Stranger of Sword City Revisited (Review)

Source: Review Copy
Price: £44.99 (Both this and Saviours of Sapphire Wings, £9.99 for each of the two soundtracks)
Where To Get It: Steam

Oh, I’ve been waiting for this one for a while. Bated breath and everything. Actually, it’s nice that my breath isn’t bated anymore, it was a real hassle. But yes, Stranger of Sword City is being Revisited, and I am very much down for trying it.

After all, when I last saw it, that one samurai guy kicked my ass, and I want to return the favour this time around with more quality of life, y’know?

Why yes, that is a Japanese schoolgirl with a big honkin’ sword, demon armour, who’s just sliced up a giant monster but good, why do you ask?

So yes, as mentioned in the Saviors of Sapphire Wings review, this is bundled with said game, and both are step based, grindyish RPGs in the vein of Etrian Odyssey or Wizardry, where you have to take the time to get powerful enough to beat that next asshole that’s blocking progress. You explore maps, you get random encounters and not-so-random encounters and bosses (I wouldn’t dare call any of them, except the beginning goblin, a miniboss), and you try and level up to get more special bosses murdered, to eventually…

Ahhh, but here we get to story, and honestly, I like this: You’ve been transported to a different world, a world where the detritus of multiple worlds ends up, including ours. And you are a chosen soul. Think that’s cool?

Well, it actually means everyone’s after either your allegiance or your head. And there are three major factions, each with their own goals to work with. It’s relatively minimal, with the focus more being on the world and its encounters, but it is interesting stuff, and the world is an asshole.

I do not wish to discuss the implications of your starting equipment at this time, thank you…

Aesthetically, it works a’ight. There’s a custom uploader for character portraits, but beyond this, and the great character/monster art already in the game, the UX is mostly workmanlike, pretty clear, everything important identified… It’s solid. I can’t really say the sound effects wow me, and the music’s alright, but overall, it’s solid, and that’s cool.

Mechanically… Okay, let’s get one thing out the way right now: If you want a game that respects your time, gives you an experience that doesn’t involve a whole lot of repetition, neither this or Sapphire Wings is it. This is an old school JRPG, and you either grind or die. Now that we have the turnoff out of the way, the game’s systems are relatively simple.

Creating multiple characters is a must for the game, as party members have a limited amount of resurrects, and if you’re not using those, they’re out for quite a while, several dungeon expeditions, in fact. Levelling and classes, well, they have fixed roles, fixed trees, and stat improvement is relatively slow, but consistent. What’s important here is that the game’s length is somewhat increased by keeping characters consistent in levels, and making sure you have backup roles, in order to ensure progression is relatively smooth.

At this time in the game, these are chumps to me. Their boss, on the other hand…

You will get caught off guard by bosses. You will run away from fights. And you will be making use of all your tools, including the new feature, Freemen. Technically, the other “new” classes are not, in fact new (the Puppeteer and the Clocker, who do enemy control and time fuckery respectively), but the Freeman most definitely is, and, at first? Doesn’t seem that useful.

However, even if they can’t take to the field like any of your other heroes, they level up in base like any other party member (At a reduced rate), and their levelling benefits… Make your life easier at home. Better experience gain for folks at the base. Better rates from the smith. Other fine benefits like that.

I could say a lot more, but, apart from the big caveat of “It’s an oldschool JRPG”? It’s a really solid game, and I’d already been looking forward to this Revisited version precisely because I already knew it was a cool member of its subgenre. It comes with Sapphire City, also reviewed this month, so it’s a solid purchase overall. Give it a go, JRPG fans.

I am no stranger to Sword City. We just never got past the hatesmooches phase in our relationship.

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Doctor Who: The Lonely Assassin (Review)

Source: Review Copy
Price: £5.99
Where To Get It: Steam

Found thingumajigger type games can be interesting. When, that is, they properly open up. Or don’t tell a random person who found a random phone that they’re looking for a doctor who isn’t actually a doctor but travels through time and space.

Y’know, just normal found mobile game stuff, which wouldn’t result in the protagonist dropping the thing in the trash or handing it into a police station or… Look, there’s immersion breaking, and then there’s “everything about this feels wrong from very early on.”

Petronella…? Petronella, honey? UNIT is sort of meant to not talk about the Doctor so much, even if the Doctor talks about the Doctor the whole time…

None of the choices I’m given seem like something I would say in the situation. Some of the clues I’d like to pass on I can’t. I’ve been handheld for approximately 17 minutes (I’ll update as I go on.) For the first twenty minutes… I don’t feel like I’m solving anything.

It does, after this point, begin to open up. But… I still feel like I’m an observer of an observer, someone who’s more watching someone else click through a phone, listening to phone calls, talking to, as mentioned, someone who just casually mentions the Doctor like it ain’t no thing… A person I’m watching who doesn’t make sense to me. In fact, every time the Doctor comes up in conversation, I wince. Because, from the outside looking in, it feels so forced.

And, at times, I feel a frustration I haven’t felt in a long time. The frustration of having to go through all dialogue options to end the conversation in question, get back to the uploading of clues. And that’s forced in, most of all, when talking about the Doctor.

If they’ve bought the game, they know who the Doctor is. They know. They don’t need Petronella Osgood to forcefeed them.

Spooky! Scary! Neither of these adjectives actually held true for me!

It’s at this point that I feel I should point out that the history of Doctor Who games (and their quality) has been… Variable, but tending toward the lower end. Which is a massive shame, because it’s an interesting franchise, with some really memorable plots (and yes, some notable stinkers.) And yet…

It tries to jumpscare me, and I merely sigh. I see the staticky bits, and I tut, noting that this is not an epileptic friendly game.

And the mystery… After an hour or so, I stopped caring. I’m surprised I lasted that long, because apart from trips to jumpscare territory (and one unskippable video of a secondary antagonist, Mr. Flint), it… Didn’t feel like it was going anywhere. It was holding my hand for a fair few portions, and, honestly, it didn’t sell the concept it was trying to pull off at any point in that hour and a half. I come away disappointed, and the history seems on course.

I have more faith in Petronella Osgood than this, game, chatty though she may be…

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Nioh 2 Complete (Review)

Source: Review Copy (Which meant I had the DLC of ye original Nioh 2, and still died a whole bunch)
Price: £49.99
Where To Get It: Steam

Play with a controller. Make sure you get a comfortable right stick setting. Prepare to die a whole bunch learning this. This is your primary warning for Nioh 2, as it is unforgiving of mistakes.

I learned this… A lot. A lot a lot.

Meet your first exam. It’s a real killer.

So yes, Nioh 2 is an action RPG with slowish levelling, more requiring skill with equipment and your abilities than anything else (although what you can equip is limited by your stats, and you should definitely keep this considered), fixed attack animations (don’t be hammering on the attack keys), combat with a fair amount of depth, such as which stances to use, tactics, using your demon abilities well… You’ll get an exam on these real early on, along with the exam on “There are enemies you definitely shouldn’t fight unless you’re super skilled”, and the lessons will be painful.

Getting to your stuff you dropped when you died is not going to be easy if you died in a particularly nasty spot, and… Look, it’s a tough game with a steep early learning curve. Play the tutorials. Experiment. Be prepared to die a lot, or less if you’re already experienced in this. There’s a fair amount of timing to it, such as recovering your ki (stamina) by pulsing it at the right moment after a combo, which also serves the purpose of purifying an area, an important facet of fights with demons, because they can power up or use them.

I think I see why I’m being dunked on so mercilessly… I chose to play a nerd.

Aesthetically, it’s gorgeous. Lovely music, characters and monsters that really pop, taken from Japanese mythology and history alike, great sounds, and a clear UX. It’s good here. Writing wise, it’s stylish, and an early touch of the ghosts of your parents commenting on your character creation is… Okay, I teared up a little at hearing the character’s mother, who’d died messily not even thirty seconds earlier, say how we’ve grown so fondly.

But yes, it is tough as heck, and if that’s a turnoff, don’t bother, even with toning the difficulty down, mastering the systems I pretty much a must.

Beyond this, though, there’s… Not a lot for me to say. It’s good, and it has a lot of the stuff you’d expect from an RPG, with several different weapon types (I went edge, with a kusarigama and a switchblade, aka “It’s a scythe that turns into a bat’leth, deal with it, yokai.”), and… I enjoy it. Even if I die, and am going to die, time and time and time again.

This intro story shares a little with the story of the Red Oni and Blue Oni, but… I honestly just wanted an excuse to post a screenshot of a buff horny man with a big stick.

So, yes, if you’re either good at this sort of thing, want to struggle to play a cool game using Japanese mythology and history to tell a dramatic tale in a world of demons… This one’s good for you.

The Mad Welshman defends quick weapons to the death. Multiple deaths. Many, many deaths.

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Geneforge 1: Mutagen (Review)

Source: Review Copy
Price: £15.49 (£7.19 for hintbook and bonuses, somewhat recommended)
Where To Get It: Steam

Geneforge is a name with associations for me. The clunky charm of Windows 95. College. Being able to play 2nd Edition AD&D without wincing. Not all of these are dependent on the time it was released (Windows XP was the same year as Geneforge, and AD&D… Well…) But they’re associations for a reason.

Geneforge is what we would call “oldschool.” It only takes one look at the screenshots to see eras bygone in game design, and the game was, originally, pretty damn tough. Save early, save often.

Although difficulty selection is a wonderful thing, don’t you think?

“You feel a deep compulsion” are words you generally don’t want to be hearing in a tabletop game.

In any case, being an old school type RPG is both a strength and a weakness. It’s a strength, in that the developer has considered how classes might be seen by the NPCs of the game, different dialogue options exist for both classes and skills, and dialogue is rich with lore.

It’s a weakness because some design elements have never really been fixed, and combat can be brutal for the unprepared, although it does ease you in very well.

God, that UI. That UI has no scaling options, and so icons are very small, so very small. Text is not quite so small, but it’s still… This ain’t the most accessible visually, and, as an aside, you will be holding down Tab a fair bit to see what the hell is interactable, and even that won’t necessarily help you with items that are just on the floor.

But for all that, Geneforge is nonetheless an interesting RPG, with a very unique world. In it, biomagics, “shaping”, are a rigidly controlled, yet powerful magic, that has shaped its society. Small, pig like creatures with humanoid faces take the place of computers, created to be repositories of knowledge and scanners, meant to last a long time. Servant beings have been created, and…

Shapers: We make monsters for utility reasons. Also dickwaving reasons.

Look, Shapers are Not Nice People. It’s made abundantly clear early on due to the early dialogue, the matter of fact way in which the protagonist is so calm about magically created/changed beings, how he just assumes that the humanoids on the island are servants, but ones who have gone a long time without a master… What sets alarm bells in his head is the canisters, one of your prime forms of levelling up in the game. They change you, change you from the inside out, insert skills, powers into your mind, your essence. And would you look at that, they’re also Shaper creations, although banned, a dark part of the Shaper’s already dark history.

Aesthetically, it’s… It’s clunky. It’s unapologetically clunky, and clearly still made with small window sizes in full screen in mind. Nothing really scales, so at larger resolutions, like, y’know, the now common 2560×1440, it’s somewhat eyestrain inducing.

“I cast death” “Hrm, what kind of death do you cast?” “Particularly deathy death.”

Combat, well, it’s turn based, it’s action point based (you can do multiple actions in a turn if you have the points, if not, well… Boohoo), and it definitely has its nuances and interesting encounters, although it will often boil down to “Murder things horribly with the right elements.” But it’s still good, and I still like it.

Still, overall, this is, again unapologetically, a niche game. It’s for those who love the old 90s isometric RPGs, with all their jank and dialogue heavy funtimes. I enjoy it… But not everyone will, and I’d only cautiously recommend it because it’s a good example of its genre.

The Mad Welshman prefers to play with artificial life. Don’t judge.

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Dragonborne (Review)

Source: Review Copy
Price: £12
Where To Get It: Steam

The GameBoy still has a treasured place in many hearts. Its simplistic graphics and its relative accessibility compared to other handhelds, its library, memories of playing it in schoolyards, and of its awful, awful screen sticking with many.

And so, someone naturally made an engine that can easily make gameboy games, with gameboy limitations. And so, someone in the modern day made a commercial indie RPG with gameboy limitations, in a gameboy engine. And so we have Dragonborne.

Issa good title screen though, I gotta admit.

This is, right off the bat, a limited appeal. Gameboy limitations mean a limited palette, mostly greens, small, chonky sprites… And bitcrushed sound which will sometimes conflict with other sounds, like, for example, the music. It be beeps, boops, and noise, which can be used well, and are used well, with some cool tracks, but… It’s an acquired taste.

And, of course, it’s a homage to gameboy JRPGs, which were, it must be said, a somewhat limited bunch. For the early game you can attack, or use potions. Thems your lot until you learn magic, and get hold of at least one sword, each of which has their own special attacks. But until then, and even, to a lesser extent after this, everything’s a damage race. A low stakes damage race, because once enemies are defeated, they remain defeated, but… Combat doesn’t have much depth, and the progression is in items, not in levels or XP or whatnot.

This is correct, you must everyone in town… Talk to everyone in town. Jeez, dunno where that

The story, similarly, is low key, no massive worldbuilding, no grand stuff, just people giving hints, or chatting briefly, fetch quests, minigames (such as rock paper scissors), and puzzles, which often consist of our old “friend”, block pushing. It has stakes, but they’re gradually revealed, and what begins as “My dad is missing, and bandits may be responsible” grows into “Ohshit, dragons” (although this is heavily foreshadowed, as with many gameboy RPGs. Y’know, like Pokemon)

This isn’t a bad thing, by the way. These are “It’s a thing” things. But it’s a very specific experience, and it’s one for a pretty specific sort of taste.

And that, honestly, is what I really need to say. It’s not a bad game, although I do wish the combat was a little more than a damage race, and I wish there were less block puzzles, but it is something that appeals to a very specific audience, and I would say to watch the first part of a Let’s Play or something like that to see if it would be the kind of experience you’d want to play.

Attack, attack, attack, or attack? Oh, or item, but I don’t need that right now… Attack it is then!

Hell, I advise that in general with any game, but moreso with games like this. A very specific recommendation, then.

The Mad Welshman played the hell out of The Addams Family way back when. He regrets nothing.

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