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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Atelier Ryza 2: Lost Legends and the Secret Fairy (Review)

Source: Review Copy
Price: £49.99 (digital deluxe £59.99, Season Pass (argh) £36.99)
Where To Get It: Steam

Ah, we’re back to the Atelier series, and so soon! So yes, as a quick refresher, the Atelier series is a JRPG series about cute alchemists doing cute alchemist things, meeting people, getting ingredients, beating up monsters, synthesising new things, and, after a relatively slow burn, saving the world. It’s usually pretty good stuff.

Doing this this early was a mistake. But a fun one.

Now, the other thing about the Atelier series is that it changes the formula up somewhat nearly every time. So, while time limits on the overall story still appear to not be here (yay!), the combat system is different from Lydie & Suelle, the alchemy system is different, maps are different… And I like most of these changes. One, in particular, I’m not a huge fan of.

There is a world map with shortcuts. There is a minimap both in the main city portion and the various biomes you encounter. You know what isn’t there? A minimap inside buildings. There is a fast travel menu in the city from the world map, but honestly, that feels a bit backasswards from the way Lydie and Suelle did it. I sorta get it overall, there are people who will have quests for you, so you need to be running through the city to meet them (and, as usual, alchemical ingredients can be found in town), but…

Oh dear. Oh dear oh dear…

Look, I get lost easily. And, to rub a little salt in, there is… A colourblindness issue with the door type objectives. Specifically, it’s difficult to tell what is a door you need to go through for the objective, and what… Is not. There’s a small difference in shade. That’s it.

Not cool.

Otherwise, though, Atelier Ryza’s second installment has a lot of cool stuff, the grind remains as mellow and, honestly, low key as ever, and the characters remain charming and interesting, from the folks you meet around town (oh, Ryza, why do you keep getting in trouble like this, huh?), to the main characters themselves. It looks damn pretty, the story is a little higher stakes from the beginning (as the ruins information rapidly makes it clear that yes, things are afoot in ye ancient ruins), the soundtrack remains as chill as seems to be the case (until it needs to be otherwise, and it’s alright at that too)…

Hrm… Yes. I see… Interesting… And other noises of academic interest fitting for the moment…

So, what about them lost legends, huh? Well, that’s one of the more interesting additions. Effectively, you’re piecing together the story of ancient ruins, with the help of a magic mcguffin and deduction, in order to learn more about the situation you’re in, and about the fairy wot hatched from an egg you got given at the beginning of the game. Called Fii. Who goes Fiii!

Shush, they’re extremely cute, I will hear no bad words against them. It’s honestly not a bad system, though, because it encourages exploration of the ruins themselves, and filling in blanks.

Gripes about the map aside, I can’t really think of any critique that would significantly improve the game. What little quality of life it lacks, is easily fixed, and the rest just… Works. It’s a solid game about cute alchemists doing cute alchemist things, befriending many, crafting stuff incessantly for various reasons, whaling on monsters for various reasons, with a relatively chill difficulty curve, and an equally chill lack of pressure. You take it at your own pace, and, so long as you don’t mind a fair bit of repetition in your routine, then yeah, this is a solid JRPG to play.

I really can’t complain when I can make a beatstick specifically for early enemies.

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Witches X Warlocks (Going Back)

Source: Free, Cashmoneys for the DLC
Price: Free (£4.79 for an extra romance route and extra eye candies)
Where to Get It: Steam

Omigosh. This is so hecking wholesome. So hecking wholesome, in fact, that I’ve said hecking twice.

Okay, okay, let’s get into it. Rawr.

Spells! So many spells! Learn… Well, enough to pass, and enough to romance your chosen sweetie…

Witches x Warlocks is a visual novel with some resource/raising elements, in that you need potions to cast and learn spells from the four potential sweethearts, and you have times of the day to choose to make potions with one of said sweethearts, learn spells from them, and work part time to buy potions. And, naturally, learn about your four potential sweethearts, and romance the heck out of them as The Matchmaker of Dwimmermere, the Halloween Town!

…Who’s also a witch who completely forgot to study, and realises exams are in a week’s time. Which is why you’re doing all this. Whoops.

So, aesthetically… Everyone is cute. The visuals are clear. The music is nice, and my only (minor) gripe with the VA is that, no matter what gender presentation and pronouns you pick, your protag has exactly the same voice. Otherwise, everyone is characterful, and there’s just enough VA to get more of a sense of their characters.

SCREEEAAAAM!!! <3

Speaking of characters… I love them all, and if time actually permitted, I would smooch all of them. There’s Damion, the frankensteinian cutie, Zero, the gruff poltergeist who, nonetheless, is warm beneath that, Lawrence, the grumpy werewolf, and Carmilla, the wry, seductive vampiress who nonetheless hides some pain in her past. I want the best for all of them, and this is a hallmark of a good dating sim: You want to date them all.

And then there’s something I enjoy most of all: This is a game that wants to be played. So long as you have at least 8 of every potion at the end, and a selection of spells that cover most situations, you will be fiiiine, and the full selection of a given character’s skills goes a long way, and, y’know… Gives you more chances to get to know them, and closer to giving them a big sloppy kiss.

So yes, Witches x Warlocks is fun, it’s wholesome, it’s cute, and it tugs at my heart in the right ways. Give it a go.

Now, what we need are more queer villainess isekai otome visual novels. And manga. And anime. I won’t shut up about this, you can’t make me.

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Monster Sanctuary (Review)

Source: Cashmoneys
Price: £15.99 (£3.99 for Monster Journal, £7.49 Soundtrack)
Where To Get It: Steam

It’s unfortunate, really, that my opinion of Monster Sanctuary hasn’t really changed since I last reviewed it. So let’s kick this off with a disclaimer: This is, in fact, a well designed game, and monster battling folks and metroidvania folks should give it a go, because it mixes both well.

Ow.

It’s just that, for me, it’s still not hitting the right notes, and I can’t really understand why. Which irritates the hell out of me, because it’s a potential for constructive criticism… And also because I dislike understanding why I feel the way I do about what I do.

So yes, it is an unknown time, monsters fill the world, but monster tamers exist, and so, they effectively serve as rangers, keeping the wilds in check, while raising their monster pals. And obviously, you are one such tamer, joining the sanctuary as the latest novice in your prestigious bloodline.

It’s got the right elements, with sensible grind, monsters levelling up in your first six slots (your three battlers and your reserves), visible monsters, so that, if you know what the monster is, you can plan your formation around it, nice skill trees which balance well, a combo system that means the last monster in your battle does more damage than the one at the front…

There’s always a Goblin King… And they never look good in tights, except that one guy…

It’s got a fair few systems, yet they fit well together. It’s got nice pixel art, it’s got nice tunes, it’s got a pretty UI that’s clear, good teleport points, reasonable progression and difficulty curves, and cool monsters with their own special abilities that not only help you fight, but help you get around the world, like the yeti who can push blocks, or the phoenix (my starter) who can levitate you for a brief time.

So I think you can understand why it’s frustrating me that I can’t pin down why it isn’t gelling for me. Because it’s clearly well put together, and yet, it isn’t doing it for me.

Anyway, yes, it’s well designed, go give it a go.

Hrm and haroom…

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Brave Pinball (Review)

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

A pinball game in which you are a JRPG hero (and occasionally their party), going through the game world and levelling up? Ohhh, that sounds so good, doesn’t it? And, if you were just going by the screenshots, it looks good too. Solid aesthetic, music fits…

But for me, it fails on one, absolutely basic element: Table design. And that’s an absolute killer, right there.

Rotating. Sodding. Paddle bumpers. Who thought that was a good idea?

So yes, the game is a pinball game, and the story is more implicit than anything else: You are hero. Demon Lord up there somewhere. Go kick his ass, because you are hero.

…And nearly everything is bumpers and roundabouts. And the first area is where I’ve lost the most lives, even though it does at least a little to try and combat that. Because everything is bumpers. Enemies? Bumpers that move a little in preset patterns. Blocks? Bumpers. Bushes? Bumpers. They go away, but they always come back, and it’s quite easy to be launched after you’ve fallen into either the gutters after you’d blown up those bumpers, or the middle… And then get bounced right into the middle or the gutter all over again.

Now, I could nudg- Oh, wait. No nudge. No way to push the table to one side or the other to maybe guide the ball to, I dunno… Not a direct path to the gap between the paddles where the paddles can’t reach?

See this? This is the second part of the multi-table layout. And it’s easier to play. And harder to fall off because of SODDING BUMPERS.

I could talk about the good spriting. I could talk about the clear demarcation for the most part of elements. I could talk about the music, a little stereotypical, but not bad music, and not a bad thing.I could talk about the simple and clear control scheme. But the table design is, in terms of points of interest, sparse. Everything being bumpers easily leads to unfair situations. And when your second tables are actually easier to climb than your first…

…It is unsurprising that, after I’d gotten enough to screenshot this, I just… Put it down. I have better tables. I have better multi-area tables. And I have tables that don’t commit the gravest sin I have ever seen in a pinball game.

This. If it isn’t clear, these two hexagonal wheels? Are also bumpers. Bumpers with physics, so when you bump off them, they rotate. I have never seen a table feature quite that sadistic. And I have no desire to deal with its bullshit.

No, really. Don’t design a table with all bumpers. Learn from this, kids. Please.

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