Iconoclasts (Review)

Source: Cashmoneys
Price: £17.49
Where To Get It: Steam

An Iconoclast is one who attacks cherished beliefs or institutions. Sometimes, because this is the right thing to do, holding back progress. Sometimes, because said beliefs or institutions conflict with the individual philosophy. Sometimes, simply because it’s cherished.

Of course, sometimes it can be a little hard to tell *why* an institution is cherished as an outsider. Who do you love and who loves you? YES!

It’s kind of interesting that this is the title of the game, not because of the story (involving a mechanic rebelling against a techno-religious regime that’s repressive because ??? . No, they’re demonstrably evil. It’s just their reasons are unclear for the majority of the game) , but because Iconoclasts, in its way, is trying to shift things up mechanically. Nominally called a Metroidvania, it nonetheless does… And doesn’t fit that mould. More accurately, it’s a puzzle platformer where even the combat against the many bosses… Is a puzzle.

And, at times, the game contains the frustrations of both. “Oh, sod!” I mutter, as I backtrack three times round an area to solve one small puzzle. “Wait, what am I meant to do here?” , as I get lost, or encounter a new enemy who’s immune to what’s worked so far. “Wait, my reward for solving this bit is… more, with a different element? ARGH!” as, yes, puzzles mix things up, and bosses often have multiple phases. That isn’t to say there isn’t joy, or the appreciation of a well-crafted fight… But poor explanation or signposting often leaves me irritable as I play through.

Oh, hello there, Screen Splitting Laser. How’s the folks? Good? Fine, fine…

Aesthetically, the game works quite well. The music is wonderful, the world is interesting, if a little confusing at times, and enemy designs are varied and numerous. The writing, on the other hand, is a little heavy handed, and I’ve found it, at times, a little difficult to precisely work out what’s going on. Okay, pirates. Who are ancestor worshippers and use seeds, which is apparently heretical. Nearly everyone seems to be going through some form of survivor stress, with abandonment and safety being prime concerns (Presumably because this safety is provably rather hard to keep, even if you follow the techno-theocracy’s rules, and because people keep dying or being kidnapped), and it can sometimes be hard to keep up. The techno-theocrats have pseudo-magic powers, presumably through this Ivory stuff, which may or may not be nanomachines, son?

It’s a bit confusing. Does this necessarily make it bad? Well… Not really. It doesn’t make it great, or possibly even that good, but the movement is fluid, the combat moves mostly responsive, and being able to move (or charge your wrench, when the time is right) while charging up gun attacks is a nice move that makes things a little easier. The physics are pretty dependable, and that’s a good thing, because some of the puzzles really do depend on object physics to get by.

Explained: That ‘sploding the red parts push the box in the opposite direction. Demo’d: That the seeming background blocks stop its movement. Not quite explained: To use your charged shot here, you have to be at least a certain distance *away* from that rightmost pad. Otherwise it clinks off harmlessly.

As to how it feels to play? Well, sometimes, it’s good. Oh hey, a new area. A cool new ability (sparsely handed out in the first two thirds of the game.) A new character. This area’s pretty straightforward. Other times… Well, the frustration kicks in. I’m sure, eventually, I’ll finish Iconoclasts. I’m sure, eventually, I’ll get the point. But it’s not a game I’m playing in more than little bursts, and I’m probably not alone there.

The Mad Welshman wants to clarify that this is an okay game. The frustration balances out the joy of working out how the heck ass gets kicked.

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Delver (Review)

Source: Cashmoneys
Price: £11.39 (or thereabouts)
Where To Get It: Steam, Official Site
Other Reviews: Early Access

Well, it’s been a wee while since I last looked at Delver, and now it’s hit release. And you know what? The game’s pretty solid, for what it is: A first person, moddable dungeon crawler building levels out of pre-built rooms, with random potions and kit, and fixed enemy types per area.

G’bye, broken dagger, you were an ok dagger while you lasted, but now you’re crap and gone!

A lot of what I’d previously said about Delver remains true: Weapons degrade over time, so you’re deeply encouraged to change things up (Unless you want to be walloping things for a grand total of 1 damage over and over again), inventory management is something you generally try not to do in the middle of combat, and you’ll want ranged options, and a fair amount of them, by the time you hit the second area. But it’s the little things, sometimes, that help.

What little things? Well, bigger room variety, for a start. The game really uses the vertical element now, and so rooms feel more fleshed out, more interesting. A few extra enemy types, a bit of rebalancing, and the addition of bombs (and bomb vases… Be wary of darker coloured vases, they go boom) all go a little way toward adding a little more flesh to what was already a fairly accessible, chunky dungeon crawler with a bit of charm to it. Potions can be exploded, if you use them right, and all of this goes toward giving a little more depth to a moderately simple game.

As such, yeah, Delver still charms me. Sure, there’s no incremental play (beyond gold carrying between runs), but it’s not designed around that, more about getting right in there and delving. No one combat option is superior to another, it’s simple to understand and get into, and deaths are simply a pause, a learning experience. Oh. Yeah. I maaaaybe shouldn’t stab the dark red vases, huh. Oh. Yeah… Wands and bows are actually useful. So that’s what that Skeleton does.

With the addition of bombs, things can get a little chaotic. The Fire Bomb is both the most rare and best example of this.

Another addition is that there are more… Sssseecretssss. Doors that don’t seem to be openable, locked areas, little branching paths. While I haven’t found the key to unlocking them yet, it is there, and the rewards, from what little I’ve been able to see, are pretty juicy. The sound really helps to create a living dungeon, and some monster noises echoing from further away really helps hit home that no, you are never safe.

The price has gone up since I last reviewed it, but I still feel, so long as you’re aware this is a pick up and play game, rather than The Big Roguelike of Complexity And Nuance (or something) , then I would still recommend this as a fun experience with a consistent, well put together aesthetic. And, of course, it’s got a mod scene. Not a big one yet, but the game is moddable.

A room? Just devoted to this elaborate patterned spike trap? Oh, you *shouldn’t* have! <3

The Mad Welshman gives this game the Sheev Palpatine Award for Health and Safety. Can confirm that handrails are mostly lacking over bottomless pits, and explosives are placed wherever the heck. Keep it up, villainy’s proud of you!

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