Tuesday, September 21, 2021

Rimelands: Hammer of Thor (Switch) Review

An isometric, turn-based RPG with inspirations from Norse mythology? That was enough to get me interested in Rimelands: Hammer of Thor. When I perused the weekly sales and found it ridiculously cheap? That made it an instant buy.

What I got was a fun little rpg with some uncommon mechanics. Areas are divided into invisible grids, and each square moved is equivalent to a turn. This wasn't an issue when moving around the few town or cleared areas, but became important when an enemy was nearby. Being turn-based, enemies move or take an action when you do. Depending on speed, units may even get two turns in a row. This was great when it was to your advantage, but annoying, or at worst deadly, when not.

There are three basic types of attacks and a defense for each: melee, ranged and magic. The range for ranged and magic didn't always seem consistent. I'm not even sure it was listed anywhere. Sometimes it felt right, and sometimes I'd swear I was close enough, yet could not attack. A few times, it felt like enemies had a farther range than I did with the same abilities.  That's not good.

To resolve an attack, the aggressor rolls a number of dice based off skills and equipment.  More was always better. The die can either come up with a skull, double skull, an "x", or a shield icon. These determined the number of "attacks" done, and the damage. A skull is a hit, a double skull is a double. The other two add nothing to an attack. If the defender has any defending dice, those are then rolled. Each shield icon will block one skull, but the rest do nothing for defense. If you block all skulls, there is no damage. Otherwise, numbers appear above the target to show the HP damage done. I do not know how the damage number is calculated. It felt slightly random. I was not fond of that, but once you start getting more dice, it becomes less of an issue. Unfortunately, that feeling never went away completely.

Battles were usually over quickly, but multiple enemies or a boss made them take a lot longer. We aren't talking JRPG long though. If you are outnumbered, a fight can go south fast. Sadly, this happened a lot. I wasn't surprised that I went with a ranged character for my first run through the game, as that is usually my go-to. It's possible that affected the character's survival. I tried to offset these encounters by moving into an advantageous position whenever possible. Enemy AI isn't great either. At times they refused to follow me, despite being in the middle of combat. Other times they fled when low on HP, making them easy targets for ranged abilities. Even if multiple enemies can be very difficult, health and mana regeneration outside of combat is super fast, resulting in little time lost before the next encounter. That didn't really help with the few cheap bosses in the game though.

Your character has three separate skill trees at her disposal, and the player can choose which one(s) to put your points in. Persuing multiple trees can certainly work, but I found it much more beneficial to stick with one. I only got enough points to fill out one of the three. The skills themselves are hit or miss. Some are really great, like the the first ranged damage one. Others look great on paper, but just are not worth using. There are ranged ones that poison an enemy, or even stop them from moving. They sounded useful, but they didn't work on most of the enemies you would actually want to use it on. That's not good. Sadly I didn't know until I actually bought the skills. These bad choices didn't seem to hinder your game progress, but having an option to redistribute points would have been great.

The game also contains a pretty rudimentary crafting system. Items can be broken down into parts that can be used to make some unique equipment. The system is functional, but not very good. You can't break everything down, and the distinction seems random. You have to also pay money to break it down, as opposed to making money selling it. Most things don't give many crafting supplies, either. Even breaking down a lot of things results in being able to make maybe 1-3 good pieces of equipment. There's only a handful of recipes, so maybe that problem solves itself. Regardless, it's an area that could have been capitalized on much better.

I played the game exclusively in handheld mode, and it looked alright. Even then I could tell the graphics were pretty plain. That's not really a problem, but it's worth mentioning. What was more of a problem was how dark the game looks. The few outdoor areas were usually passable, but any of the numerous indoor areas were just too dark. Some ridiculously so. I turned up the screen brightness so I could see better, which I haven't had to do before on the Switch. I suspected it's because the areas themselves are not great looking, but I don't think that's the point. I want to be able to see where I'm going. On that note, I also would have appreciated a map. The areas were not too complex, but I'm a stickler about exploring every corner for experience and items. One last thing to note about the graphics is at least the different armors changed the look of the main character, even if it was hard to see it clearly.

The weakest part of the game was the story and dialogue. It gave a brief backstory when starting, but no real explanation for any characters, and barely anything to mention how they are connected. If I didn't have some knowledge of Medieval lore, I would have no idea who Oberon and Titania were, let alone why they would have something to do with this game's story. There's almost enough story in the game to be able to follow along with why you are doing things, but that's about it. The dialogue would be fine if it wasn't trying too hard to be funny. Every character from the main heroine, to random townsfolk, to the final boss all have to say some silly quip at some point. I'm glad the game doesn't take itself too seriously, but I think it's too far in that direction. Not every character is Bruce Campbell, but the writers really want them to be.

Overall, Rimelands: Hammer of Thor was a fun RPG. The battles are different, and done well. The skill trees and abilities can be fun to mess around with. Most other aspects are not that great, but it didn't detract from my enjoyment. The game is about 6-10 hours, and offers a few dungeons after the main story. I'd definitely recommend RPG fans check it out, especially if it's on sale.

The Good:
Fun battles fill this RPG that won't take too long, and won't cost much.

The Bad:
A bit unbalanced, a bit too dark, and a story worth ignoring.

The SaHD:
Seriously, spend the dollar for this game when it's on sale. It's worth trying.

(Rimelands: Hammer of Thor was purchased by the reviewer)

Monday, December 14, 2020

Root Double -Before Crime * After Days Xtend Edition (Switch) Review

Early in the morning, explosions rip through the lower levels of a research facility.   The safety measures fail to activate, leaving people stranded.  A special rescue squad is mobilized to get those people out.   However, the rescue leader has a different goal, and heads off to execute it.   He is soon struck with amnesia-like symptoms, leaving him, and us, to discover the truth of the incident.

In Root Double, first the player is presented with two story choices, "Before" the incident and "After".   Now you know where the game's subtitle comes from. Each choice has a separate main character, but all the important characters are shared between these two points of view.   Everyone's name was set, with no ability to change it.  The way the story is told is unique for a visual novel, and more importantly, interesting.

I decided to start with the "After" story, since it had more endings to achieve, and I had a feeling the "Before" story might spoil something important.  It took about six hours to complete, with some of that time devoted to replaying parts to get the "good" ending.  The story was compelling.  This route doesn't "end" per se, but was interesting enough to keep me engaged for the next ones.  Hints were given, and mysteries remained to be solved.

Upon completing the "Before" chapter, I was glad I played "After" first.  There are some revelations that would definitely change how I perceived certain events. Supposedly, there are changes to "After" if played after completing "Before".  Reaching the good ending for both stories unlocked a third route. Completing that route unlocked the final route, which brought the story to its conclusion.  While this is a more linear approach than most visual novels, it was a refreshing take with a longer and more involved story.  It's also good that the story logically permits different points of view for important scenes.  It's really well done. Most of the twists are logical and fit in the world presented.  The only weakness was that the latter half, namely the final two routes, can be very exposition heavy.  There's a lot of stuff to explain.  For better or worse, those explanations can't be done any earlier, either.

Another difference in features that Root Double showcased was the Senses Sympathy System.  Instead of making choices in various places, a circular chart appeared in the upper right part of the screen.  Clicking it would bring the chart up front and center.  It would then display any applicable characters, along with how positively the main character felt about them.  There was even a value for the main characters, so you know how much they trust themselves.  Changing these values determined the direction the dialogue and actions went.  There are three colors: blue, yellow and red.  Blue usually won't drastically change what is goes on, but seemed to have minor dialogue differences.  Yellow was more serious, and can either lead to, or avoid red scenarios.  Red was the most serious, most rare, and could easily lead to a "Game Over" if you don't have the right amount of trust in the right people.  Sense levels could be changed as much as you wanted each time, but only once each time it appears, and only for the relevant characters.

The system was kind of confusing at first, since the wheel appears much more often than I initially thought it would.  I liked that it could change some dialogue, but it ultimately functions like a "choice" system with a few key differences.  One, most times the levels can be set in advance, not always right when necessary.  Two, I wasn't forced to change the levels any time the chart appeared.  If you keep on reading, the story moves on with the current sense levels.  If you don't like it, reaching the good ending for a route unlocks "answer mode" which functions more like a tradition visual novel system, which is a nice option to have.

"Game Over", usually referred to as a "bad end" in visual novels, felt easy to hit in Root Double.  This was good for completion, if nothing else.  Each also gave a tip on how to avoid it.  Most were pretty obvious, as it just needed a change in the sense levels of the involved characters.  Although the tip for getting the "After" normal ending felt generic enough to not be helpful in avoiding it without significant backtracking.  Thankfully there are plenty of save slots, so use as many as you think you may need.  There wasn't a route map or anything like that, but the story layout and direction don't really need it.  Plus the skip function is really fast.

Overall, Root Double is another good visual novel that fans will enjoy.  The story is compelling, and the way it is told is unique.  I'm always a fan of multiple perspective stories.  A normal playthrough for all good endings easily runs over twelve hours and is worth doing.  I would definitely recommend the game to visual novel fans.

The Good:
Interesting story and presentation.

The Bad:
Routes are not self contained, latter half is exposition heavy.

The SaHD:
While coincidental, it's funny that the racist villains are referred to as "Q".

(Root Double -Before Crime * After Days Xtend Edition review code provided by the publisher)

Sunday, November 22, 2020

Seasons After Fall (Xbox One) Review

There’s never enough time in the day when you want to play a game but must parent, too.  Thankfully, there’s a bountiful market of indie games that appeal to someone looking for something quick and fun. In a world where artistic platforming indie games are a dime a dozen, Seasons After Fall has appeal if you’re looking for something short.  I was fortunate enough to get it on sale as part of a double pack, and decided it was time to give it a try.  It’s a pretty game, with a distinct art style, a clear plot, and easy play mechanics.  That’s what makes it a good choice for someone without a lot of time.

The first thing you’ll notice is the art style.  It looks like oil painting over hand-drawn scenery and characters.  It's nice.  Everything was uniformly presented, with nothing so obviously different that it took away from the main art style.  Nothing is more distracting when playing a game than a random object drawn in a different style.  The only complaint I can make about the game’s art is its tendency to place a plethora of objects in the foreground.  I don't like things obscuring my view of the character while I'm trying to control it, and they disrupt my immersion in the story.

The second thing that drew my attention was the story.  When starting out, you possess a small fox.  Urged on by a mysterious spirit, you set out to find the guardian of winter to gain its power and find out more about your purpose.  You jump around, but there are no complicated puzzles to solve until you earn the power of the first season, winter.  Of course, it doesn't take long before you get your second and further seasonal powers, and the game opens up. 

I say "opens up", but the second half of the game is still rather linear.  In the first half, you are required to earn the four seasons, in order.  Once that is complete, you move on to the second half, where you then free the four respective stones, and rebuild their power altars.  The first stone, like the power, is winter.  After that, you are free to do the other stones, and then the altars, in whatever order you want.  Previous areas don’t change, but more sections of them are available as you gain new powers. This helps keep the game short.  There are a couple of new areas added, and one is a big pain in the butt.  

Lastly, let’s talk about gameplay.  The mechanics are simple, but you can apply them in multiple ways.  For example, winter freezes water, which allows you to walk on it.  Summer is dry, and thirsty plants drink up the water, lowering its level.  Then there are more unique applications.  Fall winds can blow leaves and fog, while spring rains can make plants grow and help raise water levels.  The seasons can also affect the few creatures you encounter, which helps you to solve puzzles.  

Puzzles in the game are not overly complicated.  Until you get the second power, puzzles are either "use winter" or "turn off winter."  You may still get stuck, but every solution is close by, and rarely involves more than knowing what each season does.  Considering the limited list of effects, it shouldn’t be too difficult, even for casual gamers.  The platform jumping also isn’t very strenuous, which is a plus.  The simplicity makes for a relaxing experience for most of the game. 

You might think this sounds involved, but the entire game is only a few hours long.  It can be stretched out if you don’t do the stone and altar objectives at the same time, or if you go back for the collectible flowers.  Doing so doesn't add much time, but it's pretty much all you have for replay.  There isn't much in the way of extra content.

Overall, Seasons After Fall was a decent gaming experience.  When all is said and done, it's a standard indie game: artistic visuals, average platforming, short length, and a dose of charm.  A fun game, but not outstanding.  There just isn’t anything about it that makes it something to go out of your way (or out of your budget) to buy.

The Good:
Artwork is pretty and changing the seasons for puzzles and platforming is fun.  Controls are simple and effective.

The Bad:
Artistic objects can interfere in platforming.  Elements of the seasons could be deeper.  Not a lot of extra content.

The SaHD:
Argh, no double jump!

(Seasons After Fall was purchased by the reviewer)
(Expertly edited by Handy Edits)

Sunday, May 31, 2020

Raging Loop (Switch) Review

As promised in my tweet last month, I'm reviewing yet another visual novel.  It seems like that and shmups are all I'm doing lately.  Sometimes, it does feel like that's all that I'm playing, too.

While I say it a lot, the setting and idea for Raging Loop are great.  It's a visual novel that combines the Werewolf game with the idea of Groundhog Day (the movie).  Werewolf, aka Mafia, takes a group of people, a few of which are killers, and the rest innocent.  During the night phase, the killers agree on a victim, and that person is then out of the game.  During the day phase, everyone debates who one of the killers/wolves are, and vote to kill that person with a majority rule.  This cycle continues until all killers are, well, killed, or they outnumber the innocents.  Another wrinkle in the setup is when some innocents/villagers have special powers, which will be discussed later.

The game starts with Haruaki getting lost, and finding his way into a secluded village in the middle of the mountains.  He even starts to befriend a local named Chiemi.  However, things quickly go askew when the wolf game starts, and people begin dying in gruesome ways.  As an outsider, can Haruaki infiltrate and end this nightmare?  One wrong move can end his life...or does it?  Interestingly, all the "bad ends" actually happen.  You see, if he fails, Haruaki starts back at the beginning of the story, sometimes with knowledge of what transpired.  Until he can solve the mystery, he is doomed to repeat the werewolf game again and again.  That's where the Groundhog Day inspiration comes in.

This looping is also woven into the main plot.  Several choices are locked until you find the appropriate keys.  While not while unique, as the concept of cleared flags is constant in near every game made, it's done well.  Locks show which key(s) are necessary.  To find them, you just need to keep playing and try different choices, even obviously wrong ones.  Thankfully, the game includes a handy flowchart.  This makes it very easy to hop around, making choices, and getting keys, all while enjoying the story.

Raging Loop's story might not sound linear, but it surprisingly is.  There are basically three main routes that must be gone through in order.  It strangely didn't bother me.  I attribute that to how interesting I was finding the story, and how each built upon the previous.  Trying to figure out who were the wolves, who were the innocents, and who had the powers of the guardians was fun and surprising.  The guardians are the special powers mentioned earlier.  The village has four extra guardian deities that will choose a non-wolf person to give an extra ability to.  The snake can check one person per night, and be will be told if they are a human or wolf.  The spider can protect one person per night.  The crow will tell the bearer if the person hung the day before was a human or wolf.  There are also two monkey guardians, and each knows who the other is.

Honestly, while this works for a visual novel, it also sounds really awesome for another video game.  The idea and psychology behind how and when to use your powers, if and when to out yourself as a guardian...it sounds like a lot of fun.  My kids told me there is a similar sounding game in Roblox, and I might just have to check that out.  I don't know if I'd want to play with other people, but an open ended game using these powers, trying to find the killers, or even be one yourself.  It sounds fun.

Anyway, back to Raging Loop.  Several solutions rely on Japanese word/alphabet play.  Thankfully, the game takes the extra steps to lay it all out, so you won't get confused.  The one aspect holding the game back from being amazing is the ending.  It's not bad, but it wasn't that satisfying to me.  I'm not going to spoil specifics, but it tries too hard to make things mystical, and not, at the same time.  It's just not pulled off well at all.  It asks us to believe in magic, show us how the trick is done, but also include actual witchcraft, all after a massive info dump right near the end.  Still, the game is worth completing.  Besides some nice epilogue scenes, there's a commentary mode that injects character's thoughts during several scenes in the game.  The ones I read were okay, but not really worth going through the game again immediately to see.  Maybe some day in the future.

I know you've heard it before, but Raging Loop is a definite recommendation.  While it loses steam right at the end, it's not enough to stop the huge heap of enjoyment I got reading the rest of the game.  It's got a solid idea, and is pulled off very well.  I'm anxious to see if any other visual novels come from this same world in the future.

The Good:
Great premise and a captivating story

The Bad:
The story goes astray in the 11th hour.

The SaHD:
If you get this, definitely do not look at the artbook until you have completed all of the routes!  Massive spoilers!

(Raging Loop was purchased by the reviewer)