Ancient Enemy (Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

I have not, perhaps, had the best of histories with solitaire RPG type experiences. I’ve always found them at least okay, within the limitations of the kind of solitaire they invariably use (go up and down the numbers, as far as you can, using abilities to help with this.) But they’ve never really grabbed me.

That’s a big faerie. That’s a big faerie…

With Ancient Enemy, I was at area 7 before I really thought about whether I was enjoying myself. And, on reflection? In a calculating, analytical way, I was. The solitaire part was okay, as solitaire often is (although we’ll get back to that), and the story was… In a way, interesting in how it uses minimalism, but the combat… Ah, the combat is where I felt at home, and looking at the layout with an eagle eye.

You see, it’s not just the combos you have to think about. The combos are important, yes, and getting nice, long ones definitely has its benefits, like a lot of extra damage if you play your cards right (heh), but the suit of the card is quite important, and there are other things to think about. Because the suit of the card charges your abilities, in Basic Attack (A dagger), Magic (Your major damage output, since you are, after all, a mage), and Defense (Which, with only a few exceptions, is physical or magical. There is at least one magic and physics block, but it relies on long combos, because its basic form is weak.)

Gah, look at the shoddy craftsmanship here, my mother could stitch better than that!

And also, when the layout’s low, you may have to waste an action refreshing. Which, if you time it wrong, lets the enemy get off a free hit on your sorry ass. Since items take a turn, and, similarly, you don’t want to waste a combo when it appears, it creates this interesting back and forth. It’s one I’ve mostly won, up to this point, and handily so on Normal (not a bad thing, I enjoy games that want me to see the content, then optionally let me challenge myself), but it’s also one where, if you don’t pay attention and equip accordingly for your enemy, you’re going to get damaged, and health only heals, with a few exceptions, after the chapter’s done.

…Oh gods, sometimes you don’t want to equip, because damn that layout refreshes after you equip, and this one is such a sweet start! Special cards that damage, sometimes big ones. Others that raise your defense without needing to block. Wyrm cards, the wild cards of the game that let you, in the right circumstances, stretch out some really nice combos… When I see a good layout, I’m really tempted to let it play out, sod the resistances and the fact I can’t block any of their attacks…

It helps that there are also passive and active abilities that you can switch in and out between fights and item collecting layouts that help with that, like card destroyers, upping the likelihood of Wyrm Cards or giving you extra undos, changing a card to fit the combo better, or shuffling the entire deck to the same goal… I liked using those abilities, even if they’re usable once per layout, with the exception of finding recharge totem cards.

Ohhh boy… That chained card needs to be dealt with twice. But hey, 30 cards in my deck, I got this!

So, mechanically, I quite enjoyed it. What about the rest? Well, aesthetically, it’s clear. It sort of has to be, and the tooltips are alright. You know what’s what, the characters and enemies look good (Although I wish there was a little more variation outside all monster types you’ve encountered getting beefier, and occasionally more powerful), the environments are lovely, and the music’s alright. The writing… Well, it’s effectively monologues. Why? Because The Mage pulled himself out of… Well, it’s unknown at the start, but he returned to life and the land… To find that the Evil Overlord had won. The land was sick, everyone was dead or corrupted, including spirits and animals. Killing the source probably won’t make things much better… But he’s determined not to fail this time.

I’ve… Enjoyed myself with this one. The difficulty curve is pretty reasonable, everywhere outside the item collecting, you start to feel powerful once you get going, and even in item collecting, you have recourse. Score chaser that I am (especially since that’s also currency), I still retried, but less times than I have with others, and… Yeah, if the idea of solitaire RPGs interests you, I would definitely say give this one a go.

The Mad Welshman is more a Minesweeper kinda guy these days. Shush, he’s not bad at either of them, shush, SHUSH.

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One Step From Eden (Review)

Source: Review Copy
Price: £14.99 (£7.19 for Soundtrack)
Where To Get It: Steam

Ah, adding roguelike elements to things. We’ve seen it a lot, in recent years. We’ve even seen games that attempt to mix the Battle Network style of play, in which a field of tiles is split in two, and you dodge round them, using spells, cards, chips, whatever you wish to call them, to make attacks… Look… Move round field. Dodge attacks. Hit people with things, in the way the cards you got say. Rinse. Repeat.

My co-op partner and I… Getting our asses kicked.

So, most of this review is gameplay, because the story? Well, it’s post apocalyptic, there are beasties, there’s an end goal (Eden), and there are bosses (Who are also playable characters.) The aesthetic is, for the most part, fine, with a UX that only takes a little bit of getting used to (Although… Points docked for no colourblind mode, and some colourblindness problems, like the four tile marker, and broken tiles not being quite clear enough), with some nice music and pixel-art.

But the majority is gameplay, and the gameplay definitely has some interesting elements. Like its inspiration, it is, essentially, a deckbuilder, but stays real-time by shuffling your deck, rather than having you pick cards from it, randomly putting them into one of two slots, while you have a “weapon” for your character you can fall back on (or, in the case of Saffron, the starting character, hold the button down while you’re doing everything else.) Not all the weapons are weapons, and the cards you can pick for your deck, the artefacts, remain the same for all characters.

This… Seems like a bad idea. But it may not be… Well, situationally…

And there is the nice touch that you can focus on certain builds, letting the RNG prioritise certain card types over others. Maybe you like Anima, the elemental cannon type. Maybe you prefer Trinity, where the best things come in threes, or, more specifically… Third time lucky. Or maybe you want something like Flow, where the flow is built up and spent, powerful so long as you keep the flow flowing. I like this, it allows you to build the sort of deck you want, even if it may be luck to get it going. Shops are expensive, it’s true, and the unlocks between runs are, essentially, random, but they happen, and the fights are reasonable, so all is well in singleplayer.

Co-Op, on the other hand, is… Less well implemented. There is shared health, but this comes at the cost of both players having to play the same character, where… Not all of the palette changes are properly distinguishable from each other. It is also only local for both Co-Op and PVP (the latter of which I didn’t try, it must be mentioned.) There have been attempts to balance the co-op elements, with quicker mana regeneration, but, on the whole, my friend and I were not impressed. If you are trying this through Remote Play, be aware that yes, you’re probably going to have latency. Damn you, British Internets!

I would say the little sod’s got what’s coming to him, but he’s one of those enemies you have to take down with individual attacks. He only takes one HP per, y’see.

Overall, though, I like One Step From Eden. It has flaws. It has boss fights I don’t like (Violette’s can be quite painful if you don’t realise those notes are for stepping on, to prep you for her largely unavoidable attack.) And, as mentioned, co-op’s not so hot. But it has more going for it than against it, and so, I would recommend this.

The Mad Welshman appreciates not having to play an alphabet soup deck. And no, this won’t make sense to many. But he is still glad.

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Jupiter Hell (Early Access Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam
Previous Reviews: Early Access 1

There is perhaps nothing more satisfying than riddling demons with holes with dual wielded SMGs. The kickback, the satisfying noise, the rapid thuds followed by the larger thud (or boom) as the monstrosity from another dimension finally keels over. In your imagination, of course, because while there’s bullet trails in Jupiter Hell (allowing you to see just how much ammo you wasted murdering them), death animations aren’t really that impressive, nor do they need to be.

Oh. Wait. There is perhaps nothing more satisfying than seeing the sizzling holes, melting a demon piece by piece, with dual wielded plasma SMGs. I stand corrected.

Buddy, you can… See all these bodies around, right? And me, without a scratch?

What I’m saying is, 0.8.8, the Dual Wield update for Jupiter Hell, has a feature that’s pretty damn satisfying, even if it has some qualifiers, like “You get this cool thing if you survive your first three level ups”, “It will still take up two weapon slots”, “Remember how you had that ammo problem? It will chew through ammo faster”, and “Only Marines and Scouts get this. Sorry Techies.”

Of course, it’s not the only change, although hacking turrets feels… A little underwhelming, as an example. Find the computer terminal on a level, spend 3 of the new combo armour replacement/hacking items, the multitool, and bam, turrets are… Deactivated, seemingly. Since I’ve never seen a turret shoot someone, and they have an ammo drop next to them, that’s basically what I assume, anyways. I mean, it makes levels slightly easier?

And now I’m on fire, how ’bout that?

Anyway, yes, I forgot, all this time, to say what Jupiter Hell is, for the folks in the back. Jupiter Hell is a turn-based roguelike, heavily inspired by Doom (Its spiritual predecessor actually was Doom: The Roguelike, and it was only Bethesda’s litigiousness, in spite of Id Software being cool with it, even flattered, that it is not called DoomRL2 today.) Actions like moving, reloading, firing… All take a certain amount of time, and the enemies, similarly, work on a timer. Diagonal movement costs two squares of movement, but moving doubles your chance of evading shots, so it’s valid to, when seeing a big old bundle of enemies, to book it to a safer position. Indeed, considering enemies will now hit cover when they see you most times, and only get out if you destroy it (sometimes possible) or lure them out (a risky move in some cases, but risk management is the name of the game.)

And how does all this feel? Well, easy mode feels pretty do-able, although you definitely have hairy moments. Normal is a roguelike experience, something that takes a fair amount of tactical thought to defeat… And, of course, there’s challenge modes. I don’t recommend challenge modes for the casual player, or the higher difficulties. But it is casual playthrough accessible, with relatively minimal unlocks for getting certain achievements.

Poor dualjay. He never got to see the plasma pistols…

It helps that it also looks and sounds pretty good. Shots sound satisfying, the clank of one of the chonky security robots is a sound that, once you know the enemy itself, makes you break into a cold sweat and hunt cautiously for both the robot and the best cover, the maps look pretty good for being tile based, quite atmospheric, and the music… Well, as with its inspiration, it veers between heavy, driving metal, and ominous, low tunes, setting the mood for each area. Oh, and then there’s the Marine/Scout/Techie, whose angry growls evoke that 90s protag feel, but in a way that’s not, like quite a few of the 90s FPS protags, a dickwad. Just a dude very, very angry that shit’s gone to hell.

So yeah, Jupiter Hell is getting closeish to release now, the devs have been very good about trying to balance it while maintaining interesting mechanics, and, while I don’t think they’re quite there yet, it’s a pretty good roguelike to start your entrance into the genre.

The Mad Welshman has nothing against demonic denizens. He just wished they’d stop trying to kill him.

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Posthuman: Sanctuary (Early Access Review)

Source: Cashmoneys
Price: £12.39
Where To Get It: Steam
Other Reviews: Early Access 1

It’s been a while since I last looked at Posthuman: Sanctuary, not least because of a moderately long radio silence, but a recent update induced me to look, and I have had the most successful run to date.

…And my god, I wish I hadn’t done that before the update. I killed over 400 clones of Karl Marx (the Doomsayer faction), presumably because, being one of the few nonmutated humans in the post apocalypse, I am the new bourgouisie. Sucks to be me, I guess.

Sorry Karl, meet my means of production… Of blood.

But, close to the end of the run as I am (It’s taken several hours), I’ve realised I have become the bourgoisie. I have more backpacks than I know what to do with. Do I drop any of them, considering I can use just one? NOPE. I’ve thrown away Camo Tents. Already got one, don’t like the colour of this one. I’m passing out mutation vaccine and food as if I’m some great philanthropist, while hoarding the majority to myself. I have good guns, plenty of bullets, and a steel baseball bat that has become a sight of terror among mutant and human alike. And I’ve been a meddlesome fucker too.

But I’m tired. So tired. The goal is actually in sight. Except the last three milestones have been a long way apart, I’ve killed so many… And I just want to give up. I’ve stopped bothering to learn new things, or improve myself. I did that long ago.

Ohgod, I’m a one percenter now…

What I’m getting at here, is that once you’ve gotten a truly successful run up and running… The challenge sort of fades away, even with levelups stopping at level 25 or 30. And, as noted, the further you get, the farther away the milestones get.

The game is best when you’re not successful, is what I’m trying to say. When you meet the dread bankers of the soul, the dealmakers. When a big brained mutant is cause for alarm, rather than “Yup, target practice.”

The devs have, to be fair, added new creatures. New events. A fair amount of them. And maybe this will improve things in the future. Because god-damn, the game is pretty, with a cool visual aesthetic, a nice combat tune, a contemplative event track, and relaxing music in the overworld. The events are pretty well written, and they vary from enjoying while predicting the outcome, to… Wait, what? Some of them are, fair warning, pretty grim. Like the man who burns his wife. There is no good option in that event. It’s pain and misery. The option to turn off R Rated events is there, by the way, and this is a good option to have.

Not pictured: My final landmark… Which is… 20 to 40 tiles away… Kill me.

Accessiblity wise, well, it’s turn based, everything is with the mouse, and everything is pretty clear. The rules, also, are relatively clear: Move, Forage, Scout, and Camp each have their function (Moving blindly, trying to get new stuff at the cost of not moving, seeing ahead two tiles from where you are, and recovering health and stamina), and each turn, you have the option of paying 1 food per character, or taking the hit that results.

It’s an interesting wasteland, and I recommend checking it out… But it could do with more of a late game.

The Mad Welshman is not proud of his wealth of backpacks, but he states for the record that it was earned.

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The Surge 2 (Review)

Source: Review Copy
Price: £43.99
Where To Get It: Steam

What is it with posthuman cult leaders and bad fashion sense? Yes, I know, if you’ve heard about The Surge or played it, you know that’s the least of your worries, but… It nags at me. Anyway, about the game.

This is very me: “Mmmhm, yes, Posthumanism, yes… [You look like a bloody dork in that]”

So, let’s get the spoilers out of the way niiiice and early: Burke lived, and you find that out in the first area! Warren lived, and this is pretty heavily implied by the mysterious stranger you meet just outside the first area! Shit’s gone to hell, which is exactly what you’d expect for a sequel! There, we’re done. That wasn’t hard now, was it?

In any case, The Surge is a science-fiction… Deep sigh, because I hate saying this… Soulslike. You have checkpoints, which you return to when you die, minus what money you’ve earned. Combat is based upon pattern recognition, good dodging/parrying skills, and managing your stamina. The Surge even added its own touches, such as rewards increasing the longer you spend between returns to a checkpoint (an interesting risk/reward system, which I have not taken much advantage of because I’m a coward), and the ability to target specific limbs, something you need to do for specific rewards, such as a blueprint of the opponent’s exo-limb.

Oh, and the online functionality, which introduces revenge enemies (Enemies with more health who killed another player, but drop lots of resources if you kill them), tags, the occasional battery drop where a player died, that sort of fun stuff. You can play offline, but these additions do add a bit of spice.

And with the slo-mo… My god it’s satisfying! Gimme your arm, y’bastard!

Controller is recommended, because while the keyboard/mouse controls are okay, and remappable, parrying appears harder to do well in kb/m. Okay, base mechanical stuff done with, let’s get into what I like and don’t like.

Aesthetically, the game is good, and, if your rig can handle it, it can look beautiful. Some facets are a little confusing, such as targeting, or the very small “You can backstun this fool” prompt, but it, and the sound, are pretty good. Also, while the protagonist isn’t voiced, the others are pleasant to hear, fairly well acted, and it made my day to hear a proper South Wales accent in the game… It was tidy, you might say. Motion Blur as a default is… Annoying, to say the least, but having the amount of it as a slider, along with a couple of other effects? That’s a good move.

I’m also quite fond of the combat, being meaty, pretty well explained, and having a nice back and fore rhythm… Well, if you take the advice of timing your blows, rather than being a button masher like me. Still, I parry well, and I dodge okay, so I’m finding it pleasing to fight. Master one of these skills, and be at least okay with the other, or you’re going to have a hard time. Encouragement to use at least a partial set through partial and full set benefits is also a pleasing bit of incentivising styles of play, and that the first armour heals you a little when you finish off an enemy? That’s a good starter. There’s a few new weapon types, and, while I haven’t experimented with them much, they seem pretty cool, with nice tricks on the charge attacks.

Pictured: You must be this levelled to wear a full suit. Well, more levelled, obviously. It took a fair bit of grind to get the full set.

I am, however, less fond of the levelling system. Not the actual levelling itself, which is reasonable, but the Core Power being tied to your level. It’s about ten, maybe fifteen levels until you can properly equip a full set, and it was a little annoying to have to grind up to my first full set.

I could go on for quite a bit about all the quality of life improvements, but, essentially, if you played The Surge 1, it’s an improvement in many respects, and, if you’re starting out with The Surge 2, well… Going back to The Surge 1 may be a little tougher, although the basics remain the same. It feels pretty good, exploring this new, more open world with its diverse locations, it feels good to fight, and I would recommend this, even as someone who got very tired of games taking elements from the Souls series pretty quickly.

The Mad Welshman remains pretty easy to make in the majority of games. And he looks good in an exosuit. Nanomachines, son!

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