grab lowers the cost of a special ability.

As such, Pharmakon is not a bad game, and it does do interesting things, but the killing of monsters and the levelling up is pretty much all there is to it. If you’re okay with that, if you want to check out something that experiments, and has a few flaws that make it drag on, then I’d say give it a go.

The Mad Welshman is of Element Moustache. It has no weakness, only strength. Well, that’s what it tells you, anyway. Muahahahahaaa.

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Zafehouse Diaries 2 (Review)

Source: Review Copy
Price: £4.99
Where To Get It: Steam

Zombies. Zombies never change. Wars. Bigotry. History… But zombies… Zombies… Never change.

Okay, maybe they do. Fast zombies, big zombies, little zombies… There’s a lot of zombies out there, but Zafehouse Diaries 2, like its predecessor, pretty much sticks with our shambling, flocking, endlessly moaning dead folks. It also tries to update the “Bunch of bigoted assholes are the only ‘survivors’ of a zombie apocalypse” formula Screwfly used in their very first game, Zafehouse Diaries 1, and…

Mark, like many of his ilk, is dancing around the fact that he judges books by their covers, or, more specifically, the *colour* of their covers. Redemption is possible, but I foresee head noms in his future…

…Honestly, Zafehouse Diaries 2 is one I feel conflicted about, because while there’s undeniably more to the game than its predecessor, there’s also more confusion. The Investigate/Snipe/Breach interface, for example, has become a little less clear. Click on the little icon to customise what you’re doing. This is kind of important, because that involves taking things with you, just one example of things you could be doing.

In any case, it’s a turn based strategy game in which you marshall a bunch of survivors, trying to feed yourselves, deal with internal conflicts, and, in at least some cases, try to get the hell out of town. Folks can work together on tasks, but, as in many zombie media, the survivors come from all walks of life, including howling bigots. Timothy, a middle class musician, doesn’t “like the look of” Dana, because he’s a racist. Jeffrey doesn’t like women. Dana, meanwhile, has beef with older folks (like Timothy, funnily enough.) Spreading rumours once a day can improve the mood, but it can also backfire horrendously. Heck, you can do it deliberately, if you really want to.

Not gonna lie, I kinda blinked a bit at this rumour. The options are racists and foreigners, and while it makes sense after thought… It did make me blink for a bit.

There are several scenarios, from the return of Road Kill (find a roadmap, a car, a repair manual, and five bits to repair a car to get out of town before everyone dies) to the new Kill Switch (Five soldiers, no relationship problems, stop an airstrike while nastier zombies try to wreck the town’s power grid.) As before, you can add custom content, such as making yourself in the game, but custom content (and indeed, changing the difficulty via the Custom Game option) stops you getting achievements. Similarly, there are events in game, such as the Piper, an asshole in a pickup truck who gives you the option of giving one of your folks as zombie bait, or having a tantrum, and beeping his horn as he drives off, attracting zombies. I hate the Piper.

Sadly, it isn’t the friendliest of games. Although Screwfly have clearly made an effort to improve over Zafehouse 1, making more things clear, such as customising orders, it’s a game where reading the manual (Which is in-game, under Help) is very important.

Overall, visually, Zafehouse Diaries 2 is an improvement over 1 (Although, as mentioned, that Breach/Snipe/Investigate could probably stand to be clearer), it does have more content, and it is a friendlier game than Zafehouse 1, especially with a tutorial, it’s still one you’ll want to explore the UI of before you make a move, and some things still aren’t quite clear (Survivor relationships, for example, affect the quality of their work together.)

While it’s not pictured, the Breach/Investigate/Snipe button is a post-it note next to Location Summary. A *small* , two-part post-it note. It could do with being a tadge bigger.

The Mad Welshman wants to eat the rich. However, he sees better chances of doing so as a zombie than a survivor. 

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