Cliff Empire (Early Access Reviews)

Source: Cashmoneys
Price: £5.99
Where To Get It: Steam
Other Reviews: Release

Right now, Cliff Empire is a frustrating experience. Not because it doesn’t have a good idea. Not because it doesn’t have a good aesthetic (futurist and clean.) No, it’s simply because its tutorial… Does not actually teach very well. Or, more accurately, it doesn’t keep up very well with how it is currently balanced.

Our latest bunch of hapless colonists.

Example: You are asked to build one matter generator. Then you’re asked to build a whole bunch of stuff that uses matter. Congratulations, your matter economy is now borked. If you, yourself, fix that, well… Did you know the power economy is, in the early game, heavily weighted toward building a lot of power surplus during the day, then disabling buildings and using batteries constructed by power surplus for the night? No? Oh. Well now you do. Some other things are more obvious, such as needing enough food and water to keep your colonist fed. But some needs are… Irritating.

Oh, yes… Premise. Earth has been blasted by radioactive war, leaving a lot of the fallout. Some folks escaped to an orbital station (which is doing just fine, by the by. Bastards), while the ones who remained, out of some weird altruism (that I don’t think those station folk are owed) built giant cliffs to rise above the radioactive fog that now covers the Earth.

Fun fact: They don’t always fill your needs. Perhaps the survivors on Earth had a sense of humour. In any case, there are three modes of play: Sandbox (currently preferred), Default (In which raiders don’t appear to come, but you have to fill those needs), and Tower Defense, which I haven’t even touched because… Come the hell on, I don’t need powering missile stations and shit on top of the hot mess that is currently “Just keeping folks alive.”

Trying to go it alone resulted in a… Marginally better life. Marginally.

Because yes, you will have trouble balancing needs. Colonists come in groups of 15 (needing Uranium to land, something you will have to trade for in the early game because you don’t know how much is in your particular cliff top), but housing comes in… 13, with the options for more if you spend the money. The money you won’t have until you build a trading station.

While we’re on the subject, let’s talk about the UI. Most of the time, the UI is just fine. But currently, the trading UI is clear as mud. It specifically wants you to enter numbers in the more than columns and less than columns as needed (Once you’ve put in a number, entering 0 for less than, or a number higher than you think you can feasibly reach for more than, is needed.) Buuuut guess how the columns, and the rows are differentiated? Answer: Not at all. It’s a big black space that, honestly, confused me for far longer than it should have.

What this doesn’t tell you: Also have enough matter creation to be able to handle that 3d printing and everything else you’re about to do…

Overall, Cliff Empire has an interesting premise (Even if I feel antipathy toward the orbital station survivors, considering their likely background), and it doesn’t need much more work, aesthetically speaking (Music is fine and calming, buildings are clear and futurist, UI… Needs some scaling options, and the aforementioned Trading UI thing.) But the balancing seems to need work, considering that nearly every building past the first few has some sort of roadblock or bottleneck associated with it.

The Mad Welshman will not allow the rich to get to the orbital stations. His knife and fork are at the ready…

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Bloodstained: Ritual of the Night (Review)

Source: Supporter Gift
Price: £34.99 (Iga’s Back Pack £7.99, Soundtrack £7.99)
Where To Get It: Steam

Ohhh, Castlevania. The mere name evokes memories of violin and piano laden music, memorable monsters, and, of course, a castle with a monster in it who plans to destroy the world. But alas, Castlevania is no more.

Die, Barber! You Don’t Belong In This World!

Good thing ArtPlay have perhaps created a new name: Bloodstained. And, for a first outing, it’s… Pretty close, if not spot on, to what I wanted, at the very least. A castle to explore, with paths opening up the more I fight. Memorable monsters with a mythical bent (Props on the Welsh and Gaelic stuff, by the way. XD.) Equally memorable characters, even if some of them are, on the face of it, a little stereotypical (But still highly enjoyable.) And some bloody amazing music, paying homage to the tunes and world that the team had previously created.

Honestly, from the moment Castlevania big name Koji Igarashii threw down his wine glass, it was pretty clear that this was going to be polished to an eerie sheen. And, funnily enough, it mostly is, as I have very few complaints… Mostly things that could just be me (Zangetsu and Andrealphus were somewhat painful for me, but part of this could be I was going quite INT heavy), or things that have a solution (On keyboard and mouse, RMB hold + MMB click for directional spells is somewhat of a pain, but… That can be rebound in a way that’s more playable.)

Too cute to die… Too dangerous to live.

So, for those new to how a Castlevania game works, this is basically the deal: There is a big castle that has appeared out of nowhere, casting demons and other gribbleys across the land (Some of which looks too cute to destroy, but you sort of have to. Sorry, demon pupper!) You, Miriam, one of the two survivors of the first attempt to summon demons, have come to stop the other, Gebel, from conquering the world (but maybe not all is as it seems?), with the power of Shardbinding (Taking demon’s souls, and taking them into yourself to gain new abilities), whatever weapons you can find, get in quests, or craft (Often very lovely to boot, each with their own special moves), and the fact that nearly everything that looks vaguely like a torch contains money or mana when smashed, have to save the world.

Aaaaand inhale, after all that! I love the feel, the cries of the beasts as they vanish, or their characterful moves. I love the music, and, funnily enough, one of the best love letters to the departed Castlevania involves this (Sit at the piano. And just wait for a soulful goodbye to what was left behind.) I love the designs, especially those of the two Shardbinders, Gebel and Miriam. And I love all the little touches inspired by the Castlevania series. Shardbinding works like Circle of the Moon. The Crafting works like some of the later titles.

The game uses its 2.5D stylings well for dramatic effect, or just for prettiness, whenever it needs to.

Look… I could rhapsodise for a long while about the feeling of beating down demons, getting new stuff, finding new areas with the new stuff, and the laughter at, even to this day, finding Wall Chicken… But overall, Bloodstained is the developers showing their love to the series they couldn’t carry on, by bringing it a new name, and all the care and design they’d honed over the years. It’s good stuff.

The Mad Welshman kneels before the Dark Lord. Nuff said.

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AMID EVIL (Review)

Source: Cashmoneys
Price: £15.49 (£23.79 for Warrior Edition, also available in a bundle with DUSK)
Where To Get It: Steam
Other Reviews: Early Access

Last time I looked at AMID EVIL, I enjoyed it, with some minor qualifications. Alas, one of those minor qualifications still exist (Sorry, AMID EVIL devs, your menu and your UI is not the easiest to read, and the menu is still visually painful), but the other now doesn’t (Soul power is unleashed with Alt-Fire), and so I can honestly say that, menu and UI aside, AMID EVIL is enjoyable. Hard, once it gets going, for reasons I’ll go into, but enjoyable.

This lil’ fella and his friends fire shots that somewhat home in…

So, let’s get the first thing out the way quite quickly: AMID EVIL, like its 90s and early 00s inspirations (Specifically, games like the Heretic/Hexen series), can get pretty twitchy, real fast. None of the enemies, individually, are that smart, are pattern based, and can be dealt with by virtue of being faster than them and hitting them really hard with whatever flavour of magic beatdown you happen to be using at that time (And there are several, each with nice, meaty effects to sink your teeth into, especially with Soul Mode unleashed.) But, from early on, there’s never just one, but a small army. Killing that small army is, to be fair, a cathartic as hell experience. But I often find myself coming out of fights with my HP barely inside the double digits, hunting for health pickups, a lot.

…And when there’s a lot of them… Ohhh boy, you’re in trouble!

So, essentially, it gets twitchy pretty fast, and I wouldn’t really recommend it to newcomers to first person shooters. But, y’know what? That’s alright. It is what it is, and what it is is a spectacle of gibs (some of which are, themselves, mini enemies later on), sound and fury, but, unlike the shakespeare monologue, it signifies one step closer to an interesting boss, a new locale, and new, more interesting enemies to defeat. Considering the game has seven episodes, each with their own flavour, there’s essentially a lot to play here.

An example of a beautiful environment. Shamelessly cribbed from my last review.

Okay, so… Apart from the menus, the lack of a map of some description can sometimes hurt it. Like DUSK, the game is very fond of trap labyrinths, secrets, and monster closets. Overall, though, while it doesn’t like to move beyond its very Quake 2 comfort zone, it aesthetically pleases, with good music, good weapon effects, and interesting low-poly visuals… Oh, and being fast as heck. As mentioned, not really for players new to FPS, but definitely a cool one to give a go.

The Mad Welshman would, honestly, root for the eyeball things if they’d let him. But they don’t.

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