GRID 2019 (Review)

Source: Review Copy
Price: £44.99 (Ultimate Edition £64.99, Upgrade to Ultimate Edition £29.99)
Where To Get It: Steam

Ah, Codemasters. Purveyors of racing games since… Well, as long as I can remember. No, that’s a lie, I grew up with them publishing Dizzy games. But for a while, at least. Sometimes a little simulation-like, mostly arcadey, with fairly good music, a fair few licensed vehicles/teams/racers, and this time…

Rolliiiiing START!

Three races before you even hit the main menu for the first time. Three races, and something like five interminable cutscenes. Oh, GRID 2019 is off to a rolling start, and… Wait, what are the keybindings again? Oh… Oh… Suffice to say, even though I understood part of why, I was less than impressed with how my experience started.

Was I impressed with the game itself? Weeeelll… It honestly isn’t bad. The cars are somewhat tunable, and there’s a moderate variety of them, with the most in the Invitational category (presently, at least, as the game has a Season Pass and some car DLCs already… hissssss…) Aesthetically, it looks good. The menu music is solid Racing Game music, of the kind you hear in racing recap segments, or, indeed, earlier Codemasters games (in mood and motif. Not exactly the same music) But when it comes to the races themselves, it’s the cars you concentrate on, and they, also, sound good. A Camaro sounds different to a Mini Metro, and when you’re pushing them to their limit, they sound like they should… Straining and buzzing angrily at the treatment you’re giving them.

When in doubt, I trade paint. Epilepsy aside, this is probably why I shouldn’t be allowed to drive.

The tracks, the racers, the cars… They are, for the most part, the popular ones. Oh, there’s Silverstone. There’s San Francisco. But there aren’t that many of them (although, as with many racing games, extra variation is added with track weather and driving the course in reverse), and… Well, even though I’m sure there will be some free tracks, the purpose of that Season Pass becomes clear.

But this, also, I could somewhat forgive, because what there are are some interesting and technical tracks. And, if you’re not a great racer, one who makes some pretty nasty mistakes, the flashback feature from past Codemasters games is alive and well, on a rechargable basis rather than “You have this many.” These are nice. It even allows you to unlock races without actually winning them. And, of the race styles, there’s a fair few, which, overall, is the most varied part of it for me (With Invitational taking up the most room in terms of both cars and events)

The customisation system is also alright. A limited pattern set, but I wasn’t expecting Picasso, and I managed to make something I’m happy with easily enough.

Hell, the AI is at least alright, reacting to you, playing aggressively if you’re anywhere except in first and speeding the hell ahead, although if you qualify, then get first, you’re going to have a much easier time of it, and some racers… Well, here we get to what’s not so great. Specifically, the nemesis system, and the team system.

The nemesis system, on the face of it, is a clear one: If, like me, you race dirty, and trade paint, or even bits of your frame, to gain advantage, you’re going to piss other racers off. And you have a team member, who can be ordered to attack (try and move up), and defend (try and help you forward.) There’s even purchasable team members, but, to be honest… Neither feature seems to play much of a role. Nemeses (for lo, I often have multiple on any given lap) don’t seem to be more willing than usual to trade paint with you, or screw you over, and team-mate orders don’t really help all that much with your position over, say… Having a good line, and being aggressive.

Okay, okay, so maybe that’s trading more than paint. I got a decent position, alright?

As such, buying team members isn’t really a purchase I’ve bothered with, to, basically, no effect on how I’ve enjoyed the game (which is “Somewhat”) The UX is that understated style you often see in racing games nowadays, and, in and of itself, it’s not bad (although damn, do the visuals on cars seem to take an Ice Age to load in those menus!)

And this leaves me uncertain where I stand, precisely, with GRID 2019. It’s alright, for sure, but it’s made some odd decisions, I’m not exactly the biggest fan of Ultimate Editions, Season Passes, and whatnots, and some of its features seem under implemented, despite being seemingly flagship features. I also can’t deny that it feels like less than its predecessors. And, as such… I’m erring on the side of “Not really.”

The Mad Welshman is not, after experimentation, as bad at arcade racers of this style as he feared. Turns out he’s just aggressive.

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Kind Words (Review)

Source: Cashmoneys
Price: £3.99 (£2.09 soundtrack)
Where To Get It: Steam

Kind Words is a game with the best of intentions: Put simply, you write… Kind words. Sometimes they’re words of encouragement. Sometimes, they’re words of understanding. Sometimes, they’re shared pleasures. Sometimes, if you feel you have the capability to give it, they’re words of advice.

True dat. Men especially, take this one to heart.

So, disclosure time: I’m a depressive. Not as bad as others, but still I have my very bad days, and don’t deal well. So it was actually somewhat nice to see a game like this, where comforting beats are the only music, to send out a few of my problems and receive advice of varying usefulness, kind words, and the sympathy of shared experiences. But… I want to put out a few disclaimers.

This isn’t going to replace a support network, and you shouldn’t go in thinking that. It has some heavy requests, so people who have a lot of empathy aren’t going to be doing themselves any favours. Follow the advice of the devs, in not giving away personal deets. And the advice will vary in mileage, just as it does anywhere else. Remember folks, if you can see mental health professionals, or be prescribed medication/therapy, please do so. Okay, disclaimers over. Let’s talk about what you actually do.

Hugs are not always okay. But I have yet to meet someone who misunderstands a warm beverage offered kindly.

So, essentially, you have 14 lines in which to respond to 7 line requests. You are rewarded for offering those kind words to others, be it advice, clarification on a question they have, kind words, or sympathy, in two different ways: Stickers, and, daily, a musical track offered by your anxious mail delivery deer, who’s building a mix-tape for you to help deal with their own anxiety. That’s… Pretty nice, actually. And everything is anonymous, and there is a report button (sadly, always looking like it isn’t active. But it is, always) if something’s up (So far, the devs have been very good at moderating.)

If somebody likes your advice, they’ll send you a sticker. Anonymously. And likewise, you get to make your own requests for advice or kind words, with that aforementioned 7 line limit. Finally, you get to write more general kind words (7 line limit), and send them off in a paper plane, which then flies past other people’s rooms for them to click on if they so choose.

And, while it has been a criticism levelled at the game, that you don’t see who liked your advice, or get replies back, it’s… Honestly understandable. It’s specifically for these short little bursts of kind words, and, if we’re being honest, the anonymising of names through initials (J wrote this, T wrote that…) means that it would be hard to remember what piece of advice you offered.

Aww, bless you, little Mail Deer. And I’m glad your mixtapes are helping you, they’re legit good.

Aesthetically, the game has a few nice touches. While stickers are limited, each one adds a decoration to your small, isometric bedroom/writing room, the stars of the background are a nice use of the negative space (and I found it pleasing that they form, as you scroll up to the room, the word LOVE. Which is LOVEly.) Musically, it’s chillhop, almost ambient, relaxing beats that put you in the right frame of mood to be calm, and maybe help some folks out.

Overall, while the disclaimers I made are still very true, it has, apart from the odd request that was either silly (not in terms of a silly situation, but a non-question) or emotionally draining to me (part of the devs’ help here is a button linking mental health resources as part of the making and replying to requests UX), been a pleasant experience, and one I return to, for a short time each day (as intended), just… Sending what positive vibes and warm beverages I can. And that’s what it’s there for.

The Mad Welshman approves of more kindness in the world. Don’t fuck that up, please.

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Hot Lava (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam
Other Reviews: Early Access

When I first looked at Hot Lava, I very much enjoyed its first person platforming. I even expressed that it was one hell of a shock that I was, because, generally speaking, first person platforming puzzles are bollocks, and most people remember them unfondly. But no, I stand by that. The first person platforming is fun. I also stand by the GATS theme being bad. Sorry, Klei.

You will perhaps grow to hate this sister. But it’s not, strictly speaking, her fault.

So… Several areas now exist, each with 6 levels to complete, and, in each of them, you are, essentially, trying to get to the end by jumping on things that aren’t lava. Jumping on, or into lava is obviously bad. Falling too far is obviously bad. Being fast is good. And, to be fair, there’s a fair few ways you can go faster, each with their pros and cons.

For example, you can use Hot Lava’s variation on the bunny hop, where you leap, then both turn and strafe in a direction to pick up speed . The downsides of this are that it takes skill to pull off consistently, and it changes your route precisely because you’re going faster. Then there’s the usual thing of a tighter line (can I skip this tiny jump for this slightly bigger one that gets me where I need to go), and the final one that, so long as you know where the final checkpoint is, you can go straight there, skipping checkpoints along the way (The problem being, of course, that it’s longer between checkpoints, or maybe no checkpoints at all, so I hope you got it right!)

The fake loot boxes have, as far as I’m aware, been removed, replaced with “You get customisations for getting stars in missions”, although the collectibles are still there: Cards, both in lava world, and the normal one, and hidden GATS comics and golden pins in the levels themselves. You can even, once you’ve found the mini science-project style mountain, enter the lava world to just explore and get those cards, with no time pressure.

The Gym is, honestly, not a bad place. Especially since the pole collisions have somewhat improved. Ignore the time, I was just here for a collectible.

Still… The mention of the two in-level collectibles reminds me of one gripe about the game: a biggie. Chase the thing levels. Always last in the level order, and always painful, even in Early Access, they’re actually somewhat worse now. Before, if you got too far away, you’d lose, but you could still take routes that would catch whatever you were chasing, or even get in front of them. Now… Well, they have a pretty good route, although they all seem to be your sister, constrained by the same things you are, and catching them because you actually got in front of them? No longer counts. It’s a fail state. Not gonna lie, if I was clever enough to get to a route that actually beat said sister? I want that reward.

Without that objective, it’s basically an endurance match: No checkpoints, do it all well in one try, try and do elements of the characters route well enough that you catch them from behind. And the last one in particular, “Chase the Meaning” , can fuck right off. When I’m shaking from trying to do the same first segment twelve times, and know there’s no checkpointing, I’m not having a good time with your obstacle course.

Global Action Team: Bad Idols To Look Up To.

So… Aesthetics and narrative time… Oh, that’s right, there’s a narrative, of sorts. See, the prologue has you going to bed via… Well, playing the game of “Floor is Lava” with your sister. Except… There’s something horrible. And that something horrible scares you on the very last part of your journey… Which happens to be the balcony over the living room. The Global Action Team comics show them to be failures, misinterpreting situations, being gulled easily… Even stealing. And then… Well, suffice to say, I won’t spoil it, but you can possibly guess.

Aesthetically, apart from the aforementioned theme song, the game works well. Everything is clear, including those bits you wish weren’t, the environments are plausible and well crafted, the character models are fun, and the music shifts pretty well from the playful tones… To darker ones… To hard driving ones… To, in some cases, almost silence. And all of them thematically work with the level in question (Oh, and the music is quieter when you’re not running all willy-nilly, a sign you should maybe get moving, squirt!)

Overall, Hot Lava is good, and I would recommend it. I would, however, repeat that the “Chase the” segments can go to hell, and I don’t say such things lightly.

The Mad Welshman will, one day, get all the stars. That day, however, is a long way off. But he has a fair few.

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Exorcise The Demons (Review)

Source: Review Copy
Price: £19.99
Where To Get It: Steam

Keep Talking, friends, and Nobody Gets Possessed. Had to get that joke in there. Anyway, yes, games with a co-op element can be so fun sometimes. Aaaand sometimes, they’re friendship ruiners. It all depends on who’s playing, really. And so it is with Exorcise the Demons, a game in which one player sees things, but has no idea what they’re doing, and their friend, who knows what the other player’s meant to do, but can’t see anything. Well, if you play it the way it’s meant to be played, anyway.

There are precisely two outcomes to this: He fireballs you, or you block it and banish him. Obviously, the latter is preferred.

Mechanically, there’s honestly not a lot more to it than that: The main player, in first person, runs around a demonic hellscape, in which there are a potential of 7 rituals to complete. All of them have to be completed successfully before you go up to the flaming book and pentagram, where a demon will appear, and you’ll find out if you have completed them successfully. Do so, and the demon’s fireball aimed at your bonce is shielded against, and you banish them. Fail on one puzzle, even one, and… Congrats, your soul is now theirs. So, naturally, there’s a fair bit of recrimination if you seem to have done everything right (Because there is no “You’ve done this right” sign for any single puzzle), and a bit of relieved joy if you actually have. There’s some physics manipulation involved, but it’s nowhere near as bad as you’d think, as objects set remain set, and the majority is “Click on the thing or drag the thing over the other thing.” Cool.

Why yes, because nobody’s told you what to do, berk! (That’s a lie, I’d actually solved this seconds before. I just delayed for a nice screenshot.)

There is also a story mode of 25 levels, about a confused, amnesiac man named John, and his ally, who is… Of no help beyond giving story, so yes, you still need a friend to play this, although they don’t need the game. Story mode is where collectibles get unlocked, and it’s completion only that’s required to unlock things. Cool. And puzzles do appear to be randomised during Story levels too. I didn’t particularly feel like the writing of story mode was really drawing me in, unfortunately, and the voices were… Well, they were alright. So… Let’s deal with the Book of Rituals. Because only one player needs the game, and the other uses this.

The Book of Rituals is, like the bomb manual in Keep Talking and Nobody Explodes, misleading. Not factually misleading, but at times obtuse (the Ouija Board, for example, involves a wordsearch, when all you actually need is the position of the last letter of the demon’s name), and other times, worded so you can easily miss segments (While streaming this, a friend and I consistently failed the Circle of Protection segment. Turns out, there was a small, but significant point we were missing: The colour of the outside flames was the key.)

I’m pretty sure it’s going to be trimmed down by avid players, but it is something to be aware of (“Okay, check M first… Is it red? Okay, from left to right, you need to light the second and third candle, and hit YES on the Ouija Board. Also, I’m deliberately lying for the sake of an example.”)

Finally, there are curses and tattoos. These seem to be in for adding a bit of spice to both the practice mode, and padding out the story levels a little. Sometimes, your controls are wonky. Sometimes, what you see may not necessarily be true. Sometimes, you can freeze time during rituals, and sometimes, you can run faster between puzzles, as examples of precisely half the curses and tattoos available in game. Whee, that was a ride, wasn’t it?

The Crystal Puzzle. The devs are apparently aware of the problem, though.

So, obviously, how it feels depends on you and your friend. I had the hardest time communicating the Rune and Crystal puzzles with my co-op partner, although, in the former case, we’d been struggling to communicate at first, and, in the latter case, they have… Green and Yellow crystals. But the developers are, thankfully, aware of this, so I’m expecting a change to happen soon to make it more colourblind friendly. Aesthetically, well, like Keep Talking and Nobody Explodes, you’re going to be looking at the same visual presentation of puzzles, and the same play area a lot. It’s a very pretty one, and I like the grime, grit, and hellfire myself, along with the dramatic music, but be aware, that may or may not pall on you.

Overall, though, Exorcise the Demons does exactly what it sets out to do: Create a supernatural co-op puzzle experience, in which unreliable information is passed between players to co-operatively solve puzzles. And it’s been an enjoyable experience for me. Well, bitter arguments about how to do the Circle of Protection puzzle aside.

The Mad Welshman actually doesn’t mind demons. But it is rude to possess another nonconsensually.

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Archeo: Shinar (Review)

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

Let’s get one thing noted right now, because I know this is going to turn folks off: Archeo – Shinar is a game with the theme of 1920s archaeology, which, as fans of history may know, was colonialist as hell. The game embraces that as a thematic element, so you are not playing some philanthropist, but an asshole, employing assholes, exploiting land, meddling in ways that distort history, and the like. So be warned.

Yes, they are massive assholes.

Fortunately, it… Honestly isn’t the most engaging of games on its own. Essentially, it’s a 30 turn game, with two main segments: Planning and Management, and Expeditions. The planning phase is the meat of the game, but the expeditions are what mainly earn you the points, events, and interest of the game, with the expeditions being… Well, what your planning went toward, with some added risk management thrown in. Do you use the person good at Archeology now, or do you save him for a potential check down the line that might be much harder (or use another skill which you weren’t warned about, because he’s a really good everyman.) Succeed more than you fail, and you win reputation and money for your shameless plundering (earning artefacts you can sell on the black market for big successes, and phobias, debuffs for your explorers, on essentially chance.) Fail, and you get recompensed a small amount… Probably smaller than what you spent on it.

Oh look, it’s our old “buddy” Frans! He’s going to get a phobia in just a second, and he deserves it

Meanwhile, the management is where most things happen. Do you try and sell your story to one of the papers? Who do you hire? How do you train them? Do you make them take more risks, or play it much more cautiously? What do you bring along? And what land do you bid on, to exploit for bonuses down the line? In all of this, reputation is important. Build up a good rapport with one paper, you can use it to slander the other explorer(s). Get good land, and exploit it well, get nice things. Take a risky play on the black market that pans out? Free money, awwh yiss!

Thing is, a lot of this is, effectively, a black box, even on Easy. You know what things do, and you know what the majority of checks are going to be on an expedition, but a lot of it boils down to taking a chance. And, for me, at least, it didn’t really feel enjoyable. It looks good, with a simplified style that fits the period it’s representing, some nice music, and a mostly clear UX with good tooltipping, but its humour fell flat for me, its embracing of its theme (historically accurate though it may be) didn’t sit well with me, and playing it… Well, it didn’t feel like I really knew what I was doing, even though I was staying afloat, and had a hotseat to fall back on to learn the game.

Yes, there is also a lootbox joke. SIGH.

And that, in the end, is what killed my engagement with it. Still, maybe others will find enjoyment, and that’s about the best I can personally say.

The Mad Welshman despises the bullshit the UK, among others has perpetuated over its history, not only in archaeology, but folklore, culture… A fair bit more than that, let’s say, in understated British fashion.

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