Murder By Numbers (Review)

Source: Cashmoneys
Price: £11.99 (Soundtrack £6.99)
Where To Get It: Steam

Murder By Numbers is a great Picross Murder Mystery Visual Novel… In which, oddly enough, the Picross is the weakest part. Not terrible, by any means… But it is missing some quality of life stuff that somewhat baffles. But let’s talk about the good, first, since, as mentioned, the Picross part isn’t awful.

This is, er… It’s… I’ll get back to you… (It’s a phone receiver. But the coloured version is only somewhat clearer)

The good is… A lot of the rest. Let me start by saying that this is the first game in a long while I’ve encountered who actually understands what makes a good Saturday Morning style theme. And the rest of the music is great, slipping into its mood, and, just as importantly, humorously cutting off a triumphant theme when whoops… Moment ruined. It’s a little touch, but it’s a good one.

Then there’s the rest of the aesthetic. Big, clear icons, with the eye being led to the two less obtrusive ones. Large sans serif fonts. White borders around the characters, adding a note of differentation between the styles of the foreground and background, that helps cut down on any minor style dissonance… It’s good work, being both visually appealing and clear.

Becky. Being a badass.

And the writing. For example, I hated Becky at first. She’s a diva with a temper, and she seems oblivious to the feelings of those around her as she storms and lashes about. But she gets nuance. I started to empathise. The characters each get their spotlight, potential motives for characters dying becomes clear, and the murderers… Well, I can perfectly understand why comparisons to Phoenix Wright: Ace Attorney have been made. When the killer loses it… They lose it. And it’s your guide to when you’re on the right track, although the clues do connect the dots well, even toward the red herring paths you’re meant to go down, before the real culprit is found. Nice touch, that, and it shows the developers know their murder mysteries, because I couldn’t find wasted foreshadowing or hinting. What I’m getting at is, it’s well written, and I love that.

That… Yes, case in point.

So… The Picross element. If this were great, it would be the cherry on the cake, considering it was a core advertising element. And it isn’t, to make this clear, bad, although snobs of this genre of the puzzle like myself may feel uncomfortable with it. And it is, apart from finished sprites that sometimes seem less than clear, mostly to do with little things we’ve come to expect. Like being held within a row or column if we’re moving down that column. Or a restart puzzle button in easy reach. Or maybes being turned into either crosses or pixels, instead of just being erased. Little things that merely make it… Alright, verging on good. Thankfully, they’re things that are fixable, for the most part. And they do, to be fair, ease you in. Although in the later cases, it can merely look like they’re easing you in, instead posing you a devious one in less space than you’d think you can be devious. Save before you investigate, and after each puzzle. You’ll thank yourself later.

The characters get so expressive! Also… NEEEEEERD!

It is a shame that a core element isn’t great, but, as noted, these are fixable problems, and the rest of the game is otherwise great. As such, it gets a recommendation, with the caveat that, until the aforementioned Picross Problems (heh) are sorted, folks like me who play a lot of such games are going to be grinding their teeth.

The Mad Welshman played the theme tune no less than thirty times in a row while writing this.

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Detective Kobayashi (Review)

Source: Cashmoneys
Price: £9.99
Where To Get It: Steam

Detective Kobayashi is a detective game in the rough style of Phoenix Wright, where a key mechanic is rebutting statements by an antagonist, and you can read the protagonist’s thoughts. Which, er… If it was a flagship feature, I wouldn’t exactly say it’s all that hot. Thankfully, it isn’t, and the game is… Pretty solid.

Detective games in this vein work in a pretty similar fashion: Explore scenes and talk to people until you have all the evidence you need, at which point it kicks you into deduction mode, either picking dialogue options that opens the door of truth a little further, or present evidence to contradict statements.

Which would be just dandy, if it weren’t very easy to trap yourself in these contradiction exposing segments. Each one has three possible statements to contradict: Only one of them is the one you should attack. Generally, you are only using a few pieces of evidence, out of… A lot. And you have to make sure you’ve got it in the right order.

Yes, everyone outright states the introverted child has a lot of trouble making friends, and yes, he left his newest and his favourite toys at home… But neither is the way to progress in the first case… Although I do seem to recall one is mentioned in the domino chain that comes next. In the second case, you play the deduction game if you pick the wrong culprit… But while you can get to a certain point, and the third case (of four) unlocks regardless, you will lose the case. A classic Dead Man Walking scenario.

Sometimes, it’s multiple choice answers for debating a viewpoint. This is one of those scenarios, and… God I hate this smug fuck.

Oh, and you can’t save during these particular parts. That’s a problem too. Along with having to remember the numbers you’re given to text people you haven’t met.

The first two cases, however, are interesting, in that the first doesn’t result in an arrest even if you solve it (I won’t spoil it, because it is legitimately a good twist, and the foreshadowing is subtle), and the second, the solution is foreshadowed very early on, as is the culprit, and I’m kicking myself for not noticing it the first time I yelled “J’ACCUSE!”

As to the writing overall? Detective Kobayashi himself does have a heart, as the first case shows, but it’s hard to like him considering what a pushy horndog he is, always trying to get his female partner, Matsuda, to admit she likes him (She… May or may not. Again, won’t spoil things.) There’s also a transphobic and fatphobic line in the second case early on that predisposes me to dislike him. The other characters… Some of them are quite interesting, some are a bit flat, so, overall… The writing is… Okay? I’m not hating it, I’m not loving it, so, yeah… Okay.

Protip: None of this line is cool, it’s somewhat shitty, on multiple levels.

Aesthetically though, it works. Good music, character designs that fit within the world, and give a little bit of added character (There seems to be a lotta hangdog expressions here. Not a criticism, just an observation), and, while I can’t say whether the VA is good or bad because I don’t speak enough Mandarin, or Chinese dialects in general, to be able to tell. Sorry folks.

Overall… Detective Kobayashi is pretty tightly designed in terms of the actual investigations, but the contradiction segments never really sat well with me, Dead Man Walking, even if it’s just the one, has definitely never sat well with me… But it does work aesthetically, and the writing’s alright (apart from that transphobic and fatphobic comment, which is definitely a turnoff), so… A “Worth trying if you’re into this sort of thing, but be aware of the above.”

A good detective understands other viewpoints. So… A good detective knows not to shit on other people. Just sayin’.

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Tangle Tower (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

Families can be… Difficult. The unspoken. The misspoken. The very much spoken. As much as they can be a joy, people to hold onto in difficult times… They can equally be a burden, a curse. And the latter is… Sort of true in Tangle Tower, a mystery adventure game where the murder of one of its scions not only causes grief for the family, but exposes the cracks, the pain that’s already there. The failed dreams, the self delusions.

I can’t help but like Poppy. In a way, she’s the most honest of the lot.

Families can be difficult, and never moreso than when there’s a death in the family. A death, in this case, that was premeditated by a family member. But who?

Well, that’s your job, as Detective Grimoire and Sally. To solve the murder of Freya Fellow, an artist and lover of insects. And while the game is most definitely pleasant, the story of the murder itself? Well, murder can be for some not very rational decisions.

Anyway, the game. The game has three or four base elements to it: Investigating the various locales of Tangle Tower, solving the various puzzles and puzzle locks around the house, interrogating the family members (plus a brusque fellow detective named Hawkshaw), and putting together those suspicions in one of two ways: By making sentences with two pieces of evidence and two sentence fragments, or by picking the relevant clue item.

This one caught me out for the longest time…

The most complex elements are the puzzles, and it warmed my heart to see that not only was there a clue button that would let you know where to go next if you were stuck (or who to talk to, if you had all the pieces to reveal someone’s secret), the puzzles would have hints. Not big ones, just a general hint on how to solve the puzzle if you took multiple tries, but that was nice. Add in that pretty much everything is done by clicking the left mouse button, or dragging it, and it’s pretty accessible to play too.

Aesthetically, it works quite well. Clear UX, so you know what is what and what does what, the soundscapes were nice, from the music that fit each character (For example, melancholy piano for Poppy) and situation (The eerie, final areas have an equally eerie tune), to the little things, like ambient sound. The art style is solid, painted backgrounds working well with the heavily inked, flat shaded characters, and the voice work? The voice work is good. You get the feel for each character, and, when their suspicious aspect is revealed, you can hear the defeat, the brittleness in most of their voices. I say most, because some are already brittle.

Fifi is one hell of a character. Autistic readers, if you play the game, lemme know if they’re good autistic rep, and I’ll edit this caption to reflect that.

As to the writing? Well, I can’t spoil it, but it follows the rules of a good mystery: Red herrings, misdirections, every clue having a reason to be there, and moderately good foreshadowing of various elements. Why is there a bloodstain on the floor when Freya was standing close to the painting when she got stabbed, in the chest? There’s fantastical elements, it’s true, from the more outlandish characters to the general idea of the island, a place where the lake waters mutate creatures and plants much more rapidly than the surroundings, to the eccentricities of the family.

And, of course, a little humour. Sometimes it’s the kind of humour that stays light, like the sarcastic banter between Grimoire and Sally. Sometimes, it’s the kind that, later on, makes you feel a little bad for laughing.

In any case, I finished Tangle Tower in a single setting, and, while it’s not the longest game, clocking in at around 4 hours for a playthrough, I’ve had a whale of a time with it. Not, specifically, fun, because fun isn’t, strictly speaking, the goal. But I wanted to know, know about the family, about the island, about the mechanics of this strange murder, and the reason for it. Well, I got all those things. And I recommend it.

The Mad Welshman honestly wishes the folks who still live in Tangle Tower well. Life’s tough, people need a break.

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AI: The Somnium Files (Review)

Source: Cashmoneys
Price: £49.99
Where To Get It: Steam

Content Warning: Although the article has no representations of this, be aware that this is a murder mystery game while the murders are ongoing, so there are bloody scenes of violent death, and several themes including parental abuse, obsessional behaviour and stalking, and the like are involved.

Spike Chunsoft make wild rides. Pseudoscience made real in the fiction, murder, heartbreaking moments, and time being… Fluid are all hallmarks, and AI: The Somnium Files is definitely no different. And oh, boy, it is indeed a wild ride. And one that may annoy, if you don’t take the old adventure game adage of “Save Early, Save Often.”

Considering the context, yeah, this is pretty accurate.

The general premise, then. You are Date, a Psyncer (someone who can enter someone’s dreams), working for a relatively secret agency called ABIS (Pronounced Abyss, or maybe… Apis? There’s a lot of egyptian deities mentioned, y’see), and a serial killer is on the loose… Perhaps a copycat killer from six years ago. And a lot of things aren’t right. With the case. With your boss. With Date himself. And with Aiba, your AI eyeball friend who’s also… Seems to have the hots for Dante, in the oddest way.

This is part of what… Aiba might think is a dance? Look, things are weird.

Oh, and hidden collectibles and branching paths in a flowchart. Mustn’t forget those. So, anyway: The game is mostly split into two parts: Investigating a scene and talking to people, and the Somnium, the dreamworld of either Date, or… Whoever you’re ordered to PSYNC with, for information relating to the case. And yes, it uses dream logic. The tutorial example has a light switch covered by thorns, and a Winter Iris that cannot be moved nearby, but can still be interacted with because… It’s lit. So you don’t move it. You… Inhale it. Dream logic. But, from this point on, there’s a big catch: You have 6 minutes. The upside is that it only goes down when you’re moving or interacting in the dream world (through your partner, Aiba.) The downside is that understanding the logic of that particular dream may well take a lot of tries, and often, there are multiple solutions that lead to different results.

I… I’m not sure I want to know the answer to that question. What the hell?

Aesthetically, apart from some awkward animations, and pink text for Aiba ([check for colourblind options]), the game has a solid visual style, great music, and some good voice acting. The writing is colourful, with a mix of silly references to a variety of things (including other Spike Chunsoft games, The Terminator, and The X-Files), and it drew me in, even when I knew what would come from previous experience with Spike Chunsoft titles, and some solid, foreboding foreshadowing. The humour does fall flat sometimes, and Date’s horniness is… It’s groan inducing a fair bit of the time.

There is a rather sudden shift later in the game, and some paths in the story (Yes, there are branching paths you want to explore to get the honest to goodness ending) are blocked by things you need to get further in the story than I perhaps would have liked, but, overall, I like Spike Chunsoft’s interesting takes on the formulae they work with, and this game is no exception.

The Mad Welshman A unlocked! [Picture of TMW drawn in crayon]

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Unheard (Review)

Source: Cashmoneys
Price: £5.19
Where To Get It: Steam

I love me a good mystery. Or three. Or five. I also love me some weirdness. So when Unheard popped up on my radar, I was intrigued. Ghost voices? Solving cold cases via audio recordings with movements of characters on a map? Deduction? Hell. Yes.

At the successful conclusion of each case, a short recap showing where the main clues were plays out.

And, overall, I’m not disappointed. I might as well get the niggles out of the way first, because they really are, honestly, niggles, little things. Firstly, it’s perfectly possible to just cows and bulls your way to the answer once you’ve identified everybody (You have X correct, no, X-1, ah, that one’s right, cool, next), and secondly, achievements are slightly borked in that it seems to give you the achievement for solving the case only with the play button… Even if you actually do use the recording progress bar (Rewind and Fast-Forward still fail the achievement.) And… That’s pretty much it, because the cases themselves get interesting pretty quickly. It starts nice and simple, with a twin identity case, moves on to an art theft where not all is as it seems, a terrorist bombing that also cleaned up the terrorist’s loose ends… Each one has something where the twist makes repeating the recording from different perspectives important, and each gives its clues well, for the most part (I say the most part, because case 3’s first question’s biggest clue is a surprisingly subtle one)

As you might be able to appreciate, I have to pick my images very carefully. I don’t want to spoil it for you…

The premise at first seems simple: You are someone being assessed using a new system of solving cases, all involving sound recordings of cold cases taken from places. Sounds unreal, and the game does a lot to make it seem more so, but, within its word, it feels real. On the one hand, it’s a short game, taking about three or four hours to complete, but it’s a well written experience, and the one mystery it does leave unsolved, it does so for a reason. Again, though, certain evidence deeply implies the solution, and I like that. Equally, I like the sound design, making the conversations with your assessor seem strange (you never see her face, for example), and the visual design very clearly lays out what’s needed.

Of course, the problem with saying much more, is that there are five cases, and to say much more risks spoilers… But it fits all the criteria of a good mystery game. It allows you to solve the case on your own, with the tools provided. Equally, it doesn’t hold your hand, instead allowing you to make notes. It doesn’t outstay its welcome, leaves just enough mystery to stay interesting all the way through, and, while it doesn’t appear like it ties up everything, it does, and that’s really cool. If you like mystery solving, give this one a look.

Case 3, pictured, is where things really start kicking off.

The Mad Welshman has to toodle off. Something about a new system where correcting contradictions in a manga short reveals who coded the cool tricks in games…

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