Rogue Legacy 2 (Early Access Review)

Source: Supporter Gift
Price: £15.49
Where to Get It: Steam

Yup. This is definitely Rogue Legacy, alright. Platforming and murdering monsters in a procedurally put together castle and environs? Check. Some useful random abilities, some assholish ones, and some funny ones like IBS? Check. Several classes, and rising costs for every improvement you make, with Death taking all, then most of your money every time you die and your successor, from a random pick of three, asks him to ferry you to the castle?

KAME… HAME… HAAAAAAAAA!

Check. Whoo, that was a lot, wasn’t it? Anyway, yes, Rogue Legacy 2 is a procgen platforming type dealio, where your bloodline has been cursed, and only by defeating the horrors of the haunted castle in which the curse began can you all be free. That’s harder than it sounds, by the way. A lot harder, because you start pretty weak. Weak enough that you’ll likely die within a few rooms at first.

Still, even with the game being in early access, there’s a fair few changes in this sequel, such as the introduction of an Archer class, which has the side effect of… Making mouse controls or using gamepad somewhat mandatory. Sorry, keyboard only buds, it’s one or the other. New abilities, such as one that makes you take more damage, but only have a bullet hell like central hitbox (represented by your heart), or… Sigh… Pacifist. No attacks. No ability to damage, even via your new spin kick. +75% gold, though, so if you’re really canny, you can make it work. I am not, hence the gusty sigh.

Ooookay. That… Is indeed a boss door. Jesus…

And aesthetically, the game is still clean looking as hell, but less pixelated. It’s got this cartoony vibe to it, preserving the general look, and… I like it! Musically, it remains on point, remasters and remixes of the original tunes so far, all good.

Any critiques? Well… Much the same as the first game, honestly. Some of those visual abilities really are a bit of an eyesore, early impressions make the game feel much tougher than it actually is, and, new to this one, they could do with introducing window locking of mouse, because, while using a gamepad negates this, in windowed mode, it’s very easy to click outside the window as, say, the Archer (who I actually like as a class, on par with the barbarian for “Can screw up enemies” with the addition of being ranged, while still being fragile enough to only be on par)

Ah, the spiky ball that bounces slowly around… I didn’t miss you, old nemesis…

…And then dying horribly as you try and get back to the game window. Most of the classes remain very similar, the general mechanics of “Find things in the dungeon to give you permanent buffs” and challenges are similar (again, a nice new touch is the teleporters that need to be used, themselves making for new challenge puzzles which are interesting), and so, it feels, so far, like a refinement of what’s come before.

And I do like me a refinement. So count this one as recommended, and one to watch.

The Mad Welshman is actually the 253rd Mad Welshman of the name. His full name is Jamie The Mad Welshman, of The Mad Welshman line.

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Carrion (Review)

Source: Cashmoneys
Price: £16.99 (£7.19 soundtrack)
Where To Get It: Steam

Ah, Hollywood Scientists… Always poking into things man was not mean to. And it’s no spoiler to say that you are the monster, that your goal is to escape in order to eat the world, and I am very down for that.

See these guys? They’re fucked.

Carrion, essentially, is a metroidvania (That sort of game where you move around a world, unlocking abilities, solving puzzles, and opening doors to progress) in which you are a wriggling, tentacular mass of teeth and animal hate, able to eat people, throw things (and people around), and later, do all sorts of nasty things to people. But that is spoilers, even if the ending…

Look, what are you going to expect when you have a potentially world eating monster, and that monster is the protagonist? You’ve got a 50/50 shot, I reckon, of being completely right. Especially if you’ve watched movies like Invasion of the Bodysnatchers or, pertinently, John Carpenter’s The Thing (the original, not the prequel.)

This guy? Not going to have a good time. In fact, they’re fucked. Although sadly inedible.

Aesthetically… Damn… The whipping, whistling noises of your tentacular body, the screams, the growls, the dark, brooding music (that spikes into sharp stings or combat music, depending)… If there was something I could point at and say “This was done most excellently, it would be the soundscape. Visually, it’s fairly clear, and you learn very quickly what items do, even if the map… Is nonexistent. The pixel characters aren’t characterful, per se, although they have differing looks… But that’s fine, because they’re prey.

Well, most of them are. Once you get into the late game, encounters become more deadly. You have more tools to deal with them, but just being a hammer made of tentacles, spikes, and death doesn’t quite cut it. You have to act smart. And the puzzles require you to use all three of your mass levels, each with differing powers available, to get through.

These folks, being unarmed, are especially fucked. But their bodies are a good backup in case you need to replenish health without saving.

It’s a pleasure then, to see mouse controls that are responsive.

As to the story, well… It’s all shown and not told, it isn’t terribly complex, but it works. People may well critique it for being short, or the lack of map confusing them… But the checkpoint saves are fair, the aesthetic overall is brutal, bloody, and brooding, and… Yeah, I do love me a game with a villain protagonist, a monster counts, it’s tightly designed, and I’d rather that over a 120 hour game, 80 (at best) of which is padding. Recommended.

Does anyone else remember how creepy the whipping, whistling noises the Thing made during the dog scene? Yeah, you probably do. It was awesome!

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Eastern Exorcist (Early Access Review)

Source: Review Copy
Price: £13.49 (Demo is available)
Where to Get It: Steam

Being an exorcist in a world where demons not only exist, but have physical form, is a tough, dangerous proposition. And one’s heart needs to be like steel, as the protagonist quickly discovers. And so begins a journey of redemption, and perhaps revenge. Although I will say… Why the hell would you trust a Fox Spirit, a spirit well known for its lies and illusions? Ugh… Well, it makes for an interesting story.

Yes… How dare she turn into a vengeful ghost because we murdered her!

Eastern Exorcist looks pretty good. It even has an alright story. But… It has flaws. And gamepad comes heavily recommended. The various attack, parry, special, etcetera keys build up very quickly, and follow the JKL… Wait, no… H, JKL, UIO… And I’m sure Y will end up there pretty quickly. 8 buttons, not counting basic movement and jumping. That’s a fair amount, and, placed so close together… Either rebinding the keys for your comfort, or playing on gamepad is heavily recommended. And its gameplay…

This big guy moves more than this, but yes, he has a hefty recovery time for an equally heft boy.

It looks, on the surface, like an ARPG metroidvania. And maybe it improves from its somewhat basic formula later on… But the early game feels… Flat. I have a dash. I have a double jump. And yet… I don’t seem to use them much in the early game. The tutorialisation is, for the most part, pretty good, despite some segments being forced, but some concepts remain a little mysterious to me. And I meant to dash, and immediately hit J if I know it’s going to be a perfect, or as the symbol appears (usually when I’m too far away) or… It’s only one example, and the other mechanics, such as perfect parries or reflection, are explained well, but it’s a small thing that annoys me.

Moments later, they slashed me up but good. Not lethally, but still… Argh.

And so… I’m rather torn on this one. I’m not all that fond of what I call the “Gamepad heavily recommended ” games, and its early game feels flat in both the platform sense and the combat formula sense (Although that may just be me, as the enemy variety is solid pretty early on), but… It is Early Access, there’s plenty of time for it to improve, and the art style is definitely good, with well telegraphed attacks and clear signs of perfect dodge timing.

It’s one of these games where some problems are obvious to me, but others… Others are annoying me with not being able to properly pin my feelings down. It’s still one to at least watch, as I certainly didn’t find fault with the story, and the English localisation seems solid.

I just wish I could pin down more things about why I’m torn on this one right now.

The Mad Welshman, as an important reference, has not seen Chinese Opera. Just want that out there.

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Risk of Rain 2 (Review)

Source: Cashmoneys
Price: £19.99 (£5.19 soundtrack)
Where To Get It: Steam

Other Reviews: Early Access 1

“WHERE’S THE FUCKING TELEPORTER?!?” I cry. I’m running for dear life, chased by 30 enemies of various types, including some very big boys indeed. The enemy level has risen to “Insane” (one step below “Impossible”), and I am hunting for a circular space with two horns, dark grey… In a multi-levelled cavern, floating islands and chains aplenty… And most of the surfaces are red.

It is world 4 out of something like 30 I’m meant to clear. Or maybe less to win the game. I don’t know, because I have real trouble finding the teleporter quickly.

Sod, sod, sod, sod, where the fuck is it?!?

Of course, part of that problem is that Risk of Rain 2 is a noisy game, visually. There are, I seem to recall, indicators of where the hell it’s meant to be… But even in levels where colourblindness isn’t an issue, there are enemies, often bright and attracting attention (not least because they’re trying to kill you.) When you have turrets, and you can’t directly see them, there are arrows to let you know where they are on the edge of the screen. Things are going boom, things are going ratatat-tat, things are going zap… And, often, they are coming from all directions. There are sparkly glowies that roughly signify where it is, but… Look to the aforementioned visual noise.

A similar thing happened in Risk of Rain, the first one. But there, you didn’t have to worry about the teleporter blending into the background. Its big horns were harder to miss.

Ah yes, this big ol’ lad… With the laser that’s nigh impossible to avoid.

Does it, apart from that, feel alright? Well, I’ve already mentioned how noisy it is visually, but its UX is relatively unobtrusive… With the glaring exception of getting an achievement, which covers said UX in a big, attention grabbing “YOU GOT THIS.” I would say “at the worst times”, but there isn’t a good time to get distracted. Still, you don’t need to worry about much of it, so that, at least, is okay.

Sounds are good. What characters I’ve unlocked are interesting to play, each with their own loadouts of skills. And I definitely cannot say the bosses and enemies aren’t interesting, because they are, even if, like its predecessor, the AI is essentially “Hyper-aggressive, all the time.”

You knew there had to be one death screenshot, right? Wouldn’t be representative otherwise.

The thing is, for all that I’m told it gets easier, when a core part of progressing is so damn frustrating to me, all the interesting enemies, good sounds, and progress based gameplay means jack and shit. I want to fight those bosses. I want to find those teleporters. I want to see those characters.

If you like a hard, twitchy challenge, even on the easiest difficulty, then yes, Risk of Rain 2 is for you. If you do not, this will only frustrate the hell out of you, as it has me.

After a discussion with friends, The Mad Welshman has deduced that we would all die if Isekai’d. Especially here.

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Record of Lodoss War: Deedlit In Wonder Labyrinth (Early Access Review)

Source: Cashmoneys
Price: £10.29
Where To Get It: Steam

Mmmm, I love me some experimentation, and I’ve been getting a fair bit of it. I love me some Metroidvania funtimes, those action platformers where you unlock new areas by finding items, powerups, switches for somewhere way off, and defeating bosses. I’m not particularly familiar with Record of Lodoss War, but I’m informed it’s good.

And yet, I’m not quite meshing with Deedlit in Wonder Labyrinth, even knowing and loving its inspiration. And it’s mostly my fault.

Not pictured: A big ass water blast.

Let’s explain that: One of the things somewhat unique to this game is a spirit mechanic. The Wind spirit protects you from small wind element attacks, and gives you a sort of glide (we’ll come back to that.) The Fire spirit protects you, again, from small fire attacks, and adds fire to your attacks. Switching between them is important in this game, as, without it, you’re going to take a lot of unnecessary damage on the first boss, not get to certain areas you need to, and not, generally speaking, progress very far in the game.

I am not very good at this. Oh, and gamepad is recommended, or some heavy reconfiguring of keyboard controls, because the keyboard mapping is… Ohgod, for the first boss fight, three things you will definitely want are your bow (S), your jump (X), and switching your spirit (W.)

I genuinely love this mechanic. Good puzzling action.

Now, in my defense, health is not plentiful. You get some back by successfully attacking in fire form, but it doesn’t take all that much for you to keel over and go back to the last save point. And it doesn’t level up. Your magic levels up, and down, and your attacks level up (and down) based on how well you fight, but your health doesn’t appear to.

So it’s a tadge difficult, and I’m bad at it. It should also be mentioned, at this point, that it’s very much a work in progress, and only two areas (each with a midboss and a final boss) are in the game at the time of writing. So if that’s a turnoff, wait.

Still, it plays well, my badness and the keyboard controls notwithstanding, and aesthetically, it’s great. The feel it’s intending to give off is a homage to Symphony of the Night, and it pulls it off very well, with Deedlit even having, as fans call it, the Alucard Strut. The music is good, the spritework is damn fine, and the only real mar on the aesthetic is a smallish text size. Nonetheless, it’s a clear text separated well from the background, and the UX is otherwise pretty damn clear, so it’s solid in that respect.

God-damn door mimics!

I’m sure I’ll get better at this, and I appreciate most of the changes it makes to the formula of this genre, so I’d say that if you’re not turned off by the currrently short playtime (comparatively), and if you like a little challenge, then Deedlit in Wonder Labyrinth is a solid pick. And I get the feeling it’ll only get more interesting with time.

Elves. Nothing poignant, just… Elves, man, elves…

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