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    1. Ahsoka doesn't really work

      I just finished this show, having waited for it all to come out before getting into it -- other Disney+ Star Wars series taught me the lesson that they are much better binged than watched week to...

      I just finished this show, having waited for it all to come out before getting into it -- other Disney+ Star Wars series taught me the lesson that they are much better binged than watched week to week and I was not wrong.

      Spoilers below

      The endless references to a children's animated show that I have less than zero interest in viewing really drags it down, which is why my main take away as per the title is that it doesn't really work. Most of the premise of the show is finding Thrawn and Ezra -- two characters you have no way of knowing about unless you watched that cartoon. Yet these two characters are constantly referenced and for some reason important, but you're never really sure why.

      It kind of works with Thrawn because there's a mysterious villain type of thing going on. But Ezra? Why do we miss him? Who is he? What did he do? Almost none of my questions are ever answered, even after we find him! Aside from simply being told by other characters that he is important, I am never told how or why. Nothing they say or do makes me care about him. They don't show me anything that makes me want to get emotionally invested in him. And no, I am not watching hundreds of hours of cartoons to understand the context. That is simply too much.

      This show is in a very strange place between obviously trying to cater to a large audience (it is a Disney property after all, so $$$), but it simultaneously can only be fully understood by extremely hardcore Star Wars fans. I consider myself a fan. I have watched all live action movies and shows, even the laughably bad stuff like the Boba Fett and Kenobi shows. That they intentionally mix together animated and live action storylines though -- especially with any context lacking -- is a major misstep.

      I like the Star Wars universe a lot. And while a lot of it is entertaining, it feels very bad to feel left out. It would be different if it was a small cameo or name drop once in a while. But the main storyline gets impacted by this, and it just kind of leaves a sour taste after finishing it.

      I was decently entertained and it had some very good moments, particularly the Baylan and Shin duo was intriguing -- which is ironic as I understand that they are among the only original characters in this show. Regurgitating old canon is not the way.

      7/10. Entertaining but unsatisfying.

      37 votes
    2. I finished Phantom Liberty and have thoughts

      I remembered that thread asking about the update to Cyberpunk 2077, and figured after finishing the expansion I'd offer what I've got. I played the game once on release prior to playing now. The...

      I remembered that thread asking about the update to Cyberpunk 2077, and figured after finishing the expansion I'd offer what I've got. I played the game once on release prior to playing now.

      The tl;dr - its a hell of a lot better, can totally recommend it, expansion was cool and fun

      The long:

      First, regarding the update. It's excellent. The game does feel significantly better to play, because a whole lot less is bugging the hell out. You do occasionally come across some silliness, like four of the same car all at an intersection, or the same child populating a cafeteria. But these moments are far, far less frequent, I think I can count on one hand after 50 hours, the number of times stuff like that happened.

      Wanted system is functional now. It just works the way you'd expect, and it is pretty easy to escape. More lawless parts of town are appropriately easier to get away with shit in. Driving feels better but still feels weird to me, like everything is slippery/wheels never have good traction.

      The skills/perks/inventory stuff is a thousand times better. It has a few weird things here and there but is easier to follow and use. It's nice not having to really mess around with clothes and just look however I want. Combat is a lot more fun now that stuff behaves appropriately. That's really the theme of it, they did fix what needed fixing, and what we're left with much more closely aligns with folks' original expectations.

      Quests wrap up and sometimes into one another in ways which are genuinely very impressive, and I encountered all of one that had an issue with it. I pretty much constantly went from quest to quest and found there was enough variety that I didn't really care about wandering much. I still did, and that is all much improved too. Npcs behave a lot better and look nicer, and jobs consistently finish up the way they're supposed to.

      I specialized in blades, pistols, and shotguns, and played on Normal, mostly on my steam deck. I mostly raised Reflexes, Technical Ability, and Cool. I got to turn into a Dragonball ninja assassin, occasionally dualing Japanese cyborg women with katanas in the street. I'd get into shit because melee is genuinely pretty fun to mess with.

      The visuals are awesome even on the handheld, the preset for the deck is higher than I expected. Performance was consistently good, on the deck as well as my PC. PC can go maximum and is using a 144hz display, it looks really really good with everything pushed.

      The expansion:

      It fits squarely within the best of what the game offers. The storyline is complex and goes into the rest of the world in an impressive way, it's like it's always been there. The characters are exceptionally well done, as is the voice acting. The whole thing felt like a great season of a good show, it kinda proceeds like that too.

      Dogtown is a really cool area. The detail is wild and sense of place really some of the strongest in the game. I felt uneasy at night in the rain, that's always cool for a game to evoke. It feels both like it's own independent spot and like a part of the city, they really nailed it with how it looks and what's available there.

      Conclusion:

      The complete package I'd say is totally worth it. Compared to release it is a completely different game. Feels like a much more realized vision, that consistently hits some pretty high notes. Panam is still the coolest, but Songbird was a really well done character too. With the game not being a flaming wreck, it's way easier to get into the storytelling, and it is pretty great for this medium. Especially those major characters, they're interestingly complicated and don't always behave how you'd expect. The overall experience is kinda like being a protagonist in a tv show, quests have their own arcs and climaxes and characters appear distinctly changed by the events as they unfold. That was always there, but now I'm comfortable saying you'll actually have that experience playing it.

      23 votes
    3. Suzuka F1 weekend report

      Before I visited Suzuka, I found reading people's experiences (mainly on reddit) to be helpful, so I thought I'd post my own thoughts from driving down this past weekend. I came from Tokyo,...

      Before I visited Suzuka, I found reading people's experiences (mainly on reddit) to be helpful, so I thought I'd post my own thoughts from driving down this past weekend.

      I came from Tokyo, driving to Suzuka and parking in one of their official lots, and I stayed at a small resort about 50 minutes by car away from the track. The race tickets, and parking ticket were bought from the official "mobilityland" website, and it was 14,000 yen for a parking pass for the weekend, and I paid I think about 9000 yen to get there, and 6500 yen on the way back in tolls. For two people it worked out to be cheaper then the trains (and more fun to drive it!). They had some cheaper parking options as well in an unpaved lot, but I get the feeling the official parking passes sell out super quick, so you should take what you can get. There was a lot of unofficial lots nearby selling day parking, but I think you'd have to arrive very early to use them since most of them were full by the time I strolled up to the official lots around 9-10am. Speaking of which, if you buy the official parking ticket, you get an exact assigned space to use for the whole weekend, so no roving up and down the lots looking for a space. Also some people were sleeping in their cars as well so that's an option if you want to save on a hotel..

      Crowds (cars and people) were managed really well. I was dreading leaving the parking lot at the end of the race, but I got out before it was crowded at all, and was able to make a beeline for the highways.

      About the stands, my tickets were in Q1, at the final corners closest to the track. Aside from seeing Logan's accident in qualifying they weren't the best seats. The monitor was absolutely worthless, it was so small and so far away that without binoculars you couldn't tell the position of anyone on the track, or what lap they were on. There was also a pole blocking the middle of the monitor as well which was very distracting. Washrooms were quite far from these stands as well, although underneath the neighboring Q2 stands there was a water bottle filling machine which was pretty nice. Speakers were playing only the Japanese audio, and they have a FM radio station with the same Japanese commentary. I had hoped to get live timings on my phone, but there was basically no internet due to the huge number of people.

      If anyone has questions, please ask. Overall I had a great time, although after the exciting Singapore race prior to Suzuka, this was pretty boring by comparison. Max held the lead at the first corner, and he just extended the lead over the whole race. Seeing Perez get retired and then suddenly show up again was really weird/ confusing, also it was good to see Sainz fighting with the Mercs.

      11 votes
    4. Starfield and the problem of scale

      Minor Starfield lore spoiler's ahead Originally written for /r/games, but the last discussion thread of Starfield in that place saw many user who said they personally like the game downvoted and...

      Minor Starfield lore spoiler's ahead

      Originally written for /r/games, but the last discussion thread of Starfield in that place saw many user who said they personally like the game downvoted and replied to by mentally-questionable individuals that said not-so-nice things.

      As I pass 170 hours in Bethesda newest, hottest, controversial game. I am happy because it is just as fun as I had hoped it to be.
      Yet as I explore the cities it has to offer there is always a small detail that I keep failing to ignore (whenever I'm not busy thinking of new ship designs that is).

      200,000 units are ready with a million more on the way

      So say the slender being that has been tasked with creating an army to defend a galactic spanning government of countless worlds. At this point Montgomery, Zhukov, MacArthur, Jodl, or any-other-WW2-command-figure-of-your-choosing are rolling on the ground clapping each other's backs laughing their socks off. Because 1.2 million is an absolutely puny and pathetic number of troops for a galactic war.
      I'm no Star Wars deep lore fan, I understand that fans and later authors has since tried to 'fix it' by making the Clone War more that just the clones. And yet those 1.2M clones was all there was when episode 2 released to theatres.
      Most Sci-fi writings has similar a problem with scaling to their subject. It is not news. It even has a tv tropes page (the page is more about distances, but it's in the same ballpark).

      Quest for the Peoplefield

      So where does Starfield go wrong in this? The ships are puny. The wars and the numbers stated are puny.
      Certainty more ways than one, but the one that I wish to focus on is this: where the hell are all the people?
      A brief summary of the lore. Humanity has invented FTL and has seemingly solved all energy problems. They had to evacuate Earth, but this was successful and so the starfield should be absolutely teeming with tens of billions of human souls spreading to all corners of the galaxy and its many already habitable worlds.
      And yet, Starfield feels so barren. I see no grand interstellar civilizations. Only dirt huts on a hill surrounded by walls that support barely a thousand people. Yet this dirt hill is supposed to be a capital or an interstellar superpower. Heck, they are even scared shitless of their own fauna.
      The opposites capital is no dirt hill, yet still smaller than a modern earth country town.
      And it's not like the main population centers are just outside player-accessible areas. All the NPCs ever talk about are Akila, New Atlantis, and Neon. These tiny puny cities.
      It doesn't feel like the evacuation of Earth was a success. It feels like it was a catastrophe, and all that remains are scattered remnants playing civilization.

      And yet... The Starfield is actually lively, just not where it should be. There is a scale imbalance, because spread across nearly every world in the settled systems are countless research stations, outposts, deserted or populated, you name it.
      Yes, those procedually-generated buildings that spawn nearly everywhere you land in the settled systems.
      Where did these come from? Surely the UC couldn't have built them. Manning just the ones that I have come across in my playthrough would empty New Atlantis 10 times over!

      Bethesda built their open-world game style upon Fallout and Elder Scrolls. For both it makes sense that the worlds are sparely populated. One being post-apocalyptic wasteland, and the other a medieval society.
      But now they have built something in a completely different realm. But they way in which Bethesda built the scale at which the game is presented remains the same.
      So why did they go with this approach? I don't know. Maybe they just like making "small" worlds and didn't want to fit the new universe. Maybe the idea of 'climbing any mountain you can see' is a very hard rule and they didn't want to limit player movement in metropolises, that would undoubtedly be unfeasible to make fully traversable.

      But lets pretend they actually tried. And perhaps it can be done without really changing how the game is designed or played.

      So you can do it better huh?

      A Microsoft executive plays the game as it's nearing launch. He feels there is something missing with the scale of the Starfield universe.
      So he does the only rational thing he can think of and storms into the street and picks the first rando he can find, puts the Bethesda crown upon his head, and orders him to fix Starfield's problem of scale.
      The exec is later found to be mentally ill and fired, but it does not matter for I am now king of Bethesda and my words are design directives.

      Tell, don't show

      The simple solution that requires no real work but some change in lore. New Atlantis is no longer a capital, just a administrative and diplomatic outpost. Akila is now just a small border city. The real population centers are now on entirely different worlds. Inaccessible to the player.
      Why can't players go there? Well it shouldn't take much suspension of disbelief to acknowledge that governments might not want any random idiot, in a flying hunk of metal capable of tearing space-time at it seams, to go anywhere near their main population centers without considerable control.
      NPCs should no longer talk of sprawling New Atlantis, Neon, or Akila, but rather these other places that you can see on the map but are not allowed to go to.

      Show enough

      The population planets are now accessible, but restricted in where you can land freely. On the map it should show big cities. And just like how you cannot land in water, you can neither land anywhere in cities or its surroundings.
      Just like with New Atlantis and Akila, you can land at a designated spot. The difference is when you look into the horizon, because rather than a procedurally generated landscape you will instead see a sprawling metropolis that tells you "Yes here! Here are all the people!".
      The other change would be that, unlike the landscape, if you try to go beyond the player-area of the city you will hit a wall. But that is a sacrifice I am willing to make.
      New Atlantis and Akila can stay, but like the other solution they would change status.


      All in all the scale issue is no big problem and the game is fine as it is. This was just something that has been on mind for some time and I wanted to put it to writing. So do you agree that Starfield has a scale problem? If yes, how would you fix it? Or maybe I missed some crucial info-dump and the entire premise of this writing is wrong?

      39 votes
    5. Remnant 2 so far is great. Your thoughts?

      I've been playing through Remnant 2 and having a great time with it. I think they've hit on a great mix of combat and challenge. Plus I was pleasantly surprised to find that the writing,...

      I've been playing through Remnant 2 and having a great time with it. I think they've hit on a great mix of combat and challenge. Plus I was pleasantly surprised to find that the writing, especially for the lore, was quite engaging (the intro doesn't set a high bar tbh). Still in progress for the game, so no spoilers please, but what do you think?

      17 votes
    6. Final Fantasy XVI is driving me nuts (no spoilers)

      I'm a little over halfway through and I really have to force myself to keep playing it. Some of it is really cool and a lot of it drives me crazy. Sorry to rant a bit but a lot of the discourse...

      I'm a little over halfway through and I really have to force myself to keep playing it. Some of it is really cool and a lot of it drives me crazy. Sorry to rant a bit but a lot of the discourse online is extremely positive and I just wanted to let this out.

      • So many cutscenes. They're pretty good cutscenes. The acting is largely very good, most characters are really enjoyable (although maybe one day FF will realize that antagonists can be multifaceted and not just generic evil badman). But so, so many hours of cutscene -- run over there -- cutscene -- go to the one map location that's unlocked -- cutscene.
      • So much time wasting slow running around. Sometimes the maps are designed like a (linear) maze for apparent reason except to make it take longer to get somewhere. I see a quest marker and I just immediately "ugh" at how long it's going to take me to plod over there.
      • And as a corollary to the above, exploration sucks. I learned very early on that there's no reason not to beeline to the next goal, so it makes the slow running that much worse. Dungeons are basically right out of FF XIV, which means one straight line and a very clear pattern of trash mob, trash mob, boss, rinse, repeat.
      • The gear and stats are a non-entity. You go through the story, it more or less hands you periodic levels and gear. It feels like they thought including these things was obligatory, but for what they put in the game, they could have just not bothered.
      • Combat is pretty fun! A little repetitive. A little samey. I wish there were more options for using all the skills you get. I have all these things I could unlock, but the very limited set of slots you get make they basically a non-option once you've picked the ones you like. The system just feels kind of half baked.
      • And in that same vein, the big quick-time-event boss battles are neat too. I don't love them, because it feels a lot like I'm not playing a game anymore, but they do look pretty fantastic. Some of the latter ones go on for way too long. Just like, I was done with punching this fantastic looking beast 10 minutes ago.
      • Maybe I haven't heard enough of it or listened long enough, but the music is disappointing. Which is sad because I love the tracks in XIV from the same composer. So much here is just ambient or otherwise underwhelming. A bunch of critical moments are just remixes on the classic theme, which is nice, but not really selling me on the new score overall.

      I'm probably going to stick through to the end (slowly, with many breaks for Dave the Diver), at the very least because it was so expensive. I just wish it were better.

      31 votes
    7. Lets talk roguelikes!

      Roguelikes have a special place in my heart. When you know that your character is mortal, the stakes feel so much more real, and your progress feel so much more earned. You can’t second-guess the...

      Roguelikes have a special place in my heart. When you know that your character is mortal, the stakes feel so much more real, and your progress feel so much more earned. You can’t second-guess the level design, because random, and sometimes things are simply not unfair, like when you get transformed into a cute mushroom, while your otherwise generic foe get transformed into a god. I consider unfairness, uncertaincy and chaos to be core gameplay components.

      Here’s some roguelikes I liked, in no particular order:

      Inscryption
      Sort of like Slay the Spire with retro aestetics combined with the gritty feel of the SAW franchise. The most atmospheric and foreboding deckbuilder I've ever played. It is sort of a meta-game where you play a retro computer game in which you play a tabletop roleplaying game with a deranged dungeonmaster.

      Noita
      Looks like a rather generic pixelart side-view dungeoncrawl, but beneath the humble surface lurks Finnish folklore, a revolutionary physics engine and an insanely versatile magic system, likely the best in any game. The game is vast, both in sense of game world but also the numbers of monsters, spells, perks and secrets. I consider this the best roguelike, full stop.

      Don't Starve
      Craft to survive in an unforgiving wilderness, battling wildlife, hunger cold and insanity. Having to constantly collect resources makes this game a bit on the grindy side, but the hand-drawn artwork and a rich world to explore and unlock makes this stay fresh.

      Jupiter Hell
      This, the successor to DRL (Doom Roguelike), is the only classic roguelike I could ever get into. The top-notch visuals makes me literally forget that I'm playing a grid-based turn-based rogue-clone. Still, the game is rather lacking in variation, and there's no lore or story choices. While I think this is by design, the DOOM roots and whatnot, I'm missing the sense of exploration and wonder found in other roguelikes. But even with that, the game is cool and ever so dark, and there's quite a lot of depth despite the simple controls.

      FTL
      Simplistic and neat pixelart space exploration game. The meat of the game is space combat in real time with pause, between which you plan your route on a node-based overworld and make various choices. The game, while cozy, is quite intense. You're trying to escape a vastly superior fleet while fighting off incoming attacks and trying to not run out of fuel while hopefully improving your ship to survive as the stakes rises. Every choice you make feels like a life or death decision. The fights offers a lot of different tactics. There's various ships to unlock by completing various missions. The one downside is that you have seen all the different encounters way before you have everything unlocked, but the mod FTL Multiverse adds a lot of new content.

      Into the Breach
      Simple tactical turnbased on 8x8 fields, by the folks behind FTL. The main gimmick is that you can see how the enemies are going to attack in their turn, and try to counter it. This works surprisingly well and offers a lot of depth.

      Depth of Extinction
      Underwater turnbased tactical. The game feels like watching a cheap action movie from the eighties. Sometimes the missions can feel a bit samey, and the underwater setting could be more in forefront but this doesn't stop the game from being quite a lot of fun. I'm hardly an expert here, but I've heard people who prides themselves of their expertice at turn-based tactical gaming giving this one a lot of praise.

      Retromancer
      Arena-shooter with a very stylish retro aestetics which doesn't confuse you in the fast-paced chaos. This, combined with a RPG fantasy theme really make this stand out from the other twin-stick offerings. This is a game I consider a spiritual successor to the original twin stick shooter, Robotron 2084. Of course, you need to play the Hunter, the other characters doesn't have the Robotron-trademark mashine gun fire. There's a dash function which is quite handy when you're about to be cornered. There is not really any character building, although by scoring enough points you can unlock various pickups. I guess it is designed for local multiplayer (there's four characters to choose from) but I haven't tried this. Plays excellent with controller.

      The Wrath's Den
      This is basically Dungeonkeeper, but simplified into a turnbased pixelart game with keyboard controls. You use space to switch between minions, arrow keys to move them, X to do various actions. Besides the random room choices, everything follow simple strict mechanics, which sometimes requires a bit of observation to grasp. The one major downside is that you cannot save your game. Much suck! But other than that, this humble little game is quite easy to fall in love with.

      90 votes
    8. So I'm new-ish to cRPG's. I played the first four-ish hours of Baldur's Gate 3 Early Access.

      ... and I think I'm going to be very hooked. Spoilers for being 4ish hours into early access.. Spoilers for being 4ish hours into early access.. It reminds me of the Anakain meme. I found the...

      ... and I think I'm going to be very hooked.

      Spoilers for being 4ish hours into early access..

      Spoilers for being 4ish hours into early access.. It reminds me of the Anakain meme. I found the druid caged disguise as a bear and I killed all the goblins...

      Not what I QUITE wanted, but once I found the druid he insisted his bear form what trigger combat with most goblins

      And I'm fine with that. I'm trying to lean into the emergent story telling of the game and accept my choice as they roll and as they come.

      I want to hear your thoughts on early access. Is it what you thought the game would be? For cRPG veterans, is it going to live up to meet your expectations for what one should be? Care to share your outcomes for the situation I engaged with (spoilered of course for players who want to go in completely fresh)? I've not played 5e, what do you think of the adaptation? And any other thoughts you have in that old noggin?

      to clarify the "new-ish to cRPG's", I've played the opening hours to a handful of them including Pillars of Eternity, Pathfinder: Kingmaker, Mechajammer, Disco Elysium and Encased. I liked them all, but I have trouble committing although I did complete Disco Elysium and LOVE and ADORE it. I will return one day including games like that Fallout 1/2, Planescape: Torment, and others on my list.

      Love and candy to you all

      33 votes