Team Sonic Racing (Review)

Source: Cashmoneys
Price: £34.99
Where To Get It: Steam

Obligatory “Oh look, it has Denuvo” warning.

Ah, doesn’t Team Sonic Racing look pretty? Aren’t its tracks interesting, and its soundtrack gorgeous butt rock of the type we’ve come to love and expect? Solid voice acting, and a typically Sonic story with fourth wall breaking and silliness? Golly gee, this would normally make for a very positive review, wouldn’t it?

Exceeept… Team Sonic Racing, to me, feels like a case of “You had one job.” Because the racing… Is somewhat painful.

Oh dear. Knuckles got hit by something. Not my fault!

Not the team aspect. That was actually quite interesting and cool. After all, encouraging co-operation in a team racer is a good thing, and this, it does quite well, by giving benefits to those who slipstream each other, give each other little nudges forward, weapon boxes when they ask for them (The person heavily in first place rarely needs them, after all), and even for agreeing to use Team Ultimate at the same time. That is legitmately cool, so props where props are due.

No. It’s the rest of it. Let’s start with this whole drifting thing. If your drifting is painful, on both mouse and keyboard (and it was for me), then maybe, just maybe, it’s not a good idea to so heavily emphasise it. Or make it the star ability behind both the “collect things” challenge types that exist. Overall steering is, honestly, not terrible (not great, but not terrible), but, since the track design also has things for which a simple turn doesn’t suffice, er… That drifting is required. The same drifting that so badly gelled with me. Joy. It doesn’t help that the drift boost is… Disappointing, compared to the headliner team mechanics.

Attempted, a light drift: What I get… OH GOD WALL WHY.

And then… Customisation. Normally, I am a beast for customisation in racing games. I love me new parts. But when firstly, said customisation is based on gacha (That’s random drops, ala lootboxes), and there are a total of three parts of Speed, Technique, and Power type, along with gold versions of the exact same powerups… Well, that’s somewhat dull, especially as their boosts and maluses are… Middling, at best, not significantly changing play.

As noted, on an aesthetic level, it works just fine. Most things are clear (The only thing I didn’t find too clear was the quicksand v track segment of one track, but overall, it’s bright, with solid readability and good value shifts for clarity), the designs work well, and the music and VO are good, solid stuff. But this is, unfortunately, an at best passable racing game. At worst, its drift’n’collect stages are frustrating, and the online play… Well, it isn’t great. The ending animations become unskippable (and they are slow), reports come in of matchmaking problems…

AEAB. That’s all I have to say.

…Overall, TMW has definitely seen better kart racing. TMW has definitely seen better racing games overall. And this is a shame, because an otherwise glittering core element, and an otherwise shiny exterior sandwiches… Well, blandness and some irritation.

It is The Mad Welshman’s sad duty is to inform you that no, you do not, in fact, go that fast here.

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Octonaut (Review)

Source: Cashmoneys
Price: £4.99
Where to Get It: Steam

Ahhh, shoot-em-ups have such an interesting family tree. From space invaders, to 1942, and Gradius, and Uridium, to… Well, a whole world of little to middling changes with big effects. And Gradius, or, more accurately, Parodius appears to be the inspiration for Octonaut, a fun little shmup about an octopus that’s going to save the world. And look cartoonishly cute and oblivious while doing so.

TFW When a mutant shark is thirsty for an Octopus starship,..

Mechanically, a shmup is a subtle thing, most of the time. Yes, okay, “gun go bang, thing go boom, get score, don’t get hit” is not subtle at all, but the reason a lot of patterns in shmups look familiar (The snake, the circling, the “I’m just going to sit here looking dangerous before shooting”) is because they clearly communicate expectations to the player. What Octonaut has, in addition that, and an interesting set of weapons, is dodging into the background, and a very timing based outlook rather than a twitchy one. For example, as with games like Twinbee and Parodius, the score items increase in colour and value the more you shoot them… To a point, after which they revert to the lowest point value, and you have to do it again… If you have the time. Movement is relatively slow, and enemies vary a fair bit in their tactics, so it’s more recognition. And I like that.

Aesthetically, the game works really well. The music is Sega Genesis/MegaDrive inspired, and it is indeed heavily reminiscent, with a variety of moods, all well crafted tracks, and the aesthetics, similarly, are that cartoonish, clean look seen in shooters of the period. It’s pretty, and this, also, I appreciate.

Some segments, as noted, outstay their welcome. This one in particular.

Okay, things I appreciate a little less. Screenshotting this was annoying, because the game’s window is not customisable, and is, in fact, quite small. Playing it in full screen is fine, but… Yes, the default window being tiny and unchangeable annoys. It’s more a reflection on me and my time-starved ways that completion appears to be required for Custom and Panic modes, instead requiring you to get through the game (Thankfully, Normal difficulty is both generous with lives, with good health, and is definitely do-able, I can report), so that one goes under niggles, but otherwise?

Otherwise, this is a solid shmup, with fine music, good aesthetics, solid wave design, and interesting bosses. Its levels have interesting gimmicks to them, none of which are frustrating (Although some, like laser jerk, go on a bit too long), and… Yeah, shmup fans, chalk another one to check out, this one’s pretty nice!

Wait, the Metroid Bees have skulls now? ABANDON OCTOPUS!

The Mad Welshman doesn’t know what’s been going on with shmups and windowed mode, but… Heck, this month has a lot going on overall…

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SnakeyBus (Review)

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

Sometimes, the old ones are the best. Pong has somehow survived to the modern day, although in oft unrecognisable forms. As have Tetrominoes and Puyos. And there is even room, in the modern day, for twists on Snake. Some are clever puzzlers with a snakey theme, some are repetitive minigames to represent grind or hacking (No, really), and sometimes… Well, sometimes, it tries 3D. I’d say that Snakeybus is one of the more successful ones on that front, and it’s largely due to having interesting maps.

Rest well, valiant… If foolish SnakeyBus.

So, one thing to get out of the way right now: Snakeybus is not the most polished of games. The UI is a utilitarian, boxy affair, the models and physics relatively simple, and the maps and garage are both relatively small. When passengers are dropped off, and the bus elongates, it does so by literally popping in the bus segments, rather than anything fancy, and, apart from the motion of the bus (and ragdolling of passengers on death), animation’s somewhat crude.

Okay, fine, but, and this is the important but: It does exactly what you would expect with a portmanteau of Snake and Bus: You move (slowing or accelerating depending on your W/S keys, steering at a fixed rate with your A/D, a little harder with shift), picking up passengers, and, preferably when the bus is full, you drop them off at a specific, fixed point (one of several is chosen), grow some, and you attempt to do this until you explode. Now do it again, but better. And this would, very quickly, become an exercise in frustration if it weren’t for… Your other key: The spacebar, aka “JUMP.”

Gonna eatchu, little passe- wait, no, body, don’t block me, bro!

Yup, this bus not only grows depending on how many passengers it’s dropped off, it can fly too. And, if you manage to hit ramps at the right angle (IE – without knocking them over), and a fair clip, you can get over obstacles (including yourself) that way too. It’s… An understatedly fun experience, honestly. Even if Endless (the 7th main map) is kind of a bad joke.

The “joke” is that there’s no passengers, just an endless, uncrashable bus ride, constantly lengthening until either the game crashes, your computer does, or you realise what it’s doing from the achievement and grumpily hit the ESCape to leave.

Desert Bus: Party Bus Edition.

Despite that, and the lack of polish, though, Snakeybus is definitely a relaxing way to spend a lunch break. Seeing what silly tricks you can pull, hearing the screams of the passengers sucked into the Bus of Inevitable Doom while light driving jazz plays, trying to ride your bus along the top of your bus… It’s a short, silly game, played in short, silly sessions, and that’s a niche I can respect.

The Mad Welshman likes it when folks keep it simple. Om nom nom.

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Horizon Chase Turbo (Review)

Source: Cashmoneys
Price: £15.49 (£17.53 for game+soundtrack, £3.99 soundtrack)
Where to Get It: Steam

Arcade racing games can be beautiful things. They don’t even have to be twitchy, they just have to feel twitchy. And the best of them appreciate that all you really need is steering, acceleration, brakes, and boost.

While the number of racers seems intimidating, there is some level of avoidance on starting, so with a little care, it’s fine.

Okay, that one’s subjective, but hey, less controls means more accessibility, and on the controls front, Horizon Chase Turbo definitely fits the bill. Everything is accessible on keyboard with one hand. And, while the game definitely has some twitchy sections, a lot of it is, essentially, the art of the overtake. Turning corners hard may get you round that corner for sure, but if you want to pass that car in front instead of bumping their rear end… Well, ease off on the turn a little, you can edge by ’em!

Now, the thing with Horizon Chase Turbo is that, apart from completionist stuff, mechanically, it is very much “Does What It Say On The Tin.” The most complex part of it is boost starting (Have your revs in the green, not the red when the count hits 0, you get a boost), and everything else is aesthetic and track design… And the base track design is good. Good aesthetics, and only a few nasty surprises in the form of a couple of high chicane tracks early on.

A lot of overtakes feel… Really close on reflection. But damn, they feel good…

No, where it likes to get challenging (sometimes downright nasty) is for the completionists among us. You see, there are tokens. Get all the tokens and place first, you get a super trophy. Get all the super trophies, and a gold in the Upgrade race (Permanent buffs for all your cars, two stats at a time), and you unlock a new car. But these tokens have been the biggest source of retries for me, as some are placed in such a way you have to get each row, each lap, some are placed so it would be very difficult to get both rows in one go, and one track in particular in the early game raised my eyebrow a little, as the tokens are on the inside of one curve to the outside of the next. In driving terms, this is basically the hardest kind of line you can try to follow.

But the thing is, apart from that, Horizon Chase Turbo is really enjoyable to play. Its simplicity means you’re paying attention to the race, its music is good driving tunes, from rocking synth guitars to instruments that remind me heavily of Amiga soundfonts (The Amiga had a lot of racing games), it’s visually pleasing and clear, and, for the devs among us, there’s the fun note that Horizon Chase Turbo mimics the visual style of outrun (Which used sprite scaling to imply distance) by… Scaling the models as they become visible, essentially doing a 2D trick that was necessary into a 3D trick that isn’t, but adds directly to the feel. That’s classy.

I dunno, random dialogue… There’s a certain… y’know, joo noo say kwah about lapping the person who was first…

For a good look at a good way of doing an Outrun style arcade racer, or if you’re looking for a racing game that doesn’t have you tearing out your hair, Horizon Chase Turbo is definitely worth a look.

The Mad Welshman enjoys good arcade racing so much, he forgets release dates. Ah well, it’s good stuff.

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SEQUENCE STORM (Review)

Source: Review Copy
Price: £13.49
Where To Get It: Steam

When you’re a data daemon down on your luck, sometimes even the shittiest of opportunities is a godsend. So it is for Elijah Gale who, having blown his last paycheck on a data daemon race, gets thrown into the world of… Rhythm racing hacking?

Our Protagonist, about to make the mistake that changes his life…

Bloody techno-capitalism, making programs that make no sense to the uninitiated…

Joking aside, Sequence Storm is, as noted, a rhythm racer, in which you are juggling inputs that race toward you, hitting them (or holding them) at the right times so as not to damage your racer, and do jobs for corporations. Although the default keyboard layout is a relatively sensible one, controller is still recommended, as there are a total of 9 things you have to keep an eye on (four bars, four lines, and a jump… Not to mention having to steer when you boost), and hitting buttons and triggers feels somewhat more intuitive than “Shift up one key, quickly right one key, wait, two keys right, yada yada.” And, while the tutorial does a really good job of letting you know what’s what, it also lets you know that the gloves are going to come off relatively early, leading to hectic times. Helpful tip: The bars to jump seem to be at a slightly later point than either the lines or blocks.

Why yes, I am a coward who screenshotted one of the lighter stretches.

So it’s kind of nice, then, that the early tunes are among the most relaxing synthwave beats I’ve listened to in a while. Makes a nice counterpoint to my swearing when I inevitably screw it up. A good soundtrack, with intuitive beat markers, is a hallmark of a good rhythm game, and Sequence Storm definitely provides on that front, whether that’s the lighter tracks, or the grim saws and bass. Aesthetically, it also works pretty well, whether that’s the comic style story segments (In which Elijah is trying to make his way in a world where AI have taken all the jobs), or the race segments, which have a low poly, visually clear charm.

Now… The thing is, the gloves come off early, and the game is not forgiving. Jump bars, in particular, don’t give much room for error, and I very quickly found that anything less than good, long streaks is going to fail me a run. Although it doesn’t look it at first, it gets twitchy, and it gets twitchy pretty quickly. Does that make it a bad game? No. Its inputs are responsive, and you can, over time, build up that muscle memory, even with the track twisting and turning in an attempt to throw you off, but it’s definitely going to throw off newcomers. Add in a challenge mode later, and… Well, it’s a tough game, and I don’t think it makes any bones about that.

Elijah’s Rig, in all its beautiful, low poly glory.

Still, personally, I see myself coming back to it every now and again, despite finding it somewhat unforgiving, as the tunes are excellent, the visualisation is clear (and minimalist enough that there’s few distractions), and the story, equally minimalist though it is, is interesting. I would maybe like beginner mode to be a liiiiittle more beginner (Okay, a fair bit more beginner), but that is, honestly, me.

The Mad Welshman does not dance. Well, not often, anyway. But he does like a good tune.

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