Showing posts with label Action. Show all posts
Showing posts with label Action. Show all posts

Wednesday, June 10, 2015

AAAAATATATATATATATATA! - Aces Wild: Manic Brawling Action!

The thing I think I find most interesting about this game is what other people are calling it. I've seen a lot of people comparing it to the games mad by Treasure back in the 90s, a couple have referred to it as a lost Sega Saturn game. That's some high praise and yet the game more or less slid under the radar. Iit just sort of popped up on Steam one day after having apparently been available from the developer for some time before then. I vaguely recall being able to buy the game from dev the at a discount a short time before the Steam launch (and I might be wrong on that anyway) But that's about all the hype I remember the game getting.

Aces Wild is is a game about well... the game has an opening cutscene before the title screen, explaining something about a tournament to decide who gets to use some dojo for the next few years. To help put things in perspective however, I should note that that cutscene is all the story the game has, and you can readily skip it. In fact when I first got the game, it took me quite a while to realize there was a story at all, because trying to skip the opening logos also skips the cutscene. When it takes a player several weeks to realize the game has a story, that says a lot about how important it is.
Who are these people? Why are they fighting? Who cares!
At it's core, Aces Wild is a 2D brawler with maybe some minor platforming elements that sees you taking on an army of ninjas, cyborgs mechanical drones and curiously, Shiba Inu dogs. The game  actually takes a few departures from your typical brawler The first and most obvious being the fact that you can fly. You have the ability to dash in game, and your dash can go in any direction you want, including upwards. Most of your attacks also help keep you afloat, so keeping and staying airborne is very simple. The game also takes good advantage of this, as many enemies are permanently airborne and stages include a lot vertical space to fly in.

The ability to fly also ties into the games combat mechanics. In Aces wild you have two forms of attack. The first is rush attacks which acts as your basic combo. It's a few basic moves that end in a rapid-fire flurry of attacks, fairly straightforward though they keep you airborne and let you move around while you're not dashing. Then you have crash attacks. Crash attacks are your big, heavy hitting moves that send enemies flying and what a lot of the combat is built around. with crash attacks, you can slam enemies into each other or even parts of the environment for extra damage, the environment is even partially destructible, giving you the ability to perform crash attacks on platforms to slam them into enemies. A lot of the combat is actually based less on combos and more on positioning, crowding enemies together or moving them towards a useful part of the environment before using your crash attack to knock them around like billiards.
Readers are encouraged to provide their own Doge caption here.
Finally you have your wild meter, it acts mostly like a super meter, you build it up with rush attacks, then use it to either power up your crash attacks, perform devastating counters, or in a pinch perform a panic attack that heals you at the cost of all your built up meter. The wild meter also controls the game's difficulty, with you doing and taking more damage as it builds up. Managing your wild meter is a big part of the game, as you'll want to build it up for those big counters and crash attacks, but don't want to hold onto for too long. Finally, while you can use panic attacks to heal yourself, there's a threshold you need to build the meter to before you can do it, and every time you use a panic attack that threshold is raised, eventually requiring a full meter to use.

Finally, I should note that as an old school brawler, this game is hard. The first stage or two isn't too bad, but later stages can be quit difficult and require you to really master the games mechanics. In fact I'll admit that despite the game being only seven stages long, I haven't beaten the game yet, I'm stuck at a particularly difficult section of stage 6. Fortunately, the game gives you unlimited continues and frequent checkpoints in stages so you can keep trying to clear parts you get stuck on. also while the game has no save function, there's a level select screen that lets you readily jump to any section of any stage in the game, allowing you to readily practice sections or jump back to wherever you left things last time. Also, while I couldn't try it, the game does have local multiplayer, so having a buddy join in might help.

Finally, the game has a ranking system and high scores for every level in the game, so those who like to really master their games have something to work towards.
Every stage ends with a quick stat breakdown and final grade
The game has a nice, clean graphics style. Interestingly, despite the fact that this is isn't pixel art, it manages to do a good job of capturing the feel of the old school brawlers that inspired it. Unfortunately, while everything looks nice, areas can look a little samey This is because most of the game takes place in urban areas, so you'll be seeing a lot of brick and stone. The effects do a good job of providing some oomph to attacks as sparks fly from your attacks and projectiles leave glowing trails add in some camera shaking or a momentary pause to highlight some of the bigger attacks and you've got some some good visual flair to back up the game's lightening fast combat. Overall it's a nice looking game, and it's neat to see a game with some retro appeal that does something besides more pixel art.

The game also has some real good sound design, attacks and collisions are backed by heavy thuds and whacks to give them that extra oomph and in the graphic effects mentioned above and you get combat that bout looks and sounds satisfying. There is however a slight drawback, mostly with the playable character Ace Wilder - Yes, really that's his name - He has a couple of "Hoo"s and "Ha"s to go with his attacks, and you're going to be hearing a lot of that. it's not overbearing, but you're likely to get tired of his constant "Hoo! Ha! Ho! Hoo! Ha! Ho! Hoo! Ha! Ho!"-ing after awhile.

The game's soundtrack meanwhile is alarmingly catchy. Songs are very upbeat and energetic, matching the frantic pace of the game quite nicely. It's chiptune, but rather than the usual NES or SNES kind of sound a lot of games go for, this sounds more like something out of maybe a mid to late 90s arcade game, which goes along with the feel the game was going for.
Visual effects give your attacks some impact.
The game unfortunately does have one major flaw: It's not very forward with information, the tutorial doesn't even tell you what buttons does what. There's a very basic Manual hiding in the game's installation folder but even that isn't perfect, and there's still information missing. For example, there's actually three playable characters in the game: Ace Wilder, Gene Drift and Eagle Morris but the game doesn't tell you what makes them different. From what little I can tell with playing as each one, Ace is an all-rounder with balanced stats, Gene is more of a heavyweight bruiser and Eagle a fast, speedy character but nothing in the game tells you this. In fact I'll admit a lot of the game's finer details, like how you deal and take more damage as your Wild meter builds I only learned recently... by reading about it on the game's Steam store page while I was doing a little research to write this review.

Also, the game has some weird controller issues. For starts, this is definitely a game that requires a controller, and doesn't work very will with a keyboard. But one of the weirdest is the fact that the pause and menu buttons are separate. pausing just pauses the game, and you need to press a different button to bring up the menu. There's been a couple of occasions where I've paused the game meaning to go to the menu, then opened the, closed it, then sat there wondering why the game seems to have frozen until I remembered I still need to unpause the game. both functions really should of been one button.

Finally, the game is perhaps a bit too frantic for it's own good at times. There's been times where I'm more or less buried in enemies and have no idea where I am on screen. Also the game's reliance on flying and knocking enemies around can get a bit annoying, especially since you can get tossed around like a pinball if your not careful. I'll admit it could just be I'm not the best at this game, but compared to a more typical brawler it doesn't always feel like I've got as solid a control of my character as I'd like.

Still, while I couldn't beat it and I'm not sure if I ever could, what I did experience was a lot of fun. At the very least the game delivers on it's premise. It's called Manic Brawling Action and that's exactly what it delivers. with a flying mechanic to set it apart form your typical brawler and music and graphics that give it that give it a classic brawler feel, it's defiantly worth a look. Just keep in mind that beating it will be a challenge, and there might be a bit more of a learning curve than you may be used to and have a gamepad ready.

Aces Wild: Manic Brawling Action! developed and published by Culture Attack Studio. It is available on Steam. It's homepage, which includes a demo and direct purchasing option is available here.

Wednesday, May 6, 2015

A spanner in the works - Drox Operative

NOTICE: This review used a copy of the game that includes the Invasion of the Ancients expansion, your experience with the base game many vary.

Soldak Entertainment, who's previous games I've covered here and here has made something of a name for themselves over the years, by taking action RPGs along the lines of Diablo or Torchlight, and turning them on their head, Depths of Peril had you managing a covenant of barbarians to take control of a town through war and diplomacy against other covenants. Din's Curse pitted you against a living dungeon full of dangers that grew worse if left unchecked. Now, we have Drox Operative. Bringing it's own twist to the formula, starting with the fact that you're in space.

Drox Operative sees you as the captain of a starship flying under the banner of a Drox Operative Guild. Your job is to cruise a galaxy full of warring alien races as a sort of mercenary-for-hire, handling their problems and fighting their battles for a fee. Your ultimate goals are to make as much money as possible, expand the power of the Drox guild and perhaps most importantly, make sure that whatever happens between these warring empires, you're on the winning side.
In space, no one can hear you loot.
One of the first differences in Drox operative is when making a character. You're given a decently sized list of races to pick from. as well as a handful of options for extra challenges like hardcore mode. Unfortunately The only difference between races is some stat bonuses, as well as extra equipment slots for things like shields or missiles. Picking your race, while still important isn't as big a choice as picking a class in similar games.

Interestingly, Drox Operative does not have skill trees. Instead abilities are decided by your current equipment. This allows for a lot of flexibility since you can use whatever you like, assuming you can purchase it from a vendor or find it off a random enemy. There's a decent number of options to play with, including missiles, lasers and mine droppers. You can even install multiples of the same thing and their stats will add up. Want a lot of shields? Just install extra shield components. The only other restrictions you have are your power load, which you can get things like power plants to improve, and your component slots, which are divided into slight, medium and heavy components, and you can unlock more of these by raising your command stat.

Speaking of, while the game has no skills it does still have stats that you can increase on level up. since this isn't a typical RPG, the usual strength and dexterity has been replaced with more fitting things like helm and computers. Each one gives a bonus to something like attack damage or defense, but are mainly used for equipment requirements, such as higher tactical allowing for better weapons. Interestingly,  the way equipment and stat requirements work means that rather than focusing on one or two stats like in most RPGs, here you'll want to spread your points out somewhat to make sure none of your equipment lags too far behind everything else.

Equipment gives your ship a lot of flexibility. Want to use a certain ability? Just equip something that grants it.
Once you've picked a race you'll be put into the middle of a randomly generated sector of space, and this is where the game get's unusual. The basic idea behind this game is that each sector is home to several different alien races. These races will be researching technology, colonizing plants, and fighting amongst each other. You're job in all of this can best be summed up as "spanner in the works", the aliens in each sector will offer you quests that can range from fighting off neutral space monsters or delivering supplies, to helping attack other races. you can even engage in diplomacy with these races to give them things like technologies and information on planets you've found. Your can even spread rumors or propaganda to mess with the races relations between each other. While you don't have much of a personal stake in what's going on, you've got a lot of options on how to influence things.

This leads up to Your goal in the game which is kind of complicated. you basically have three options: Ally yourself with one or more races and help them take over the sector, raise a certain amount of money for the Drox guild, mostly gained by completing quests, or raise your fear rating enough to please the Drox, mostly through fighting. There's actually a good bit of strategy to the game as working towards those win conditions means having to consider who you work for and what information you trade off.
The diplomacy screen from Depths of Peril makes it's return.
The game also has lose conditions, it mostly boils down to not being allies with the winning side when a sector is taken over, or somehow managing to make everyone hate you. The most interesting though is economic loss, which will cost you a sector if you loose the guild too much money. Most of that money is lost by getting killed (Clones are expensive!) so there's a larger incentive than normal to avoid dying. Fortunately, if you do achieve(?) a losing condition, you are given a grace period of about 10 minuets to fix things. So if a race took over the sector when you were just one or two reputation points away from becoming allies with them, you've still got a chance to fix that and make it a win.

While the game uses a similar engine to Soldak's previous works. The graphics actually look a bit better this time. ships recognizably look like ships, planets like planets, and the background includes plenty of distant galaxies and nebulae  to keep things interesting. It's still not a visually impressive game, but but it's a step forward at least.

The game's music is also decent, it's energetic and helps to set the tone of fighting out in space, and helps keep the game from getting too quiet. It's also seems a little larger than in previous Soldak games, with each race having their own music theme. Sound meanwhile is pretty effective, everything sounds like you'd expect, with plenty of explosions and buzzing sounds for lasers, along with a simple engine sound for ships in flight. One major improvement over previous games is some new warning sounds to let you know when you've lost shields or are running low on health, add in the usual sounds for notices and successful or failed quests. Overall, the game does a good job of getting your attention and making sure you don't miss anything important.
Races like the hive here, populate each sector of space.
Oveall, this is a big, complex game, and to be honest that's a bit of a problem. There's a lot of information to track to the point of being a bit too much in places. the win and lose conditions I detailed above are complex enough that there's separate win and lose condition screens you can check to see how your doing. Your ship actually has three health bars: Shield, armor and hull. and they don't all use the same healing items. On top of that you have an energy bar, and even the most basic of attacks uses up some energy, add in a harsh galaxy where too many deaths will trigger an economic loss and you've got a game that can be somewhat hard to get into.

However, if you can come to grips with how the game works and get past those rough early stages, you've got what's easily Soldak's best game as of this writing. A highly replayable action RPG, set in a living, changing galaxy that's radically different from anything else on the market. Worth a look if you already played and liked Depths of Peril or Din's Curse. Though if you're new to Soldak's games I might suggest starting with one of those first, as they're a bit easier to get into while still showing off some unique ideas.

Drox Operative was developed and published by Soldak Entertainment. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a demo and direct purchase option is available here.

Wednesday, April 15, 2015

Man Vs. Dungeon - Din's Curse

NOTICE: This review used a copy of the game that includes the Demon War expansion, your experience with the base game many vary.

So, awhile back I reviewed Depth of Peril (you can read that here) A... well I went on about this a bit in the Depths of Peril review but, Diablo Clone. That had a few rough edges but brought in some interesting ideas, namely managing a covenant, diplomacy and competition with other covenants, and a living world that doesn't simply wait for you to act. Well, as it turns out the developer wasn't quite done with some of these ideas yet, and decided to make a new game based in the same world.

Din's Curse follows a simple set up. In it you are dead and while they don't go into details your character was to put it mildly, something of a massive jerk. Seeing this Din, champion of the gods has cursed you with a second life. Doomed to wander the world forever, your job now is to redeem yourself by traveling the world, saving desperate towns from monsters and the forces of evil. It's an interesting enough setup, though nothing really comes of it as your placement in Din's Post-Mortem Community Service Program is mostly just an excuse to make with the killing and looting.
Saving the world is nice. But a legendary longbow is better.

At it's core, gameplay in Din's Curse is a straight forward hack and slash affair: pick a class, buy supplies form town then go into the dungeon and start killing stuff for loot and XP. If you've bene playing games like Diablo and Titan Quest it's nothing you haven't seen before, though Much like with Depths of Peril, the game does throw a few twists into the formula. one of the first and most obvious being classes.

In Din's Curse, you have several classes to pick from, mostly fairly standard. You have your big tough, warrior, your spell casting wizard, even a sneaky, trap laying thief. Each class has three skill tries and like in Depths of Peril, the trees are somewhat flexible, having no prerequisite for skills outside of stronger skills costing more skill points to unlock and level up. you even get 3 skill points per level, and even skill that would be considered 'late game' don't have a massive initial cost. So unlocking a later skill only means saving up for a few levels, or spending some money to untrain a few points.

You also get some special challenges to pick from; like only being able to equip gear of a certain quality or better, having no minimap, finding fewer magic items... There's even  one that kills you if you fail to save a town, which makes things interesting if you combine it with hardcore mode: Death is permanent, and failing to save the town means death.
Skills in this game have no sill or level prerequisites to use, giving you some flexibility in building your character.
Outside of normal classes however, Din's curse gives you the option to make a hybrid classes.A hybrid class allows you to pick only two skill trees instead of the normal three a regular class gets. However, those two skill trees can be from any class in the game. For example, you could take the mage's ice magic tree and mix it with the Warrior's Weaponmaster tree. This would give you a character who can pin an enemy down with freezing and slowing spells so he can better beat them up with a sword or axe. There's plenty of combinations to choose from, and if you're feeling like a challenge, you can even pick two trees from the same class. Which I know is possible because I tested it, and not because I had a moment of stupid and somehow managed to pick two trees from the same class without realizing it. Really. I mean that.

Diplomacy unfortunately is gone from the game, instead the dynamic world has been reworked and expanded upon. In Depths of Peril, the living world was interesting, but outside of a few really nasty events didn't have much consequence. If a monster killed a vender, it'd be replaced eventually, a thief stealing goods was annoying but he'd go away eventually if nobody killed him first. In Din's Curse, this dynamic world is now very much set against you. almost every event that happens is meant to make things worse for you and since losing too many people in town can cost you the game, there's more urgency than ever to try and keep things under control before the town is overrun with bad news. This game is very much you Verses the world, and the dynamic aspects of it are much more noticeable thanks to this.
Hybrid classes give you a lot of options to choose from, here's me picking two trees from the same class.

One thing that did carry over from Depths of Peril was the graphics. The game appears to be using the same engine and a lot of models and textures seem to have been ported over from the first game, though things might have been touched up slightly. The game also mostly takes place under ground in dungeons, with no outdoor exploration, and the game seems to handle the underground better. The dungeons are somewhat more interesting than the outdoors of the previous game, though as this game came out in 2010, things are still looking a bit dated.

Music and sound is about the same as the last game as well. The soundtrack is slightly better this time around, it's a bit louder, a bit more noticeable and does a good job fo getting you ready to go dungeon diving, though it's still mostly background filler. It keeps things from being too quiet, but it's nothing that's interesting or stands out enough to have you seeing out the soundtrack. Sound is also much the same as last time: doing a great job of grabbing your attention when something important happens, and monsters make noise to let you know they're there, Everything does what it needs to. But nothing that really stands out on its own.
The game uses a lot of the same graphics as Depths of Peril.
Finally, there something that's not quite a flaw, but more of a warning. The game's pacing can be a bit too frantic at the start. In fact this is not an easy game when things are played normally and being a new character doesn't help. Fortunately you an adjust how fast the game's quests and other dynamic events progress, and I'd highly recommend slowing everything down for your first few towns until you have a few levels under your belt and some idea of how things work. You'll take a small XP penalty for it, but early on being able to actually complete quests and save towns will make up for those losses.

In the end, What I said about Depths of Peril still applies here. If you don't like games like Diablo or Torchlight, this likely won't change your mind. But it's worth if you like those games and want to see somthing different, granted, the lack of diplomacy and a covenant to manage makes it a little less unique than Depths of peril was. but the new focus on you fighting against the world makes the game's dynamic world far more noticeable, and hybrid classes give you a lot of options to play with.

Din's Curse was developed and published by Soldak Entertainment. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a demo and direct purchase option is available here.

Wednesday, April 8, 2015

To one who'll stand and fight - A Valley without Wind 2

So, a few weeks ago I reviewed A Valley without Wind (readable here). In that review, I mentioned how the game had a bit of a troubled development, seeing the game undergo many changes leading up until release. This went so far as to see the game still receiving changes after release, eventually reached a point where Arcen decided to do the following: They were going to take a lot of the ideas and improvements they had in mind for the game and use it to make a sequel instead. This sequel would then be sold in a bundle with the original game and this would be the only way to buy the games, they would not be available separately. Finally, to be fair to all the early adopters and those who brought the game before the sequel came out. The sequel would be given to these people free of charge.

That brings us  to where we are now, so how did the game turn out?

A Valley Without Wind 2 takes place in the same setting as a Valley Without Wind. A world named Environ where reality has shattered, resulting in a strange world made of various places form different time periods. A valley without wind 2 however, only takes place on a single continent and introduces a twist to the set up. The Ilari, strange living stones that help guard humanity and the glyph bearers never showed up on this continent. Worse yet The resident overlord, Demonaica has an Oblivion Stone, making him and his followers functionally immortal. Fortunately, your character is part of a resistance effort that's managed to get into Demonaica's ranks and get an oblivion stone themselves, giving you a chance to fight back and hopefully take down Demonaica for good.

Again like in the last game, this is mostly an excuse for the gameplay, but it's still a fairly unique setup.
You know you've got a bad job when it's only your first day, and you're already plotting to kill your boss.
At it's core, A Valley Without Wind 2's gameplay is very similar to the first game, you explore a randomly generated 2D world, pushing back windstorms and gathering things to strengthen your character. Although compared to the first game, things are far more focused. Each tile on the world map only has one map to play through, and there's far less in the way of side areas. As a result each area feels more like a level in a traditional platform game rather than a large open area to explore. Each area also has an obvious goal, usually taking down the wind generator at the end of the level, though some special locations give you bosses to fight or terminals to hack.

Also gone form the game are the random spells and enchantments. Instead, your character can pick a class from a random list, split into 5 tiers that decides what spells they have access to. There are a lot of classes in the game, about 50 and which ones you get to pick are randomized each time. Not only will you not see the same classes every game, but they'll be put in random tiers each time, meaning a weak tier 1 class one game could end up a tier 5 in the next. There's also equipment, which gives various bonuses and sometimes penalties like less movement speed in return for extra attack damage but you can only have one piece of equipment at a time and it breaks after you take enough damage, so it's not as big a deal as enchantments were in the last game.

Missions have also been removed from the game. Instead the game has special locations you can visit going to these places and completing the levels there awards you with various things. Windmills for example, level up your character, giving them access to more perks. There's also caverns, which give perk tokens, unlocking more perks to pick form when you level up, which give small bonuses like extra health or movement speed. finally there's robotic research facilities which give feats, which unlock special abilities like double jumping or the ability to shrink to fit through small spaces.
instead of finding random spells, you pick mage classes, like the ones shown here.
A new addition to the game is your resistance, unlike the last game where you had a single, protected colony, here you have resistance members, these members can be ordered around on the overworld and can do things like gathering food and scrap, building new buildings (which costs scrap), like farms, shelters and clinics and recruiting new members found on the world map. You're not really building a permanent settlement in this game, as structures can be destroyed and your resistance members will constantly need to move to either to other things or get away from danger. Instead structures are more of a temporary solution. You build them, get as much use from them as you can, then abandon them once things get too dangerous.

Speaking of danger, your main problem in the game is Demonaica himself. The overworld is turn based, with a turn passing every time you destroy a wind generator and purify some more land. as turns pass, monsters will come out of Demonaica's keep to attack your resistance members and destroy structures. and your resistance members have to deal with them, you can't just go fight them yourself. Eventually Demonaica himself will emerge and he's quite nasty, not only does he summon more monsters and cast spells like blizzards over the landscape. He's invincible, and will instantly kill any resistance member he encounters. You lose the game if all of your resistance members die, so it's in your best interest to hurry on doing what you need to beat the game once he shows up.
You can issue orders on the world map, but ultimately it's up to your resistance members to get things done.
A Valley without Wind 2's graphics are a major improvement over the first game. This time, Arcen handed the job of graphics over to Heavy Cat Studios and they came up with a nice, hand drawn graphics style. A lot of enemies form the first game have been given a new look. Environments look more distinct from each other, with more detailed tiles and backgrounds, characters are more detailed and better animated overall and everything works together, rather than oddly clashing like in the first game. Where the fist game could be downright ugly, this is a major improvement.

The game also has a pretty sizable soundtrack, though notable it doesn't sue much if any chiptune this time. A lot of the tracks are remixes and rearrangements of stuff from the first game, and it all sounds better for it, of particular note is the game's title track "to one Who'll Stand and fight" It's somewhat rare you get a vocal track in in an indie game, and it's also one of the first times Arcen games included one. Though it would become something of a tradition for them, with a lot of their later games including at least one vocal track. overall the soundtrack is very nice, though again I don't think the soundtrack on Bandcamp is the complete soundtrack.
Graphics are much nicer this time around, and the assets work nicely together.
In playing the game I did encounter one notable flaw: The game would pause for a few brief moments whenever the games music had to change or restart. it was annoying, but didn't cause me to much trouble. In reality, the games biggest flaw is more about preference. You see, A Vally Without Wind 2 fixes a lot of things, but for every thing they fixed it seems something had to be taken away. Mage classes allowed for a much better control scheme, especially for gamepad users, but less freedom in developing your character. Level design is much cleaner and better focused, but there's much less exploration. Fighting Demonaica and his followers gives the game a clear goal and much better direction overall, but the game is no longer endless, in fact, you can lose now, and is no longer a sandbox. While I'd argue the game is better overall, I can understand people preferring some of the features of the original game despite it's flaws

Overall, A lot of what I said about the first game applies to the second: If you can handle some of it's stranger ideas, A Vally Without Wind 2 offers a massive amount of replayability. That said, while it has to drop a lot of stuff to do so, the sequel cleans up a lot of the first game's rough edges and is far more accessable as a result. That said, the two game come bundled together so if you're getting one game, you'll have the other and as well give it a shot while you're at it.

A Valley Without Wind 2 developed and published by Arcen Games, LLC. It is available on Steam. It's homepage, which includes a direct purchasing option and demo is available here. It's soundtrack is available on Bandcamp.

Thursday, April 2, 2015

Pac is back - PAC-MAN Championship Edition DX+

Over the years, Plenty of companies have tried to revive or reboot their old IPs, most readers would likely be familiar with 2012's XCOM: Enemy Unknown, or possibly Shadow Warrior in 2013. This isn't limited to older PC games however, as plenty of arcade games gave been given the same treatment. Frogger got a 3D sequel in 1997, along with Centipede in 1998. Battlezone somewhat famously got rebooted as an action/RTS game in 1998 and there was even a not very well received Yar's Revenge game in 2011. To top it all off, as of this writing Atari has Asteroids: Outpost on Steam Early Access. So it shouldn't come as a surprise that someone would eventually try to re-imagine Pac-Man.

Well... to be honest Pac-man's been a lot of different games over the years, but... Look, it's Pac-Man, one of the most recognizable video game characters of all time, he's honestly kind of hard to write an intro for.

PAC-MAN Championship Edition DX+, which I'll be calling Pac-Man CE from here on out, is a sort of re-imagining of the original Pac-Man, taking the games basic mechanics and using them to make something new. At it's core it plays a lot the original Pac-Man, You're given a maze full of pellets you need to eat, while avoiding ghosts that chase after you. There's also power pellets you can eat, that give you the ability to eat the ghosts. Being an old arcade game, there's not a lot to it.
While things look different, a lot of the basics are still here.
Pac-Man CE however, changes things slightly. to start, Mazes in Pac-Man CE are split in half, when you clear one half, a bonus item appears in the other. Eat that, and the half you just cleared is removed and a new one put in it's place. since the maze constantly refills itself this way, there's no need to stop the action to reset things like in the original game, allowing the game to fly at a steady pace with almost no breaks in the action.

Another big change is the ghosts, While the four that chase you around the maze are still there, there's now also several ghosts dotting parts of the maze, they're sleeping and won't normally chance you, but when you pass near one, it wakes up and starts to follow after you. After that, and new ghosts you wake up will get in line behind it, until you've got a giant spectral conga line chasing after you. It's actually a big part of the game, as your goal while clearing out the maze is to get as many ghosts chasing you as possible. Once you think you've got enough of them, you can grab a power pellet to eat the whole line for a massive score bonus.
most of the game is spent building up a line of ghosts, like the one seen here.
Outside of the power Pellets, the game offers a couple of additional tools to help deal with the ghosts. The first is a sort of bullet-time effect. Whenever you get near a ghost, the game visually draws your attention to it, while also slowing the game down, giving you several seconds to try and move out of the way. alternatively. There's bombs. Bombs are an extremely useful tool that when used, send all ghosts back to their base in the center of the maze. you're not completely out of the woods, as the line that was chasing you will be on our tail again in a few moments, but it's a life saver when you're cornered and need some extra breathing room.

For the most part the game is pretty simple: Move back and forward between both halves of the maze, eating dots and getting ghosts to chase you so you can eat them for massive points, all in the name of setting as high a score as possible within the time limit. The game manages to get a lot out of this too, with several unique mazes to play on, each with 5 and 10 minuet modes to play on. The game doesn't stop there however, and includes two additional modes. There's time trial, which has you eating a certain number of bonus items as quickly as possible, and ghost combo, which only counts how many ghosts you can eat in a single combo. Both force you to rethink how you play the game as score doesn't matter in these modes.
Passing near ghosts causes them to wake up and chase after you.
Graphically the game neon, very neon. There's several different graphic modes you can pick from, ranging from classic, pixelated sprites to smooth shapes, some modes make the maze walls look slightly raised. There's even a graphics set based on the old Pac-Mania arcade game and if you have the DLC for it, sets based on Rally X and Dig Dug. Whatever you choose though, all of them have the same things in common: plenty of Bright, glowing neon colors. add in all the flashing effects and visual cues that pop up during play, and you've for a bight, visually exciting game to look at. Interestingly, the graphics are split between both the maze itself, and the characters, and you can mix these however you want, There's even a color option that changes a graphic set's colors between various options, giving you a surprising amount of control over the look of the game. Although sadly this flexibility doesn't extend to the DLC graphics. If you use a DLC set, you have to use both halves of it together, no mixing and matching.

The game uses mostly club and dance remixes of various themes from old Pac-Man games, which fit with the games neon look nicely. There's several tracks available and you can pick what song you'd like to hear for each game, Though again, the DLC sets force you to use all of a DLCs assets together. it's all very bouncy, energetic music that fights the fast paced nature of the game nicely. honestly, between the thumping music and neon colors, this is practically a rave party in video game form.
The DLC includes some extra graphics options, like this Dig Dug set shown here.
The game does what it sets out to do well enough, and there's a lot of content to keep someone busy, but despite all of this, there is one thing that slightly disappoints me with the game: There's no classic mode. It would of been fun if I could play some classic, oldschool Pac-Man with these new graphics and music and it's slightly disappointing that I can't. Though with that said I guess I can understand why, as it's not the real focus of the game and the developers were likely trying to get away from the old formula.

With all this said, what were looking at is an amazing score attack game, with a high replay value, thanks to having plenty of mazes and modes, each with their own ranking system and global online high score tables to compete on. It's easy to pick up and play in small sessions and those who like to really master their games have a lot to dig into. more impressively, Pac-Man CE manages to successfully take a simple game like Pac-man, and turn it into something completely new while still being readily recognizable as a Pac-Man game, making this a game worth looking into.

PAC-MAN Championship Edition DX+ was developed by Mine Loader Software Co., Ltd. and published by Namco Bandai Games. It is available on Steam. It's soundtrack is available on iTunes.

Wednesday, March 18, 2015

Barbarian Diplomacy - Depths of Peril

Diablo clone. I think it says a lot about a genre of games when it's still being defined as a clone of some other game. Diablo 2 came out in 2000 and even now, 15 years later as of this writing. I still hear games similar to it referred to as Diablo clones. In a world where we have First Person Shooters instead of Doom clones and Multiplayer Online Battle Arenas instead of DOTA clones, Diablo clones don't seem to have quite made a name for themselves yet. I've heard things like Hack and slash, Action RPG and even Loot-Driven RPG thrown around, but I've never seen any one term readily stick and it always comes back to "It's a Diablo clone".

With that in mind, Depths of Peril is... well I'll be tagging it as Action and RPG for this blog but yeah, it's a Diablo clone. Namely, it's a Diablo Clone that sees you as the leader of a covenant, fighting against other covenant's for control of the town of Jorvik. You do this by completing quests to help the town, gaining influence and strengthening your covenant, so you can take down the other covenants, either by making alliances with diplomacy, or as is more appropriate for a town full of barbarians, by gathering your men, storming their home base and beating the crap out of everyone inside it.
Welcome to Jorvik, I hope you brought your axe.
In Depths of peril, you have 4 classes: Warrior, Mage, Rouge, and Priest. They all work how you'd expect; The warrior hits things and can take a beating, the priest can buff and heal, etc. The classes are fairly standard, though there is an interesting twist in how the skill trees are handled. None of the skills require other skills as a prerequisites or even have any hard level requirements to unlock. Instead, skills further down the tree require more skill points to level up, you can even untrain skills individually, though it costs in game money to do this. Many skills don't even have a very high initial cost, meaning you can get what would be late game skills in other games fairly quickly if you can save up for them or have the money to untrain other skills to free up some points. There's also a bonus tree that all classes have access to. instead of skill points, the bonus tree gives various bonuses based on things like stats or level, like extra physical resist for having a high vitality. It's not a major game changer, but it's interesting and help to make things a little different.

On top of your character you also have a covenant to run. You can recruit up to 4 other characters to join you, either by finding them out in the world or by completing their recruitment quest when they show up in town. These characters act like simple versions of the classes you can pick, having the ability to equip a weapon, armor and shield and having a small handful of the skills that class has access to. The skills are random, so finding somebody with the mix of skills is a must. fortunately, you can kick people out of the covenant at any time to make room for new members. These characters will help defend your covenant while you're away, join you on raids against other covenants, or you can have one follow you around while you're adventuring and completing quests. your covenant also acts as your home in base, containing stashes for extra equipment, as well as places to put in guard monsters you can hire, relics that give you're entire covenant various skill and stats bonuses. There's even a book shelf you can fill with books you find, and not only can you read the books stored here, but each new book you turn in gives a small stat bonus.

Your covenant also has a life stone. This stone can quickly heal you over time and acts as your covenants life in a sense, when you or anyone in your covenant dies and resurrects, it takes damage, and enemies can also attack it directly if they somehow get to it. If it's ever destroyed, you lose. Fortunately, the stone slowly heals over time, so one or two random deaths aren't a major problem, but it will add up if you keep dying.
Reading the books is nice, but what's really good is the +1 VIT you get for having it on your shelf.
Of course, your not the only covenant in Jorvik. In each game, you can have as many as 5 other covenants fighting for control of the town, and they are an active part of the game, recruiting members, going out to fight monsters and complete quests. Fighting each other as well as trading and engaging in diplomacy. These other covenants are where the game departs from your typical Action RPG, as a lot of the game revolves around how you deal with them. Your ultimate goal in each game is to be the last covenant standing, or at least be allied with everyone who isn't dead yet, and you have some options on how to do that. You can spread rumors to hurt a covenant's influence over the town, set up treaties and trade routes. Or simply declare war and send your men in to go kill everyone and destroy their life stone. The game has a separate difficulty slider for how aggressive other covenants are, so you can control how much of of an impact they have on the game. That said I'd recommend leaving it on easy for the first round or two, at least until you've got a few levels under your belt and some extra members to help with defense and raids.

The other way Depths of peril makes itself different from other Action RPGs is in how it's world works. Quests in this game are not static, objectives don't simply sit around waiting for you to complete them. not only might other covenants get to them first, but quests can progress or even change when left alone. Is someone lost and need rescuing? If you don't hurry, they might die. Don't gather the materials the armorsmith needs fast enough? he might go out to do it himself and that might get him killed. If your really unlucky, a monster uprising might produce powerful named champions, who will eventually send attacks against the town itself. I actually lost a game once because an uprising I ignored ended with a gate popping up in my home base and flooding it with more monsters than I could handle. It's an interesting takes on quests and adds some urgency to things, forcing you to prioritize what needs to be done, and not just focus on what the rewards are.
While the game is mostly about slaying monsters, diplomacy is more important than you might think.
I should note that this game was originally released in 2007 and made by a small indie team, so graphically the game isn't all that great. Terrain is mostly flat plains dotted with random trees or ruins, many enemies are simple reskins of each other, and overall there's not a lot going for it visually. though to their credit they are using 3D graphics, which makes a nice change from all the 2D pixel art out there and while the graphics aren't the best, they are readily readable, enemies are easily noticeable and while gear can be hard to see, holding down either alt key will highlight things you can pick up for you, as well as things like chests you can interact with. also, what the game lacks in graphical powers it makes up for in modesty, as this game has virtually no system requirements and takes up very little disk space, which is nice if you usually worry about that kind of thing.

The game's music is also fairly minimal. It's actually fairly quiet even with the music slider cranked up, and it's mostly there to keep things from being too quiet. There's not really anything to say about it, it's just there. sound is a bit better, everything sounds like it should including plenty of little beeps, chimes and other effects to help help alert you to important events, such as the sound of someone knocking on a door when another covenant when they want to trade with you. enemies do make some noise as they move around, so there's a chance you'll hear them coming if you somehow didn't see them yet. Sound quality is decent across the board and does what it needs to, so while sound isn't exactly great, it get's the job done just fine.
It's not downright ugly, but it's not the prettiest game either.
In playing the game I didn't encounter any major problems, the game is a bit grindy, as 90% of the game is spent running around killing random things for look and XP, but that's typical for games like this. There is one problem I came across, in that managing your covenant members can be a bit annoying. There's no overall view of your covenant members, to see information about them, you'll have to go look at each one individually, this also makes comparing a member to a potential replacement somewhat difficult. Also, while the game will compare equipment for you, it only compares what your looking at to your equipment, not your covenant members, so upgrading their equipment can be a bit annoying. It doesn't utterly ruin the game, but it's something you'll have to live with.

So with all that said would I recommend this game? It honestly depends, If you don't like games like Diablo this is unlikely to change your mind. If you do like games like that however, want to see something a little different and don't mind a few rough edges? This is definitely a game to check out.

Depths of Peril was developed and published by Soldak Entertainment. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a demo and direct purchase option is available here.

Friday, March 13, 2015

Exploration of an infinite world - A Valley Without Wind

Here's a game with a bit of troubled history. It started life as an exploration based top down RPG with a lot of crafting and some city building features. As time when on however, it changed. Features were reworked and cut, it changed from a top down game to a side scroller, even up to and past release it was undergoing changes, so many that The developers, Arcen games eventually decided to just up and make a sequel (which I will hopefully be covering sometime in the near future EDIT: you can read the review here), then sell both games together, giving the sequel to owners of the original game for free. The whole thing was a rough, confusing ride, so what exactly are we left with?

A Valley without wind starts with an Unusual setting. The world of Environ is suffering form a major problem: Reality has shattered. Rebuilding the world as a patchwork mess of different places and times, covered in unending windstorms and ruled over by overlords. Only glyph bearers can withstand venturing out of the safety of various settlements to look for supplies, build shelters to fight off the wind, and hopefully taken down the overlord that rules the continent. It's an interesting set up that mostly works as an excuse for the gameplay, though there are additional story snippets to uncover by exploring the game, they uncover more back story and fill out the world a bit more. It's interesting, and worth going after for those interested in the setting, though you can just as easily ignore it.
You'll be exploring several different environments in game, the layouts of which are randomly generated.
The gameplay of A Valley Without Wind is odd. Mostly it's a open world platformer, you can explore massive randomly generated worlds looking for weapons or other items you can use in your quest to beat the current continent's overlord. Which unlocks a new continent for you to tackle, the game is actually endless, and will generate an unlimited number of continents for you to explore and liberate, constantly getting harder as you go.

With that in mind, most of the gameplay for each continent is based around preparing to handle the overlord. you'll explore the world for supplies, attacking lieutenants to weaken the overlord, putting up wind shelters tot keep the wind storms at bay, or just searching the land for better spells and enchantments to fight with. Spells are your main weapon in the game, there's a lot of them though many are very samey, mostly they're simple projectiles or melee attacks that do different elemental damage, enchantments meanwhile act like equipment, doing things like increasing projectile speed, increasing damage with certain spells, or even more interesting things like double jumps or the ability to safety enter the acidic water that covers the world.

you get a lot of your rewards in the game through missions. They're also randomly generated and there's quite a few different ones you can find scattered across the world. Such as clearing a tower of bosses, protecting supply crates from falling meteors or even dodging obstacles as you fall down a tall building or cave. They do a good job of breaking up the random exploration and finding and completing them makes a good short term goal in game.
Missions  can have all sorts of objectives, such as falling to the bottom of a tall building.
There's also your settlement, you can survivors to live in your settlement, as well as buildings that give them or yourself some sort of bonus, such as extra movement speed or damage resistance. You can also send survivors out on dispatch missions though admittedly, this is perhaps the weakest part of the game. Settlement management is mostly about making sure there's enough farms to feed everybody, then dumping mood and skill improving items on people before sending them out on missions and hoping they succeed or at least not die. Fortunately, you can change the difficulty for various parts of the game individually, so if you don't like something like the settlement management, you can always drop it to it's easiest setting and not need to worry about it much.

Finally, there's how the game handles death and progress. The game has a sorta perma-death to it. you pick a character with semi-randomized stats and traits based on what time period they're from, and when they die, they're gone for good. But you get to keep your spells, enchantments, and inventory and simply continue the game with a new character. Progress meanwhile, is based mostly on a system of unlocks: doing things unlocks more things, both good ad bad. Kill a lot of enemies? new enemies of that basic type show up. Missions gain new features as you complete them. Killing all enemies in a section of land might add a new crafting ingredient and so on. There's a lot to unlock as well, more than enough that it should take a few continents at least to have unlocked and seen everything.
wind shelters are an important part of the game as you need them to push back the windstorms that cover the land.
Graphically... I'm not going to mince words and just say it's horrible. Terrain is basic, characters are poorly done CG. background elements stick out from the rest of the world like sore thumbs. When you're inside buildings, the walls and floors are pure black, there's no texture or detail to them. The whole thing just doesn't really want to come together. This is an ugly game, even the developers seem to think this, given how they made a point of completely redoing them for the sequel. To some people there might be a sort of charm to it, but this is honestly not a game you get for it's amazing graphics.

What it lacks in good graphics, A Valley without Wind more than makes up for with it's soundtrack. The game has a massive soundtrack with dozens of songs, ranging from chiptunes, to piano pieces, even a bit of synth music for good measure. The music is nice and varied and it'll take awhile for the songs in it to start wearing thin, which is great given the size of this game. Unfortunately, while there is a soundtrack available on Bandcamp, which I linked below. It's not the full soundtrack. In fact it's only a volume 1 but I never saw any further volumes put out which is sad as the game's soundtrack is easily one of it's stronger points.
Overworlds like this help tie the game's many locations together.
Outside of the graphics, the game has two other notable flaws, the first is that the controls are somewhat awkward, the game works best with a mouse and keyboard, but between all the hot bars and using various spells and abilities it's a lot to manage. You can adjust the controls and it helps to a point, but it's hard to play the game without having to occasionally rearrange hotbars, to say nothing of thumbing through the games various menus. The bigger problem is the games random nature. The world is absolutely massive and doesn't do much to guide you, which is nice when you're just wandering around, but when you need something specific, like a certain building or adventurer with a certain skill, trying to find it in that near infinite landscape can be a major pain. There is a store in the settlement which lets you buy this stuff with an in-game currency call consciousness shards, which you can find scattered around the world or off defeated enemies. It's meant to help alleviate this problem, and it does to a point. Though the prices for the bigger things like the all important wind shelters are quite expensive.

Overall I'd recommend this game, but with a small warning: There's a lot of weirdness and rough edges to this game. If you can work with that and look past all those rough spots I've mentioned in this review, there's a massive game you can sink dozens of hours into, and you get the sequel as a bonus. Otherwise? It's probably best to skip this unless you wanted the sequel, since the two games are sold in a two game bundle and can't be brought separately.

A Valley Without Wind developed and published by Arcen Games, LLC. It is available on Steam and Desura. It's homepage, which includes a direct purchasing option and demo is available here. It's soundtrack is available on Bandcamp.

Tuesday, February 24, 2015

Quarters not included - Iron Fisticle

As I said before on the blog, I'm OK with games being retro or nostalgic, but I really prefer it when a game mimics something besides old 8 and 16-bit Nintendo Systems. Something I don't see done too often is surprisingly enough, arcade games. That's not to say people aren't making arcade-style games, plenty of those exist in modern gaming, at least form a gameplay standpoint. It's rare however that I see something that really tries to nail the look and feel of those old 80s and 90's coin-op arcade games.

Iron Fisticle is a twin stick shooter that feels like it belongs in an arcade. You - and optionally a buddy in local co-op, sorry, no online - fight through single screen levels, collecting random powerups and facing massive hordes of enemies and bosses in a quest to reach the #1 spot on the high scores list. There's a story told via a simple cutscene at the start of the game, But like many old arcade games, the story is simple an excuse to go run around an shoot things.
Iron Fisticle certainly looks like an old arcade game.
As an arcade game, Iron Fisticle plays quite nicely. Controls are nice and responsive, and you have a decent selection of weapons to work with. including most importantly the Iron Fisticle itself. It works like a bomb, killing all enemies near you when you use it, but you only have a few uses of it at the start of the game, and more can be tricky to find. you also have a dash, which is useful for quickly getting out of tight spaces. One small issue I had with the game was that the games controls default to using the analog sticks, It's not horrible, but the game only has 8 directional movement and firing so there's no  real advantage to analog controls. Fortunately, for those like me who'd rather use the d-pad and face buttons on their controller you can readily remap the keys. you could also play with a keyboard but this is honestly a game that works best with some form of controller.

As an arcade game, Iron Fisticle has a lot of random power ups and scoring items to collect, and this is easily one of the games best features, there's over 150 different items to collect, most are things like flowers or food that gives points, but there's also several weapons, like hammers that bounce off walls, or arrows that give you a 3-way shot. Some items even have more interesting abilites, like BONUS letters, that instantly finish a stage and drop a ton of scoring items when you get a full set, or 7 gems that can give you a powerful rainbow weapon for one room. There's even a set of hint books, that give gameplay tips you can read in the game's ledger which tracks all the items you've found, and gives a description for each of them.
occasionally, you get to play a little side scrolling mini-game to earn some extra coin.
While the game is an arcade game at it's core, there's are a couple of new ideas thrown in for good measure. one of them is randomly generated levels which unfortunately is a mixed bag. levels are mostly open, empty arenas, with maybe a wall or two to help break things up. The random generator can change the placement of these things but for the most part there's nothing to make any one stage massively different from the others. It does however, work by randomizing the location of special stages and shops or mini games on each of the game's four floors, which wile it doesn't make each playthrough massively different, is enough to keep the game at least slightly unpredictable.

The other major feature of the game is an RPG-style stat and level system which actually works. you have several stats that control things like attack strength and movement speed, and random pwoerups can give you bonuses to them that last throughout the game, you can even buy permenant upgrades from the between-stage shops that let you start the next game with higher stats. Meanwhile, as you level up, you unlock things like new weapons, or higher maximum stats. It's enough to keep things interesting, and while it doesn't take too long ot reach max level, the game allows you to keep leveling past that, dropping a set of powerups and scoring items whenever you level up again. I'll note however, that while it adds a good bit to the game and helps keep things interesting, the leveling and stat system is very simplistic. You character can get a good bit stronger and unlock some extra powerups, but you won't learn any new abilities or anything else that would drastically change the game beyond the basic running and shooting.
Between some stages, you can buy powerups and items at shops like this.
Graphically, the game uses very detailed pixel art. Backed up by some simple lighting effects, including a little colored lighting in some places. the game does a good job of looking like an old arcade game, down to the optional scanlines. There's even a bordered off area to the side of the screen for player information, along with a prompt for a second player to join in. The game's 4 floors unfortunately don't look radically different from each other, it's not a major issue, since you'll usually be too busy running and shooting to readily notice the scenery,but it would of the environments were radically different, rather than simple variations of underground dungeon.

The game has a chiptune soundtrack that fits the game nicely enough. It does a good job of setting the mood though suffers form being fairly small. you'll be hearing a lot of the same music over and over again. The games sound design is equally minimal, The only sounds you'll hear for the most part are picking up items and firing your weapon. Beyond that there's not much. Surprisingly, there's no sound for when enemies fire at you. Shooting enemies are pretty rare and the bullets large and bright enough that it's not a massive issue, but the lack of audio cue is strange.
In an emergency, the Iron Fisticle can punch a good hole in the crowd.
The game doesn't suffer from any major bugs, outside of one weird issue I encountered. The game doesn't do anything to stop my PC's screensaver from activating. But it doesn't show the screensaver, instead, the game freezes and the sound stops until I move the mouse. If you try the game for yourself, I'd recommend giving the mouse the occasional wiggle between stages, and if the game seems to freeze remember to try the mouse first, in case it's just the screensaver activating.

Overall, this game is maybe a bit rough around the edges. The leveling system doesn't last too long, random levels aren't all that random and with only four floors, there's only 4 bosses to fight. But what the game does right it does really well. This is a really good throwback to old arcade games like Gauntlet or Smash TV an is well worth a look if you like those classic arcade games.

Iron Fisticle was developed by Confused Pelican and published by Curve Digital. It is available on Steam. It's homepage is available here.

Wednesday, February 18, 2015

This is an RPG sequel! - Cladun X2

Here's a game that caught me off guard. The original Cladun: This is an RPG! was a game for the Playstation Portable. A dungeon crawling action RPG, it did well enough to get a sequel in the form of Cladun X2, also on the PSP. Then it just popped up on Steam one day in August of 2012. There were no announcements it was getting ported or even any fanfare over it getting released. It just showed up seemingly out of nowhere and I happened to see it on Steam's front page that day.

Cladun X2 sees your character arriving in a strange world called Arcanus Cella, a small island with seemingly no way in or out save for a strange door that leads to various dungeons. While the basic setup is mostly just an excuse to go into random dungeons in search of loot and experience, and to be honest this is not a game that relies on it's story, there's actually more too it than an excuse plot, as the game slowly reveals information about what the island is and why you and it's inhabitants are there. It's interesting, but can be hard to follow as the story relies on keeping the player somewhat in the dark and there's no way to recap the information that depending on how you play, can end up very slowly drip-fed to you.
The world of Arcanus Cella is full of mysteries, why the toilet has no door is one of them.
At it's core, Cladun X2 is a dungeon crawling action RPG, you make a character, send them into various dungeons, where they can readily run around, attacking enemies, casting spells, and occasionally gathering bits of randomized equipment or avoiding traps. The game comes with a very long campaign that consists of a series of static dungeons to clear. Beyond that though are Ran-geons and Tri-geons. Randomly generated 100 floor dungeons mostly used as a good way to grind, but big enough to be a game in themselves. There's plenty of content here, and while the default gamepad controls seemed a bit oddly laid out and tricky to use, the game does let you rebind buttons and after a little tinkering to find a setup I was comfortable with, I encountered no problems with running and hacking my way through the dungeons.

You have to make your own characters in Cladun X2. For doing that there's a good number of classes to pick from and some options for customizing their appearance, but it's less in making character and more how you can use them where the game starts to show off how unique it is. In Cladun X2 you only control one character at a time, but can assign other characters as support characters. These support characters can't help directly in dungeons but instead act like armor, taking damage in place of your main character while sharing XP with them. Outside of simply being armor however, they can also improve the stats and abilities of the main character through magic circles.
Magic circles are a big part of the game, and you'll spend a lot of time tinkering with them.
Magic Circles are probably the games biggest feature. Each character has a magic circle that you can place support characters on, these spaces then have artifact spaces, where you can place artifacts to increase stats or improve spells and abilities. These artifacts are then activated using the support character's mana. Making things more complicated, Magic circles can grant benefits to subcharacters like earning more XP, or growth spots where you can place artifacts to help strength a subcharacter as they level up. There could also be spots that have penalties, like lowering a subchar's HP or fatemate, where if one character with fatemate dies, everyone else with fatemate dies with them. Each class can unlock several different magic circles as they level up. It's a very large, very complicated system which is both good and bad. You'll be spending a lot of time tweaking Magic circles and for those who like min/maxing characters or tinkering with systems like this, there's plenty of that to do, but while the basics of placing characters and artifacts are easy enough to grasp, there's a lot of information to track and it can be hard to tell just what all of your work, as the game spreads that information out over several screens.

Outside of the magic circles, there's also some other things to tinker with, the most important of which would be entitling. Equipment can come with random titles that increase or decrease stats, and by sacrificing equipment, you can take their titles, and then place them on other pieces of equipment to customize it. Beyond that, you can edit sprites to change how things look in game, make music in MML and even set up relationship diagrams between all of your characters. You can even give character a personality, which in this case is a text message they say when you talk to them in the tavern. All of this stuff is ultimately pointless from a gameplay perspective, as there's no benefit to be gained from making your own music or setting up a diagram, but it can be fun to mess with and it's neat they they included all of it.
You have a lot of options in making your character. Case in point: Catgirl ranger.
Unfortunately, I did encounter some flaws with the game, the first being the games graphics, I experienced heavy flickering until I turned vsync off, and the games oldschool dot-matrix font was unreadable, though fortunately there was a much better smooth font in the options screen. Also configuring my controls was a bit of a mess, as there's two different screens for configuring different parts of the controls and the game doesn't like some functions overlapping but won't tell you what those are. I had to spend several minuets moving between both configuration screens and gameplay to tweak things until I had something that I was comfortable with. though once I got past these hurdles, it was smooth sailing. Finally, the game has a feature for sharing data that when I accessed it, tried to open a wireless connection to receive data. Obviously this was originally meant for sharing data between PSPs and I have no idea if this feature actually works on PC, or is some dead weight they should have removed or altered for the port.

In the end, I'd recommend the game but with a small catch. I'll admit from the problems described above that this game is a bit of a rough port, and if you have a PSP or access to the Playstation store, you'd be better getting this game from there. Failing that though, The port isn't outright broken and is still a perfectly valid way to play the game. If you're willing to spend a little time tinkering in the options menu, You've got an massive, complex action RPG that you can readily sink a few hundred hours into.

Cladun X2 was developed by System Prisma and published by NIS America. It is available with a demo on Steam. It's homepage, which is mostly for the PSP version is available here.