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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Library of Ruina (Early Access Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam

Okay, let’s get an important warning out the way right now: Library of Ruina somewhat spoils the ending of Project Moon’s previous game I’ve reviewed, Lobotomy Corporation. It is, after all, a direct sequel.

And damn, does it have a great intro. The game, also, is solid, if a little grindy at times, and annoying at others. But we’ll be getting into that.

Instant bonus points for the use of my favourite word, Angela. And Project Moon.

So, our protagonist (?) is a Fixer, essentially, a high-grade mercenary in a city where urban legends are both real and deadly, and, having been seemingly killed, he is resurrected, and given a very special job: To kill others in increasing power, who are invited to the library, to create pages from their souls… To hopefully create… The Perfect Book.

And how do you do that? Essentially, by deckbuilding, and using those cards (balancing powerful attacks with lower cost cards) in turn-based battles. Using the powers of the pages to increase your own, as “burned” books create pages, which your increasing cast of Librarians and Assistants can equip to take on their likeness (to an extent) and abilities… And the pages, when burned, can Realise other pages (level them up), and give you cards from said page’s deck, to use in your own combat decks. You don’t need to engage with that last part for the early game at least, but it’s highly recommended to take a look, and see where a Page’s base deck can be improved or changed to fill a good role.

Yes, the ones who came before you have all died here. Repeatedly. I’ve been… Grinding them… Ohohoho…

Earlier fights can be replayed for their pages, which is useful if you want to get said pages to their level cap (although fights also give XP to that page), but generally, you engage in an upward journey, eerily similar to the Sephirah of the previous game (and, indeed, said Sephirah are represented by familiar characters from Lobotomy Corporation, still under the control of Angela from the previous game), occasionally fighting equally familiar Anomalies from the previous game, such as the Forsaken Murderer to progress.

Each Anomaly is, essentially, a sort of puzzle boss, with some pretty specific strategies, although the Anomalies give hints sometimes, and you learn their patterns. Dying doesn’t do anything bad, at least as far as I know, so you’re welcome to try, try again. And, funnily enough, it’s the anomalies where I find the most grind and irritation. Forsaken Murderer, in particular, was, as the technical term goes, “A right bastard”, and it, along with some later fights in the current content, required some good strategy and a fair amount of grind to get things to the level I wanted.

This one, thankfully, wasn’t too bad. Later ones will not be as forgiving.

Aesthetically, the game is split between a well painted manga style, and a more stylised chibi set for the turn based fights themselves, with a sort of Art-Deco look to some elements, contrasting with the blood-red lettering of some elements, the scratchy backgrounds of character thoughts at the bottom, but every element that needs to be clear is clear, from health, to the emotion system, and the UX. Yes, there are lots of fonts, but each has its purpose. The sound, similarly is good, and the music solid.

Basically, if you want to see where Lobotomy Corporation’s world went after the first game, or if you like deckbuilding turn based combat with RPG elements, Library of Ruina is a solid pick, and its eerie world, with some light elements, but mostly surreal and a little dark, appeals.

The Mad Welshman loves libraries. He also loves tastefully done flesh-walls. Perhaps there’s some way to mix the two?

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SUPERHOT (Going Back)

Source: Cashmoneys
Price: £17.99
Where to Get It: Steam

Ah, SUPERHOT. One hell of an interesting premise, both in terms of mechanics and story. The gist? Time only moves when you do, including looking around… And you’re in some extremely hectic situations in which it’s kill… Or be killed.

But hey, it’s only a pirated in-development game sent by a friend, and you can always restart!

MAKE HIM FLY.

Haha… Hahahaha… Haaaaboy…

It’s kind of amusing, really, how such a simple premise can be stretched out, and, with the story, each area of progression retrospectively makes the levels you’ve already completed something you can feel a vague sense of guilt about. But it’s only vague, because you’re hooked, the enemies are low-poly faceless red people who want you dead, and you want to see more.

Good boy…

Time for some… Dentistry. With bullets.

Aesthetically, that low poly look, the glittering reds of what you need to kill, the blacks of what you can use to maim and stun and kill, the slow sounds of glass shattering, bullets firing, and the sterile white of the rest of the landscape makes everything nice and visually clear, yet disconcertingly off… And that discomfort rises when… Ah, but you thought I was going to spoil something, didn’t you? Well, as far as this review goes…

guruCHAT – so old, it’s riskier to log in than not. Who knows who might hijack your chat?

You are not in control.

After all, I want people to experience the twists. That slow, dawning “The fuck?” as they happen, as you have to get ever more creative, to not rely on any one thing, be it guns, your fists, or things to throw, to help you survive. Or at least enjoy dying as a means of exploring what you can do, and to find the (really annoying) secrets of the game. After all…

Bodies are disposable.

The Mad Welshman’s reviews are good. Money is disposable. Support is the new… Okay, okay, but you have to admit, it was worth a shot!

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SUPERHOT: MIND, CONTROL, DELETE (Review)

Source: Cashmoneys
Price: £19.99 (Soundtrack free!)
Where to Get It: Steam

SUPERHOT was an interesting, paranoia inducing game about shooting and killing and beating people in a game that… Haha, well, let’s just say “Time only moves when you do”, and leave spoilers out of it. It’s an interesting premise, the story took some cool and dark turns, and I quite enjoyed it.

Oh, you poor fool. When it comes to pistol v pistol, friend… I automatically win.

SUPERHOT is more of the same… Except now in a sort of roguelike form. There are areas, and within those areas you have a pattern of random levels taken from a pool, and random upgrades (the number of each is fixed), and defeating everything in an area is completion, which then lets you access other nodes in this network, nodes that have memories, snippets of dialogue, and hacked in upgrades such as the ability to charge people, or bullet deflections that deflect every bullet back toward the enemies, regardless of whether you deflected those. But in its basic level goals, it remains mostly the same: Use your time stopping/slowing powers to murder red people in a level using whatever you can, be it thrown items, melee weapons, or one of a variety of guns.

And naturally, what SUPERHOT: MCD brings to the table, apart from MORE story, is just… MORE… MORE gun. MORE wrinkles, such as enemies who can only be hurt in certain locations, and are otherwise as white and sterile as your non interactible bits of scenery. MORE levels in which to play. Hell, even the achievements are “MORE [thing]”

And indeed there is! There’s so much MORE…

And aesthetically and narratively, it’s also similar, in that paranoid, dystopian tone, which I compared to a mix of David Cronenberg and David Lynch (two film directors well known for surreal and dark films), and the way the aesthetics both subtly put you off balance and highlight everything you need to know.

For anyone with a little first person, low poly roguelike-ish need, this one’s a pretty solid pick. And for the people who played Superhot, but somehow haven’t already got MCD… It’s MORE.

The Mad Welshman apologises that he wasn’t able to screencap mid shuriken throw. Those things go at one hell of a clip…

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