Jamestown + (Review)

Source: Cashmoneys
Price: £13.99 (Deluxe Edition £17.26, Soundtrack £5.19)
Where To Get It: Steam

In a way, I already knew what I was going to write about Jamestown+ well before I got it. Because, before this site was even in being (I’ve been writing since 2010, folks), I’d reviewed Jamestown, and I found it both bloody hard… And immensely satisfying, a Western bullet hell shooter using Victorian steampunk pulp as an inspiration. Well, it would be considered scientific romance, but… Anyway, Mars is a green land of floating rocks and blue skies, except for those bloody Martians and the Spanish Armada, who are planning to attack. Sir Raleigh, while on the run from the British Empire because he was framed for the disappearance of the Roanoke colony, must save the day!

Sir Walter Raleigh, and a Blue Mars.

Yes, as this is set in an alternate Victorian Period, it’s colonialist. Just so you know.

In any case, the plus is there because yes, this is a remaster, and yes, this does have some extra stuff. Specifically, the Treason DLC, and a new one, the Armada DLC, which adds two new levels, and a new viewpoint character: John Smith, adventurer, great lover, and shameless braggart. So, that makes several levels, including two new ones, quite a few challenges, local multiplayer (up to 4 players, if you have the space, friends, and/or controllers. I know I don’t have at least two of those things!), and twelve ships, four of which have two potential alternate fire modes… Means there’s a lot of stuff. Especially as the game tracks whether you’ve done challenges or levels with specific ships, and what difficulty you’ve done it on.

Hucking a barrel may well blow this Martian up. But I’ll temporarily lose bulle- hucks barrel.

Although, annoyingly, an earlier restriction is still in place: You must be this good to enter Levels 4 and 5! (Respectively, beating the first three levels on the second difficulty level, and then, if I recall correctly, the first 4 on the third difficulty level. Out of five, the last two of which are hair-raising experiences.

Still, let’s count out the positives: Lots of ships and replayability, or simply finding the ship you’re comfortable with and having a good time? Check. Heck, you don’t even need to stick to the same ship level by level. Good visuals, mostly clear, good music and sounds, and keyboard moving of a mouse cursor for those who want to stay wholly keyboard? Check. Relatively low grind, not least because losing a level will still earn you some money for whatever cool thing you’re after (including a very silly “Farce Mode”, more challenges once you’ve finished the first four, and different types of shots and, in the case of the Armada ships, an alternate-alternate fire mode)? Check. The writing is minimalist, but does get across the characters of Raleigh and Smith respectively (alas, not the other viewpoints, although I understand why.) And while it is a bullet hell shooter, for a bullet hell, it’s one of the more accessible and flashy ones, with some interesting variety in the weaponry.

Not pictured: You must be this good to finish the game. Annoyingly.

Overall, I have pretty much the same opinion as back in the day: For shooter fans, this one’s an interesting one, for bullet hell fans, it’s a good example of a Western bullet hell, and for people looking to get into shooters for the first time? Aaaaahhhh it’s better than some options. But yes, overall, recommended.

The Mad Welshman would like to see more anti-establishment victorian cogs’n’steam settings. Because Steampunk, overall… Ain’t punk.

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Disc Creatures (Review)

Source: Cashmoneys
Price: £11.39 (Soundtrack £2.31)
Where To Get It: Steam

This one took quite a while to review. Unsurprising, because, as anyone who’s played Pokemon would know, Pokemon takes a while to get going, and Disc Creatures is heavily inspired by Pokemon. Down to emulating the game-boy incarnation’s style.

It’s so nice to see different generations get into things. You go old man!

However, before someone groans and goes “Oh good lord, not another one”, I will say, right now, that it has ideas that are its own, and has also taken on board the evolution of Pokemon’s world, in the sense that it tries to explore the subject of being a trainer. Or, to use the game’s own term, a DiscR. And the conflicts that arise when the sentient Disc Creatures, or the DiscRs who catch wild creatures… Go bad. So, let’s get the one problem out of the way first, before we talk about what makes this one interesting: Its window is very small, and there’s no adjustment for this save being full screen. Argh. Gripe out of the way, moving on!

DiscR is, as you might have guessed, a pokemon style game. Beat up monsters, catch them, add them to your collection, beat other monsters up with them to make them stronger… You know, the usual stuff, right? Not quite. For example, the move changer. There are a silly amount of moves for each Disc Creature, much like there’s quite a few for individual Pokemon, but guess what? You get the potential to use all of them! And then… There’s combat.

And with their elements displayed too. Lovely!

So, let’s see how you like these apples: HP doesn’t regenerate unless you heal or use Energin (because Disc Creatures are more like Digimon, in that they’re electronic, and can be burned to a CD), but the energy that powers your moves? Ahhh, that’s where it gets interesting. Because each fight, you start with 10 energy, and that’s definitely enough to power some basic moves for a few turns. But while sometimes, you or the opponents regain energy, the only surefire way to do so is to E-Charge. And that… Leaves the Disc Creature doing it wide open to attack, ensuring a critical hit if they are attacked. It’s pretty tactical.

Aesthetically, well… It’s a pretty faithful GameBoy Colour style overall… Pixels, limited palette, chiptunes… It all works, and, apart from the aforementioned “Windowed mode is tiny” thing, the UX in fullscreen is fine and dandy for play.

For reference, these screenshots are not resized.

It’s got some interesting mechanics. It’s got solid writing. It’s got good creature designs, good aesthetic, a nice, lo-fi world… When my only gripe is about windowed mode/resolution, and there’s some good quality of life stuff into the mix? Well, that’s a definite recommend, isn’t it?

The Mad Welshman loves it when somebody tries hard to be actually retro.

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Nexomon (Early Access Review)

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

Aaargh. Aaaargh. Sometimes, I hate Windows 10. Hey, is your app too blurry, why don’t we, why don’t we, why don’t we Stop Tabbing Out Win10, it’s not blurry! (To fix this, turn display change notifications the hell off)

Please don’t do this. Especially don’t do this more than 5 times in the first two gym areas. Kthxbai

Anyway, yes, Nexomon starts in full screen mode, and it seems to be a little while before you can actually get into the options. Have options on the main screen, folks, because otherwise you have, for example, the game’s volume blaring until the into cutscenes are over (one of which, for some reason, is unskippable.) And yes, I had that experience, and yes, it was a bad start to the game for me. And then another bad experience, with a fourth wall breaking joke that was less funny than the developers thought it was (Which has, so far, happened about eight or nine times), and perhaps the most obvious foreshadowing that the…

Wait, the Gym Leaders in this Pokemon-alike are part of Team Evil? I… Hrm. Anyways, yes, this is one of the Pokemon style games that have been cropping up this past year, and it’s… A very mixed bag. On the one hand, it’s visually pleasing, with lots of cool designs. The animations work pretty well, and the music pleases, even through the acknowledgement that the musical stings and the like have very similar motifs to the Pokemon franchise. At least the shopkeeper is a cat called Ron. That’s nice. And the battles, if you know what your moves actually do, is good.

A recent patch meant you know vaguely what moves do. The database is still very sparse, though.

But I did say it was a mixed bag, and most of this is in the writing, some things that may or may not irritate, the aforementioned lack of an options menu until you’re in the game, and status effects are, for the most part, single turn effects. That’s right. Single turn. Oh yeah, and if you’re wanting a team of a single Nexomon, you’re outta luck, because only one can be captured, and if you try to capture another, you’re wasting Nexotraps, the Pokeballs of this game. In one case, where the “captured” icon didn’t show up in the top right, I wasted three before I said “soddit!” and finished it off. And then I went back and, sure enough… Already captured, 750 coins worth of Nexotraps lost to the ether.

Pew-eee! Anyway, yes, it gets super dramatic after every gym. In a painfully predictable way.

Now, there are, indeed, 300 Nexomon in the game. And many of them are packed into a very tight space. As in, I was finding different Nexomon, including different rare ones, in different screens of a route. And, since there doesn’t appear to be much in the way of quick routes (You’d think they’d give you running shoes after the second gym, but no, it’s apparently somewhere in the third gym), it’s a slow trudge, and…

Well, it’s at this point that I talk about what this is: It’s a port of a mobile game, and it shows. It shows in the lack of move descriptions in battle, and the UX. It shows in how minimal the database and move descriptions are (beyond their energy cost, which may or may not reflect how powerful the move actually is.) And it shows in being more grindy than your default Pokemon experience. Since the writing isn’t all that great, and considering all of this, I would definitely understand if you were turned off, or at best non-committal, since, even when reviewing it, I had to take breaks out of, basically, irritation at how slow it was going. It had a feature where you could switch between moves you’d learned, but… Not enough to save it.

This poor dork, on the other hand… This guy really gets it. Repeatedly.

And, after the second gym, and the knowledge that I was going to have to grind more to beat the first trainer battle after it, I checked out. There are some good designs here, and, like Disc Creatures, it has the feature of allowing you to pick between your moves, but the game itself? Is a tedious slog with some distinctly hammy and awful writing in places, especially when it breaks the fourth wall.

The Mad Welshman would like to remind spiritual successor types: Please fully understand why a thing is good. Thank you for your time.

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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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Age of Wonders: Planetfall (Review)

Source: Hard parted with Cashmoneys. Worth it though.
Price: £41.99 (Look, there’s DLCs and a Season pass…)
Where to Get It: Steam

Space Opera is, in a way, a high fantasy all of its own. Want space elves? You can have space elves. Want space dwarves? Sure, no prob. Want a monolithic evil empire? Well, we all have those days. So Age of Wonders: Planetfall is not, strictly speaking, that big a leap from the fantasy shenanigans of previous games. Spells are now Tactical Operations, roving monsters are often NPC factions (Not all of which have a player faction equivalent), and overall? There’s a lot of interesting changes here, all of which seem to improve that AoW experience.

I get the distinct feeling we’re naming them, rather than using their names…

For those who don’t get the fuss about Age of Wonders, it’s a long running 4X franchise which has boasted many factions, asymmetric gameplay elements in later instalments, and some cool worlds of high fantasy. Well, now it’s science fiction. Turn based, with a hex based combat system when you get into it with units, and… Well, let’s talk systems.

As noted, there’s a lot of changes, but the two biggest, to my mind, are the Mod system for units, which extends the utility of units, especially Tier I units, quite a lot, and allows a fair amount of customisation, and the ability to research both your military and social researches at the same time, which… Really streamlines play, and I like that! In addition, factions and classes further mix things up both in the unit and research side of things (Species who choose the Voidtech class, for example, get Void Walkers, beings who can clone themselves before a seemingly unwinnable fight, and if they die? Well… Their clone is now them, because they were time travelling, and you had the bonus of doing damage to a creature outside of your current strength)

There’s many enemies, always enemies. But they will fall before the superior meld of biology… And technology

The system of base building has also been rejigged, and I also quite like this. Before this, it was done in a slightly more traditional 4X manner, with building cities, expanding them, and the main difference was in Outposts (to extend your territory without building another city) and Watchtowers (Extend the vision range of whoever owns them.) In Planetfall, it’s a collection of territories, and expansion is through exploiting a sector within range (preferably connected), and then building an exploitation on that point. Forward Bases can pre-emptively claim a territory, although anyone who wants to either destroy that or take that claim for their own can certainly try, so defending forward bases is… An interesting dynamic, since the game doesn’t generally encourage hordes of units, overall.

It’s somewhat refreshing, after the hullabaloo (enjoyable hullabaloo, but hullabaloo nonetheless) of Age of Wonders, to see the turns just… Glide by, relatively speaking. And it helps that, aesthetically, Planetfall is very much on point. The UI remains the same, and is mostly readable and well organised (occasionally, there’s a button or two that confuses a little, but it’s easy to learn), the music is fitting and gets the mood going along with things, and the worlds are, again, clear about what’s what. There is also hotseat, always a favourite of mine, for anything up to 12 players (Which is a fair bit more than the current number of factions, but the existence of a DLC Season Pass implies, as with Age of Wonders 3, that more is planned.)

I do enjoy a good warrior woman. Almost as much as my queer readers do.

So… I don’t really have any gripes about Age of Wonders: Planetfall. Some folks might get turned on by the extra login (as they might have done with Age of Wonders 3), but many a 4X or Grand Strategy player already has a Paradox account, so… Overall, it gets a recommendation for 4X players, with the only advice for those new to AoW being “Save often, but especially before fights, so you can learn how it all works without as much frustration.”

The Mad Welshman is torn between factions. So he spends most of his time with Planetfall banging his toys together and making “pew pew!” noises in Hotseat. He absolutely will not apologise for this. More 4X’s need hotseat.

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