Triplicity (Review)

Source: Cashmoneys
Price: £7.19 (£3.99 for soundtrack)
Where To Get It: Steam

Triplicity is, on your very first glance, a strange combination. Okay, so there’s a deckbuilding, small scale card game battler… But why the block puzzles, friend? It still somewhat confuses, but, thankfully, both elements improve over time, so Triplicity… Turns out alright.

The blocks have been conquered, and soon, I shall face my polygonal opponent, and hear their twinkly lamentations…

The artistic direction in the game is pretty solid, overall. Minimalist, but solid. Soft, ambient music, low poly worlds that are nonetheless bright and use their colour well (with one minor exception: Green/Yellow blocks, or more accurately, the markers of where they’re meant to go, are hard to distinguish, so a colour-blind pass may be useful.) The cards are reminiscent, artwise, of early editions of Magic: The Gathering, relatively muted colour schemes, but using a similar 5 colour scheme for it’s theming. The similarity ends with that and the attack/defence stat.

Playwise, it’s similarly simple and approachable. Block moving puzzles make a prelude to card battles, where the first turn is chosen randomly, and there are three fields, three energy per turn, and cards have a max energy cost of three. Some cards have special abilities, but for the most part, you’re tactically considering where to put your cards for maximum offence and defence as players react to each other (or player and CPU, as is the case with story and practice mode.) Defeat still earns a card for your library, while winning earns three. Take a wild stab at how many block puzzles have to be solved before fighting a card battle in the single player mode.

I could really go for some Twiglies right about now…

With a multiplayer mode, and a practice mode where you can try your wits versus the AI, Triplicity is, honestly, not a bad game. It’s approachable, accessible, and when my only niggle with it is “Wait, if the cards are the focus, what’s all this block malarkey”, I can’t help but give a pair of gentle thumbs up.

The Mad Welshman finds simplicity both pleasing and frustrating. You may be able to tell.

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Assault Gunners HD (Review)

Source: Review Copy
Price: £7.19 (With extra pack, £9.29. Extra pack £3.99)
Where To Get It: Steam

Assault Gunners HD is a game with problems. And it’s perhaps unfortunate that these problems are so pervasive. Still, let’s back up a bit and talk about what the game is.

The laser is a frankly silly weapon when it comes to crowd control. And there’s always a crowd…

Assault Gunners was originally a PS Vita download-only title, reminiscent in both story (Self replicating robots gone bad on a colony) and feel of Armoured Core (Well, it tries. We’ll get to that.) And now, it’s come to Steam, in a HD edition that… Well, doesn’t exactly impress.

On the one hand, the game does some things better than some of its ported brethren. Actual sound, graphics, and keybinding options. Playable keybinds, so no, controller isn’t mandatory with this one. The mechs and enemies look alright, and the music and sound, while a little generic at times, similarly, are alright. Finally, with the exception of one menu element not being terribly clear, subtitles not happening in cutscenes, and the in-mission subtitles being in the top right (IE – where you’d rarely look), the UI and menus are relatively clear. Cluttered, but clear.

But these are, unfortunately, small potatoes compared to things that don’t go so well. There is little sense of impact, even with the missiles, which, in a missile heavy map, are going to obscure your vision, there’s so many smoke trails. You fire at a thing, it goes boom and dies. That’s it. I had originally intended to say the game is slow as hell, but no, that’s just the first body/legs. Once you get, for example, the BUNNY armour, boosting becomes fine, movement becomes fairly good, and with better legs, it gets better. But, funnily enough, this segues well into the next big problem with Assault Gunners HD… Balance.

Pictured: Slapping a ton of good stuff on, consequence free.

…Or, more accurately, lack thereof. By the time I had gotten to the first big enemy, rather than the hordes of small, not very smart, and weak enemies that give it more of a musou feel than that of an Armored Core game, I already had a Laser V (Best I’ve seen so far), level 5 in all the types of armours I know of, the best horizontal missile rack, stamina boost… I had a lot of good things, and, unlike Armoured Core, where its inspiration obviously comes from, there’s no disincentive (beyond the pickup magnet powerup) against just slamming all of them in and calling it a day. Oh no, its a grasshopper me- oh, it died before it managed to complete an entire loop of shooting? Oh, well, we’ll just be sad about the gunships we sent in as backup you obviously didn’t need, then.

So, before I’d reached 8 of the 20 missions in the base game (With a further 15 as DLC), I felt like a little tin god. Tin, because I never felt like it was earned, or even much of a decision. Fuck it, bunny armour and the best guns of their type on everyone! Extra target locks, extra health, shield regen, extra armour of all types, go wild, folks! And, since the mechs are used in every game mode (Edited in the Hangar menu), this then applied to the game’s wave based score attack mode, Inferno. Where scores of geometrically placed enemies died in droves to the fact that geometric placement is great for a piercing weapon, and I let myself die on Wave 18 because I felt the previous 17 waves had provided little entertainment or challenge.

This is *some* missiles. In a missile bot heavy map? This becomes “Good luck seeing anything.”

And that’s Assault Gunners HD… It’s fairly accessible, but, at the same time, I found myself having a relatively easy time, even on hard difficulty, and it had failed to entertain. Which is a shame, because there’s the kernel of a good idea here, and god knows, I wouldn’t mind an Armoured Core style game on PC, considering the lack of Armoured Core on PC, but this, for me, just wasn’t it.

The Mad Welshman consoles himself with a ride through some giant stompy robot games of the past.

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Going Back – TAROTICA VOO DOO

Source: Supporter Gift
Price: £6.99
Where To Get It: Steam

At first, I was, I’ll admit, a little confused over being asked to review TAROTICA VOO DOO, even as an advocate of old games, and the joy (and pain) of programming for older systems as a good thing to do. It’s not the friendliest of games. It’s not the easiest of games. It definitely has its flaws, and, even as someone who likes a lo-fi aesthetic, 2-bit “hand drawn” (read: Pixel doodles) wasn’t immediately endearing to me.

One of our three family members, completely ignoring us because dinner’s not on the table… Ohhhh, I hope a pla- ah wait, that’s exactly what I hope to prevent!

Tarotica Voo Doo is a somewhat surreal “Escape Room” game, in which you solve puzzles (Some of which spread over the entire house, like the Salamanders who light up rooms), in order to break into a family’s home, cook them dinner as an apology, and get them out of the house, all before a plane crashes into it. It’s also a game coded for the MSX. Not the MSX 2, or 3, or Turbo. The MSX, played via the official MSX emulator. So… A game coded for a 1980s platform, in 2018. Normally, very much my jam.

And, in terms of the technical wizardry behind it, it very much is. If you want some idea of the kind of crap people had to pull to code games for the MSX, the PDF attached to the game (hand written by the developer in both English and Japanese versions) is worth the price of the game alone, and explains the 2-bit aesthetic (It was the only way to get as many frames of animation as the game has.)

This poor dog’s only crime is that it’s holding the front door shut (somehow.) The zombies, skeletons, salamanders, and the like inside, on the other hand…

As to the game? Well, it mostly comes out middling. I like, for example, how four frames of animation are used to good effect in puzzles and combat alike, with the latter a sort of rhythm deal where you have to time pulling fully back (for defending) and forward (for attacking) carefully, with the only pressure being that failure means restarting the (short) fight. I like how smoothly the developer has papered over the cracks of a slow Video RAM, meaning that the experience doesn’t jerk or stutter, even in the short, equally 2-bit cutscenes. I like how its control scheme (arrow keys to move, space to start interacting with a highlighted object, up and down to interact with it, space again to leave that interaction) is simple, and similarly smooth. I’m not so fond, however, of some of the more house-spanning puzzles, like going back between various rooms and the basement, in order to release the salamanders that provide light for the torches… Or block them off. A few fights (such as with one of the aforementioned salamanders) are just a tadge counter-intuitive, and, as mentioned, despite liking lo-fi aesthetics, Tarotica Voo Doo’s didn’t really grab me.

Nonetheless, it’s not a bad couple of hours, even if it didn’t quite grab me, and, with the attached “CHRONICLES OF TAROTICA VOO DOO”, detailing how the program was built up, it’s an alright, actually retro game with a post-mortem dissection of how it was put together that’s well worth a look for 8-bit programming enthusiasts, or even folks who just want an idea of why pushing the limits of an older machine was hard as hell.

This puzzle’s explanation is one thing, practice another. Thankfully, with only four frames per statue, it’s easy enough to work out.

The Mad Welshman is heartened by the fact that, even today, people struggle with assembler. It puts his own struggles in perspective.

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