Atelier Sophie DX: The Alchemist of the Mysterious Book (Review)

Source: Review Copy
Price: £32.99 (or £74.22 for the whole trilogy of Sophie, Firis, and Lydie and Suelle)
Where To Get It: Steam

Atelier Sophie, The Alchemist of the Mysterious Book, and indeed, the first in the Mysterious Trilogy of the Atelier series, starts off with a bang. In Lydie & Suelle, we had a missing mom, and trashdad. In Firis, we had the feeling of being a bird in a cage, needing to be free.

In Sophie, we encounter a talking alchemy book that has lost its memories. A very snarky talking book too.

Suffice to say, I like Plachta.

Happens all the time, Sophie, it’s no big! (NARRATOR: But it is a big)

In any case, best to mention the gist of the Atelier games, as this’ll be the first posted of the two parts of the Mysterious Trilogy I haven’t covered: Cute alchemists go on adventures, relatively low stakes until suddenly it’s not, with a puzzle-like crafting system, turn based combat (this time, it varies), and a beautiful world filled with characterful people. By this point, they’d been at the Atelier games for 16 previous games, iterating and testing each time, so for the most part, they’ve got the formula polished (although they experiment to this day.) It’s fun stuff.

It’s also the first Atelier game I’ve played (I have yet to play most of the series) where the stakes introduce themselves pretty early, in the form of a pair of very sus folks. We’ll not go into details, but suffice to say, there’s heavy foreshadowing in the game, and I’m okay with this.

GET HEEEEEECCCCCKKKEEED!

Aesthetically, well… It be an Atelier game. Cool tunes, great character designs, beautiful landscapes to pick flowers and mine from and murder punis in… I haven’t had a complaint yet in terms of aesthetics, and this is no different.

So… Mechanically? Storywise? Any particular problem segments? Not really. The game has some small bugs, but otherwise, it has an interesting take on the usual alchemy funtimes (Where you can improve your cauldron for better effect, rotating parts, that sort of funtime), locations are more limited, but you can revisit them quickly (for greater risk), combat’s very much about chaining things together, although this isn’t terribly difficult, and the game has no timer. Plot is, in fact, based on unlocking recipes, which does, on the one hand, mean you’re grinding things out, but you’re going to be grinding things out anyway, because holy shit, you’ll need those bombs and unis and other weapons of alchemic destruction.

Crafting in Sophie and Firis is similarish, so here’s a good ol’ screenshot of making a nice, low stakes creation.

But while, of this trilogy, Lydie & Suelle is my favourite, Sophie comes a close second. I’m enjoying my time with the cast, many of whom return in later games. Including Sophie herself.

As with any Atelier game, if you like cute alchemists, crafting, low stakes gameplay until the latter half of the game, and JRPG funtimes, then yes, Atelier Sophie is a good pick.

Look, cute alchemists doing cute alchemist things, only needing to save the world in the third act? This is extremely my jam. Gimme the Dusk Trilogy. Do it. I’ll do a Going Back on those too!

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R-Type Final 2 (Review)

Source: Review Copy
Price: £34.99 (£58.90 All the stuff, £3.99 OST, £2.49 Artbook)
Where To Get It: Steam

Yissssss… Suffice to say, I’ve been waiting on this one since it was trailered. And it feels good to suck at R-Type again. Especially now that I get to suck with a whole bunch of ships. On PC. I’ve already found ships that I dislike (Hi R-9E family!) and ones that I love (R-9C Warhead, you and me, we’re going to burninate a lot of people), and more… I get to see just how boned everyone is in the R-Type Final timeline.

Because oh yes, bad things happened.

Pictured: Oh dear, we’re now even more boned than we were before.

Anyway, R-Type is a scrolling shoot ’em up, in which you pilot your R-Type ships, each with three potential special weapons (Coming from a nice orb you get that happens to be Bydo technology, Bydo being… Well, we’ll get to that), shoot things, go fast, go slow (each having their benefits and downsides), and preferably don’t get shot at all. I mean, you have 3 lives, and anything up to infinite continues on Practice Mode (I don’t believe you get points to unlock ships and customisations there, though), with Easy (Kids? Nah, just folks who had enough coins to put in) being 10, Bydo being 1, and R-Typer being that bastard hard mode that will murder people a whole bunch, with no continues. 3 lives and that’s it, chummer.

It looks good. The ships look good, the enemies are cool, the music is excellent… Aesthetically, it’s clear, it’s on point, and most of the things are telegraphed well. Not everything, but what wasn’t telegraphed, I learned pretty quickly.

This gun wrecks ships. God I love the Andromalius. Although if anyone knows how to unlock the R11B, otherwise known as The ACAB-Type, let me know.

As to how it plays? It’s definitely a coin muncher where you learn by repetition, but you also get some reward for your repetition. Here, have customisation points to buy emotes and stuff (500 for clearing the first level on “Kids” difficulty.) Earn materials to add more ships to your library (and sometimes hilarity, when the R9-C gets upgraded to… A budget model. Which actually has a really good weapon… But is also, y’know… The Low Cost Option, ehehehe) Earn more info about enemies by shooting the hell out of them. And earn gallery entries by… ???

No, really, I have no idea. As to the shooting, it’s very pleasant indeed. Even with stages you’ve memorised, the different special weapon types, collecting or not collecting powerups, changes the state of play, and… Well, I’m sure somebody is making the R9-E’s godawful force weapon work… Somewhere…

Some bosses are variations on old ones, like the frozen Dobkeratops, or the return of BATTLESHIP STAGE (Stage 3, also known as “Your exam in whether you understand a) The bally thing can stop normal shots, and b) You can put it on the back or front, or shoot it out so it murders people from a distance”) And there are, at points, secret enemies.

So, basically, the game is enjoyable as hell… But what are the Bydo anyway?

That helmet’s meant to be white with light blue, but alas, the lighting doesn’t really get this across…

Well, as a friend puts it, they’re an assimilative cognitohazard bioweapon (they take things other, both mechanical and biological) from the future, which we’re fighting with, uhhh… Basically Bydo tissue. Which, well… That’s potentially a bad idea, and, as we see in the first stage (if you look closely enough), this has finally gotten to the point where the only ships useful against the Bydo… Are finally being co-opted by them.

R-Type Final 2 is a fun addition to the series, and yes, shmup fans and R-Type fans alike will have a great time. I’d even say, despite the difficulty, that the “Kids” and “Practice” difficulty means that it’s a pretty good start for players wanting to dabble their toes in the genre. Very nice.

It has just sunk in for The Mad Welshman how many fucking ships he has to develop. Which involves beating the game, among many other things.

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Loop Hero (Review)

Source: Cashmoneys
Price: £12.49 (Soundtrack £5.99)
Where To Get It: Steam

I love the premise of this game: In a fate similar to The Neverending Story, the world has been unhappened. Reality has been forgotten. Except for one person, who is, on an endless loop, trying to remember how it all used to be, fighting through monster after monster, returning feature after feature.

Here’s an early run, and, by the end of the review, you’ll see a late run. Vast difference.

It all melts away when you return to camp, but… You’ve still made a difference, even if it feels pointless. And it hits home, time and time again, that the world contains good and evil, and things in between. Narratively, this game works pretty damn well, with its mechanics tightly fitting to this idea that the more the world is remembered in some fashion, the brighter the possibility of bringing it all back becomes.

Gamewise? It’s honestly okay, a nice touch on the strategic roguelike, where the path is set, but what you put on that path is where the calculation comes in. You want room, for example, for villages, or features that heal. You can’t overuse them, because you need items and experience to face the boss of each area. But you can’t overuse those, because if the pressure gets too much, you might as well retreat and lose some of the resources you gained.

You’ve got time. Seemingly endless time. And the more time you spend, the more loops you go through, the more resources you can get, to improve the camp back home, giving you more memories of the outside world, more cards to slip into your limited deck that allows you to recreate a microcosm of the dark world you lived in, to become stronger… And the other two classes.

Bones versus Bones, who will win?!?

I like the three classes of this game, each has their own playstyle, their own focus, and I love it. The warrior, the first, is the most straightforward: Hit things, get equipment from them, get stronger, use crits, fuck shit up, rinse, repeat. There’s still variation in how you do it, builds you can play with, but it’s the simplest in terms of gameplay.

The thief and the necromancer, by contrast, ah, they’re not quite so simple. The thief only gets their items (except for village quest items) at the end/start of each loop, the camp. But their power, their levels, are determined by how many trophies you caught (IE – Monsters you killed.) It’s high risk, high reward, and the one I often push too far with. The necromancer, by contrast, well, they don’t fight themselves. You’re buffing your skelly boys with each equipment drop, with each skill you learn. And yes, each class has their own skillsets they can pick from on levelup, although it’s semirandom.

Once it’s boss time, though… Well, the bosses are no pushovers, so you have to feel like you’re properly prepared to face them. And you’re probably still going to get wrecked your first time or couple of times. Considering there’s three bosses, though? It’s all good, and you will be beating them multiple times.

Aesthetically? Omigod I love it so much. C64 style graphics, even down to the palette, dark, brooding tunes, it oozes aesthetic, is clear, and I fucking love it.

It’s a damn shame this is all going to vanish into the void that’s consumed everything. Even if it’s extremely likely to kill us.

Yes, I definitely like this one, as it has many of the positive points I find in good indie games: Tight design, mechanics married to narrative, an interesting story, and it’s a game that can be played in smaller sessions, respecting your time. Yes, I like this indeed.

The Mad Welshman returns to his own loop, forgetting the past briefly so as to concentrate on the present, the future.

Nah, he’s having so much fun with the present and the past.

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Hero Among Us (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

You’re just one hero. You can be as fast as you want, as strong as you want, as smart as you want, but, in the end, you’re fighting an uphill battle. And you can’t possibly save them all. But maybe, if you save enough… You’ll save the world.

I started in the West. And there are no other heroes. And I am so, so sorry. 🙁

Such is the premise of Hero Among Us, a race against time strategy game in which you, picking from a set of hero archetypes, must solve enough world problems, improve enough world infrastructure, that the world is nominally “peaceful.” Let the villains do too much, let them create enough problems, and you lose.

It’s pretty hectic stuff, as it’s pretty much about cooldown and crisis management. And it gets harder and harder as the game goes on, with more villains cropping up (either creating problems, or trying to stop you solving them) and more problems appearing as time goes on, each linked to a stat of yours. And you only heal the exhaustion you gain from solving these problems by resting somewhere you’ve made completely safe, especially your home base.

Oh look, your home base is very often under threat, as you’d expect from hero media. You’re not just battling hunger, or pollution, or epidemic crime rates… You’re not just battling colourful villains… No, you’re battling your own weariness in this nigh constant struggle.

Just… Just one last stretch, and I can rest. Just for a little while. Just… For a moment…

UX wise, it’s pretty clear. More blue good, more red bad. Problems are similarly clearly highlighted, and villains (and sidekicks or drones, if you have them) are tokens. Skill trees fit the character in question, as much dealing with infrastructure additions as the improvement of your own stats, which dictate how fast you can solve problems, and how weary you get from fighting them, and…

Well, it’s a pretty good game, with a tight narrative all about fighting a tiring, endless battle against the woes. Damn near alone. The only big hero on the planet.

You’re all alone, hero. Comrades nowhere to be seen… I’ll enjoy this…

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Abyss of the Sacrifice (Going Back)

Source: Cashmoneys
Price: £30.99 (Soundtrack £3.99)
Where To Get It: Steam

The game has the following CWs: Mentions of suicide, sexual abuse, drug and alcohol abuse, parental abuse, and human experimentation.

Hrm. Hrm, and other thoughtful noises.

The characters have, at times, a seriously rocky relationship. And there’s good reasons, plural.

Abyss of the Escape is a visual novel/escape room game, in which five girls are trapped, seemingly alone, in the ruins of FOUNDATION, an underground home for humanity after the surface basically got fucked. And shit’s not going well for them, not helped by certain things along the way, and the secrets and traumas each person has. It’s interesting, dark stuff.

It’s such a shame then, that it’s timeline implementation is awkward, and many of its puzzles are obtuse, some downright frustrating in their lack of information. I had to rely on hints for a fair few puzzles, and a few, in particular, I would not have found the solutions to without either pixel hunting, or looking the solution up. All I will say about that, if you play it, is that two numbers you haven’t lit up are hidden inside another, single digit number. It must also be said that some of the puzzles feel out of place for the situation.

Huh, big barrier in the garbage room? What purpose did that serve, except to arbitrarily separate the two characters involved for a dual viewpoint puzzle? Making tea? Good Doctor, I understand that you don’t want to let your daughter near your best tea, but an entire puzzle about tea making is only going to interest the tea fanatics. Who will then get turned off by the puzzle lock on the crucial ingredient. Although the last puzzle of that scene did fit the character of the Doctor.

I kicked myself after realising the solution. And this is an early puzzle.

And these two faults kind of taint the whole experience, which is a shame, because there’s some legitimately good writing in there, including the main twist. The rather heavily foreshadowed main twist.

Aesthetically, it works. Clear UX, some good illustrations, solid music, some good VA, and overall, as noted, good writing, because a good twist is foreshadowed, but even heavy foreshadowing works if it doesn’t quite make sense until the twist.

But yes, the awkward implementation of the timeline, some obtuse and sometimes arbitrary puzzles, they bring the game from legitimately good and interesting, to a cautious recommendation with heavy qualifications.

See this? THESE HELP PEOPLE GET INTO YOUR GAME IF IT’S A TADGE BIG.

Timelines, VN devs. I’ll stress this and stress this until it sinks in. Timelines. They make our lives easier.

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