Anchorhead (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

It is only now, in writing the events of this narrative, that I consider how I am to be viewed. Reader, do not consider me possessed, or speaking nonsense, for the events I write of actually happened, although I sometimes wish it was not to be.

Content warnings… And yet… I pressed on…

In my youth, I was fresh faced, always willing to explore the realms of the digital from its earliest incarnations. Sights I had witnessed, from the terminal to the advent of Gouraud and beyond. Oh, that I could tear such knowledge from my head, for time is an illusion!

Consider… Twenty years it had been, since last I visited Anchorhead, Massacheusets, and, stumblingly, witnessed the tragedy of Michael Verlac and his wife, and the terrifying, awesome words that comprised that tale. Indeed, words were my only means of witnessing, through some digital alchemy, interactivity that had its roots in the bubbling, chaotic cauldron of the birth of the games industry twenty years before. Twenty years, and twenty years, and maybe longer still, for it was itself related to the horrific prose of Lovecraft, whose prose was only rivalled by his now reviled beliefs.

Knowing that eldritch monuments were often worshipped by fey cults of ill aspect, I made sure to check the exits to this ill omened square…

And yet… Before me, it stood. Anchorhead, once more. The same tragedy, replaying, calling me to save, and save often, warning me of its CONTENTS beforehand. And yet, G-d help me, I played the tragedy through once more. Through its haunted, prose filled streets. Listening, and urging the wife of Michael Verlac on through this tragedy, a multiplicity of horror, death, and, rarely, hope, stretching in front of me as I played the part of both demon and angel upon her shoulders. Only now, windows into the world, this other, shady world of gray and black and white horrors, added to my despair, for I knew that Anchorhead… Lived.

The window! It resizes! The font grows bigger, drawing me in! I must –

>HELP

The Mad Welshman found this review on his doorstep one morning, for the recently re-released Anchorhead, a critically acclaimed interactive fiction game. The author has yet to be found, although it is wished they are in good health…

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Wartile (Review)

Source: Cashmoneys
Price: £14.99 (w/soundtrack, £18.98 , soundtrack £3.99)
Where To Get It: Steam

Wartile is, on paper, a great idea. Aesthetically, it is, at the very least, interesting. It takes clear direction, and some good planning, to so accurately replicate the feel of a tabletop diorama. And very pretty ones at that. But I’m going to let you in on a little tabletop secret: Beyond the cost and craftsmanship required to make said pretty dioramas, the main reason they aren’t used a whole bunch is because it’s a pain in the ass to move models around them. The prettier they are, the harder this is to do.

Similarly to trees, counting the rings reveals the experience of an enemy.

That this, also, is faithfully recreated is the first of Wartile’s problems. In fact… A lot of what feels unfun about Wartile is that very faithfulness to its inspiration. Let’s unpack that a little. Anyone remember Hero Quest? Or Space Crusade? Ahh, the heady days of proto-GMing, having a nice, dramatic blurb to read out, and then… Moving figures around the board to obtain simple objectives, like “Kill the Genestealer” or “Find Room X in Y turns.” Ahh, the grand stories that te- Ah. Yes. Was a bit basic, wasn’t it? And without the enemy cards to let you know precisely what bad news those Androids were, they were basically plastic white skullmen.

And so it is, to an extent, with Wartile. It’s taking from a rich tapestry of norse myth and creatures, but it can be a little hard to appreciate because, apart from some card abilities, they’re basically “Enemy, whack automatically [preferably from higher ground] until dead.” It tries to spice it up, even early on. AMBUSH! Yup. Yup. Two more enemies. Cool. Here, it’s not so much the individual animations (Which are fine), or any lack of impact (The enemies do react, although not always consistently) , but the fact that, beyond placement, and some card abilities (The less of which you use, the better your tactical score, and thus your money at the end of each mission), combat is very much a case of watching animations and timers go by. Turns are, you see, automatic, so enemies will move every X seconds, you’re allowed to move every X seconds. Picking a thing up? Be close enough, click. Destroying an object? Place near enough, wait.

“If I can just… HNGH… Reach under this tree, I can take my turn!”

Objectives, meanwhile, are nearly all some variation of “Collect X [sometimes plural], bring to Y”, “Kill D”, “Destroy Z”, or “Get to P” … Just like those older board games. It does get more tactical, at times, but… Yeah. The interface varies between being reminiscent of a tabletop game in progress (If, you know, you had rich tabletop friends with big-ass tables), and pictures from a tabletop magazine, complete with workmanlike, functional text paragraphs.

So, on the whole, Wartile does exactly what it sets out to do: Recreate a tabletop experience, albeit with some computer unique touches. Oddly, that’s exactly the problem… That, if anything, it does too good a job.

Ah… Fond memories of being told about a campaign’s Visrep rule. Strangely, I wasn’t allowed the twelve heavy guns my character owned…

Which is a hell of a thing to have to say.

The Mad Welshman is a nine ring creature, medium sized, with dual enchanted handaxes. Just so you know.

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Algo-Bot (Review)

Source: Review Copy
Price: £7.19
Where To Get It: Steam

Programming within limitations has always been an interesting exercise. Take, for example, a robot. Give it some limited options, such as moving forward, turning, picking something up, putting something down, or hitting a button, and then limit it to a certain number of instructions (With some ability to bring things down to functions, which can be used in place of a smaller set of instructions repeated.) That’s the basis for AlgoBot, a game by Fishing Cactus.

AAAAARGH!

And it’s not a bad basis for a game at all. There’s a certain pleasure in solving the problem as ideally as possible, and another, entirely different kind of pleasure in solving a complex problem at all. Providing you’re teaching well as you go along, you can add complexity, more things to do, more challenge to it all. This, too, Algo Bot does well. Starting with simple commands, it moves onto functions, teaching you that if you want something done well, isolating the most repeated instructions saves time and frustration. Then another function, more instructions, so on. It does so with a good, clear UI, some nice futurist designs for robots and belts and buttons that clearly identifies every element in your mind. So far, so good.

If this were the end of things, having a good learning curve, a nice, clear aesthetic, and an interesting idea, this would make it a damn good game, and another entry into the Hall of Does Exactly What It Says On The Tin. There are, however… Niggles. Little annoyances. For example, instructions cannot be changed while the program is running, even in the step by step mode, so the trickier the puzzle gets, the more you’re having to play the whole thing through, painfully, to identify the problem. That the speed option resets after each playthrough, equally, is a niggle.

Sometimes, thankfully, the simple solution really is the one you’re looking for.

Nonetheless, I enjoy the futurist aesthetic, from the tunes to the clean, expressive robots, and the comedy of errors that is the story. In closing, I only have this to say to my robot PAL: Only a poor workman blames his tools.

The Mad Welshman has deliberately chosen screenshots where he wasn’t actually that close to a solution. Just so you know.

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Tangledeep (Review)

Source: Review Copy
Price: £10.99 (£5.19 for soundtrack)
Where To Get It: Steam

One of the many things I find interesting about game design is how, individually, elements can be nothing new, but… In combination, the magic happens. Tangledeep is, in many ways, a traditional roguelike: On its intended difficulty, survival involves genuine consideration and thought, knowledge of its rules (The game likes to remind you, on death, that those healing potions you get don’t take a turn to use, for example), and memorisation, to an extent, of the challenges that face you. This level branches into these levels, this boss is at 6F, and so on.

With the Keen Eye perk, a frankly silly amount of information is easily available about your enemy.

However, there’s enough differences and features that, in essence, listing them all would probably fill a review on its own. Crafting food, with a recipe book in your journal. A JRPG style Job system, where you mix and match both the skills and weapon talents of classes however you feel is optimal. Pets, seeds, a mysterious machine, and, somewhat surprisingly, an overarching narrative, set in a world where climbing up the Tangledeep, and attaining knowledge (Sometimes doing good along the way) is the goal, rather than, for example, climbing down the dungeon of Somuchforthat to gain The McOrbison of Clingfilming… Or something like that.

What this means, in practice, is that you always have a good reason to come back to town through the town portal, checking in on what’s going on, that there’s a fair amount to explore, and, thanks to an adjustable difficulty where you don’t necessarily have to die, you can chill the heck out while doing so, exploring the systems and getting the hang of things before maybe graduating to single character permadeath with unlocks, or, traditionally as heck, permadeath permadeath.

It shouldn’t really be said that you don’t disrespect a birdman’s nest, even if they *are* a jerk… But I went and did it.

Or not. Nice thing about games with a fair amount to do, and adjustable difficulty: You don’t have to explore the whole thing to have fun. It helps that, as Roguelikes go, Tangledeep is pretty accessible. Here, clear menus. This is equipment, food inventory, job point stuff, journal. There, a clear map, everything tile based with a key that leaves little doubt as to what everything is. With good music, sound effects, and visuals, all inspired by SNES JRPGs, a variety of classes, unlocks, etc, there’s a lot to recommend it.

Indeed, my main complaint is one that could be levelled at, honestly, a lot of roguelikes overall: Beyond the special areas and boss levels, going through some of the levels just feels a bit humdrum, a case of “Explore as much as possible, break things, go back to town, up some stairs, rinse, repeat.”

As such, overall? Tangledeep’s pretty good for a Roguelike. It’s got charm to it, and a solid, clear design to its UI that helps make it just that important, little bit more friendly. And that makes it a roguelike well worth checking out.

Please don’t ask me to name your own pets. This is part of why…

The Mad Welshman also has a nice nest. Well, as soon as he puts his many many books in order, preferably without loss of life or limb…

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