Rogue Legacy 2 (Early Access Review)

Source: Supporter Gift
Price: £15.49
Where to Get It: Steam

Yup. This is definitely Rogue Legacy, alright. Platforming and murdering monsters in a procedurally put together castle and environs? Check. Some useful random abilities, some assholish ones, and some funny ones like IBS? Check. Several classes, and rising costs for every improvement you make, with Death taking all, then most of your money every time you die and your successor, from a random pick of three, asks him to ferry you to the castle?

KAME… HAME… HAAAAAAAAA!

Check. Whoo, that was a lot, wasn’t it? Anyway, yes, Rogue Legacy 2 is a procgen platforming type dealio, where your bloodline has been cursed, and only by defeating the horrors of the haunted castle in which the curse began can you all be free. That’s harder than it sounds, by the way. A lot harder, because you start pretty weak. Weak enough that you’ll likely die within a few rooms at first.

Still, even with the game being in early access, there’s a fair few changes in this sequel, such as the introduction of an Archer class, which has the side effect of… Making mouse controls or using gamepad somewhat mandatory. Sorry, keyboard only buds, it’s one or the other. New abilities, such as one that makes you take more damage, but only have a bullet hell like central hitbox (represented by your heart), or… Sigh… Pacifist. No attacks. No ability to damage, even via your new spin kick. +75% gold, though, so if you’re really canny, you can make it work. I am not, hence the gusty sigh.

Ooookay. That… Is indeed a boss door. Jesus…

And aesthetically, the game is still clean looking as hell, but less pixelated. It’s got this cartoony vibe to it, preserving the general look, and… I like it! Musically, it remains on point, remasters and remixes of the original tunes so far, all good.

Any critiques? Well… Much the same as the first game, honestly. Some of those visual abilities really are a bit of an eyesore, early impressions make the game feel much tougher than it actually is, and, new to this one, they could do with introducing window locking of mouse, because, while using a gamepad negates this, in windowed mode, it’s very easy to click outside the window as, say, the Archer (who I actually like as a class, on par with the barbarian for “Can screw up enemies” with the addition of being ranged, while still being fragile enough to only be on par)

Ah, the spiky ball that bounces slowly around… I didn’t miss you, old nemesis…

…And then dying horribly as you try and get back to the game window. Most of the classes remain very similar, the general mechanics of “Find things in the dungeon to give you permanent buffs” and challenges are similar (again, a nice new touch is the teleporters that need to be used, themselves making for new challenge puzzles which are interesting), and so, it feels, so far, like a refinement of what’s come before.

And I do like me a refinement. So count this one as recommended, and one to watch.

The Mad Welshman is actually the 253rd Mad Welshman of the name. His full name is Jamie The Mad Welshman, of The Mad Welshman line.

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Undermine (Review)

Source: Cashmoneys
Price: £15.49 (Soundtrack £3.99)
Where To Get It: Steam

Other Reviews: Early Access

In a land with a great wizard, and quite a few warriors, clerics, etcetera, who’s going to save the day? Who’s going to stop the evil sorceress or what have you from bringing back an ancient evil? Who’s going to clean up the dungeons and stop the earthquakes?

One of a cavalcade of largely identical and disposable peasants. That’s who. And they pay the company store for their equipment. Yay capitalism! (Not yay at all.)

They will not be getting their pension, due to “Cost saving measures.” IE – Letting them die. They never got hazard pay.

And yes, that is basically the setup for Undermine: You are a peasant, who is very handy with a pick and has a gold hauling canary, and if you die, well, another, sometimes eerily similar peasant drops into the dungeon to have a go, trampling figuratively on the backs of those who died before them.

Which, for a shooty slashy roguelike sort of game with rooms filled with traps, enemies, gold, and the cute slimes that try to steal that gold when you mine it (oh, and bosses and shops, obviously), is actually a blackly hilarious setup. Instead of a dodge roll, you have a special power. An amazing power.

Yeaaaaahhh, this isn’t in my comp package. Because that doesn’t exist.

Peasants are the only buggers in this world who can jump. Take that how you will. In any case, swinging your pick, throwing your pick, dropping bombs, and occasionally chugging potions are your absolute basics here, along with “If you die, you lose some of your gold, and can either spend what’s left on improving yourself, or going right back in in the hopes that you make enough gold to get bigger improvements.”

It’s a tried and true method, and, honestly, it works really well here. The visuals are good spritework, the menus are clear, the enemies are interesting… And the bosses… Ahhh, these are some good quality bosses. Just qualifying enough in the category of “A Shower of Bastards” to make you hate them, but you get the idea of how to beat them pretty quickly. It’s just a matter of doing it. The difficulty curve is pretty fair… This is one of those games where it’s tightly designed, it’s fun, and I’d have to look really hard to find something I’m actually critical.

There, a screenshot where they didn’t die, from the training video! Except they died two or three minutes after.

And I have. And I’ve failed. So… Undermine: If you like procgen twin-sticky collected arenas-as-dungeons games, then yes, this is a good pick for you. I wouldn’t necessarily say it would be a good game for dipping your toes in the water to see if you like it, but I also wouldn’t say it’s a bad place to start.

And that’s Undermine. Eat the Wizards.

AWAB, is all The Mad Welshman has to say.

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Risk of Rain 2 (Review)

Source: Cashmoneys
Price: £19.99 (£5.19 soundtrack)
Where To Get It: Steam

Other Reviews: Early Access 1

“WHERE’S THE FUCKING TELEPORTER?!?” I cry. I’m running for dear life, chased by 30 enemies of various types, including some very big boys indeed. The enemy level has risen to “Insane” (one step below “Impossible”), and I am hunting for a circular space with two horns, dark grey… In a multi-levelled cavern, floating islands and chains aplenty… And most of the surfaces are red.

It is world 4 out of something like 30 I’m meant to clear. Or maybe less to win the game. I don’t know, because I have real trouble finding the teleporter quickly.

Sod, sod, sod, sod, where the fuck is it?!?

Of course, part of that problem is that Risk of Rain 2 is a noisy game, visually. There are, I seem to recall, indicators of where the hell it’s meant to be… But even in levels where colourblindness isn’t an issue, there are enemies, often bright and attracting attention (not least because they’re trying to kill you.) When you have turrets, and you can’t directly see them, there are arrows to let you know where they are on the edge of the screen. Things are going boom, things are going ratatat-tat, things are going zap… And, often, they are coming from all directions. There are sparkly glowies that roughly signify where it is, but… Look to the aforementioned visual noise.

A similar thing happened in Risk of Rain, the first one. But there, you didn’t have to worry about the teleporter blending into the background. Its big horns were harder to miss.

Ah yes, this big ol’ lad… With the laser that’s nigh impossible to avoid.

Does it, apart from that, feel alright? Well, I’ve already mentioned how noisy it is visually, but its UX is relatively unobtrusive… With the glaring exception of getting an achievement, which covers said UX in a big, attention grabbing “YOU GOT THIS.” I would say “at the worst times”, but there isn’t a good time to get distracted. Still, you don’t need to worry about much of it, so that, at least, is okay.

Sounds are good. What characters I’ve unlocked are interesting to play, each with their own loadouts of skills. And I definitely cannot say the bosses and enemies aren’t interesting, because they are, even if, like its predecessor, the AI is essentially “Hyper-aggressive, all the time.”

You knew there had to be one death screenshot, right? Wouldn’t be representative otherwise.

The thing is, for all that I’m told it gets easier, when a core part of progressing is so damn frustrating to me, all the interesting enemies, good sounds, and progress based gameplay means jack and shit. I want to fight those bosses. I want to find those teleporters. I want to see those characters.

If you like a hard, twitchy challenge, even on the easiest difficulty, then yes, Risk of Rain 2 is for you. If you do not, this will only frustrate the hell out of you, as it has me.

After a discussion with friends, The Mad Welshman has deduced that we would all die if Isekai’d. Especially here.

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West of Dead (Review)

Source: Cashmoneys
Price: £15.48 (£19.02 for DLC and OST, £4.79 Soundtrack, £2.09 DLC)
Where To Get It: Steam

West of Dead definitely nails its atmosphere down. Heavy black shading, deep shadows, washed out colours, tombs everywhere… It’s a Western styled afterlife, alright. And one cowboy is stuck in purgatory, hunting down the ghost of a preacher… Who might actually have made the land of the dead mighty ornery. Good thing the cowboy in question is tired and ornery too.

Sure ain’t…

Said ghostly cowboy is voiced by… Ron Perlmann. A man who knows his matter of face, practical characters who are Very Tired Of Your Shit. And William Mason is, indeed, a man who takes the situation in his stride. He knows he won’t like the answers to certain questions he could ask, so he doesn’t ask them. He knows something’s wrong, so he just gets down to it. And he can certainly wax poetic, at times. I like him. And the general idea is a twin-stick roguelike shooty type deal, with you shooting various undead folks and beasts in a claustrophobic land of the dead, levelling up and finding hopefully new, hopefully better gear as you go. I like that style of game, too.

I like… The combat a little bit less, however. Not the general idea, it’s quite cool, and encourages the Western shootout feel by having to reload, and that reloading being faster in cover, and slower still while on the move. And cover does break, and there are folks who don’t give a hoot about your cover, such as bombers or the big boys, so you’re shooting all the folks you can from one piece of cover, then rolling to the next, hopefully dodging shots along the way. It’s good stuff, on its most basic level.

Them boys ain’t right…

However… That difficulty ramps up quickly indeed, so this is one of those… Where it doesn’t feel like it wants me to see it. It wants me to die early, over and over again, ’til I’ve either got the muscle memory or the tools to deal with, say, the Butchers, who are only melee in the sense that most of their attacks are melee based. Don’t matter none, they can destroy cover, and if you get close, best be dodging, and dodging the right way, because they got an area attack, friend, and that hurts.

So… This is one where I love the atmosphere. I love the basic idea of the combat, I love the aesthetic, it’s all pretty clear… But I’m honestly finding the difficulty unforgiving, because while I can consistently get to the second level, I also consistently die there. Also in the negative category is that sometimes, the camera really isn’t your best friend. And finally, in niggles, the game goes full screen for a brief time on loading, even if you’ve set it to windowed mode. Which is annoying.

Every character has something going for them, design wise.

I don’t really think it’s a bad game… But it is a tough game, so if you’re frustrated by that sort of thing, I would say stay away, and if not… It’s definitely got a unique atmosphere, and a nice little twist on things, so if difficulty doesn’t turn you off, I’d say give this one a go.

Life ain’t what it used to be. But nor’s death either. Leastways, not in games, where it’s sure as hell painful… And just as surely temporary…

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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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