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What games have you been playing, and what's your opinion on them?
What have you been playing lately? Discussion about video games and board games are both welcome. Please don't just make a list of titles, give some thoughts about the game(s) as well.
Europa Universalis V has basically consumed my life. I already have 71 hours played since its release on the 4th.
Click to see my review
Much like every other Paradox game at release, it still has its fair share of issues and bugs, including a few serious, run-ending bugs. E.g. It's since been resolved in the last hotfix, but I had to quit my first Ottoman playthrough after encountering the Claim Throne Casus Belli bug, whereby you could not actually claim the throne in the subsequent peace deal. And another super super annoying bug that is still happening is my current ruler can't ever seem to stay assigned as a General or Admiral. I can't tell exactly what is causing it (it's not the "Replace Generals/Admirals" automation setting since I have that disabled), but I suspect it's because my ruler is in a Marriage Union where he is also the Consort of another nation. So I think his court location keeps switching back and forth between them, and every time it does that it removes him as a General/Admiral and makes him temporarily unavailable to be reassigned until he returns to my nation's court. This really sucks since having your ruler leading your Army or Navy increases your Crown Power, which is super super important. Edit: The Ruler as General/Admiral bug has now been fixed too!
The other issue I'm currently struggling with is the super complicated Trade and Economy side of the game. I'm finally staring to get a solid handle on it, but it's still a pretty tedious and fucking annoying system, IMO. And the biggest annoyance about it is that commodity availability and prices, especially for food, fluctuate way way way too damn much right now, and so you can go from earning +20 ducats one month to -20 ducats the next without anything else about your nation changing (no events, same stability, same legitimacy, etc). And it certainly doesn't help that the Trade automation setting seems really really really bad at handling those regular price and availability fluctuations, especially when your country has a smaller economy. Once you start producing enough resources in your own nation to take care of your basic needs, and start earning enough money through taxes to weather those trade good fluctuations, it's gets less annoying and you can just switch it over to being automated. But if you want a decent start you have to constantly pay attention to Trade, and manually tweak your imports/exports every month for the first decade or so of play.
cc: @Aerrol, since you wanted to see my review when I posted it. ;)
But despite all the issues, IMO this is still the best Paradox game release in a long long time, and I'm having a ton of fun playing it. And speaking of fun, my latest run has turned into the most Crusader Kings like game of Europa Universalis I've ever experienced, so I decided to write up an 'After Action Report' for it. For anyone interested in reading it:
Click to see my Castile AAR (with pics)
I'm currently playing as King Alfonso XI of Castile. In the first few years I managed to oust both the Granadans and Moroccans from Iberia in two super quick Religious wars. I then released two Vassals (Malaga + Almeria) to Integrate their lands and slowly Convert their population to Christianity for me, after which I plan on Annexing them. Pic
With that sorted out, I turned my attention to my obnoxious rival neighbors, the Aragonese. I managed to slice them in half in our first war against each other, cutting off the French from Iberia by taking all the northern Iberian Provinces, and also cutting their Capital off from the rest of their territory by forcing them to release Catalonia. Similar to Granada, I also released two Vassals (Huesca + Rosella) to Integrate and Culture Convert the land for me before I Annex them. And shortly afterwards, I finally managed to Diplomatically Vassalize Navarre as well, who I had been courting since the start of the game. Aragon also eventually moved their capital from the now surrounded and isolated Barcelona to Montpellier, their only holding in France, which should make our next war even easier for me since it has no fort, and France is my ally now too. ;) Pic
Pretty standard stuff so far... but then things suddenly got waaaay more interesting, and this run turned into the most Crusader Kings like game of Europa Universalis I've ever experienced!
The Portuguese King's only male heir suddenly died, and then he died a few months later, leaving his eldest daughter (my ruler's wife) Maria as Queen of Portugal. Which also meant that my own heir, Pedro, was now the heir to Portugal as well. Eventually, as my heir grew nearer to coming of age, I started to wonder what kind of shenanigans I could get up to with a Royal Marriage for him. So I immediately went hunting for any large nations with an unmarried heiress who also had older parents, so that they wouldn't have any male children to usurp the heiress' position. After a lot of fruitless searching all over Western Europe, I finally started looking further afield and discovered that the Byzantine Empire had a 51 year old Basilissa (Queen) with a 14 year old heiress, Helene, who also happened to be only a few months younger than my own son. Seeing this, I immediately sprung my diplomats into action, repeatedly sending them to Konstantinoupolis (Constantinople) to improve relations with Byzantium and increase their trust with us in every way I could, so that when both children came of age I could arrange the marriage between them despite us being different denominations (Byzantium is Orthodox).
Everything was going smoothly until the Black Death finally struck, and a few months before they both came of age Helene's 53 year old mother died. I was still planning to just patiently wait it out and propose to Helene directly as soon as she came of age, but before I could do that a Pretender Rebellion backing Helene's 12 year old cousin popped up. Byzantium is always in a very precarious spot at the beginning of Europa Universalis games, and it's no different in EU5 either. I couldn't see exactly what was going on in the war between them, but unlike in most other wars where a successful siege results in temporarily occupied territory (which you can't see through fog of war), when pretender's armies siege down a territory it immediately flips to owned territory, and vice versa. So even through the fog of war, I could tell that things were looking grim for Byzantium as more and more territory flipped to the pretender's control, and there was nothing I could do about it... directly, anyways. But I didn't want to give up on the Europe spanning power marriage idea, so in my desperation to make that happen I cranked down all my Expenses to nothing, to the point where I rapidly started losing stability and legitimacy. And this allowed me to start funneling as much money as I could to Byzantium, which had me sending 100+ ducats per month to them and losing ~50 ducats a month from my own coffers, in the desperate hope that would encourage them to hire mercenaries they could use to win the war against the pretender. Not the best situation to be in for either of us, but I figured I could survive doing that for at least a year, and if I ran out of money I could always start taking out loans to keep supporting them until they won the war. No matter the temporary hardships, I knew it would all be worth it if I could just keep Byzantium alive, and secure the marriage in order to ensure that my heir took over Castile when I die, took over Portugal when his mother dies, and his own heir can also take over Byzantium too once my future daughter-in-law dies eventually as well.
Several nail-biting months later, anxiously waiting to see if my master plan would actually come to fruition after all these years, I started seeing the first signs that the tide was beginning to turn against the pretender. First one county flipped back to Byzantium, then another, then another. And in the midst of this, Helene finally came of age too. I genuinely had no idea if she would actually accept the marriage proposal even though the diplomatic screen had previously been showing more positive than negative points towards the idea (only not allowing it yet since neither was of age yet). Even still, I was extremely worried that might have been misleading, and it would still not allow it despite her coming of age due to her being the actual ruler of Byzantium now, and Orthodox on top of that. But lo and behold, it is my great pleasure to introduce you to Pedro de Borgona, son of King Alfonso XI the Avenger and Queen Maria, heir to Castile and Portugal, and consort to the ruler of the Byzantine Empire, Basilissa Helene Komnenos. :)
That's a fun AAR! Thanks for sharing. :-)
I still remember the first time I played EU4, also as Castille, also doing a series of wars against Aragon. At some point though we were on friendly enough terms that we did a royal marriage, and then a scripted event happened where their monarch died and I inherited the whole country, and it annoyed me so much, because if I had known about that event beforehand I would have directed my armies towards other neighbours instead. It kinda soured me on the game from early on, and how deterministic it is is still my least favourite thing about it.
Is EU5 less deterministic than EU4? I miss the more sandbox-y experience of EU3, and your AAR makes it sounds like EU5 has gone more in that direction.
There are loads of scripted events in EU5 as well, although in most cases you have multiple options to choose from in the event pop up box. And the game almost always gives you at least one alternative ahistoric option for the predetermined historic events too.
As for the Iberian Wedding (the Union between Castile and Aragon), which is based on the real-life event, unlike in EU4 where it was automatically triggered when certain conditions were met there is no scripted event to trigger it in EU5, AFAIK. Instead it can just happen as a natural consequence of getting a royal marriage between Castile and Aragon, combined with the new game mechanic of Marriage Unions (which are distinct from Personal Unions, where the same person rules over two separate nations).
Whenever you marry two rulers of any nations they will automatically form a Marriage Union between those two nations. Similarly, whenever you marry the heirs of any nations, the Marriage Union will go into effect once both heirs become the rulers of their respective nations (which is what I was aiming for by marrying my heir to the heir of Byzantium). And if both countries in the Marriage Union have the same heir then once both rulers die a Personal Union will be formed between the two nations with their mutual heir as the ruler of both. Although worth noting is that it's also possible to have Marriage Unions disintegrate upon a rulers death if the heirs of each ruler are different, which can happen if rulers already had a legitimate child heir before getting remarried, or no children were born to the pair.
So, at least to me, EU5 feels somewhere in between EU3 and EU4 in terms of its sandboxyness vs scriptedness... but also now combined with Vicky in terms of its Trade/Economy mechanics, and CK in terms of it having more character-driven/dynastic mechanics. As a result, if you're hoping for the super simple, pure-sandbox, map-painter experience of EU3, you're probably going to be disappointed with EU5. However I personally think EU5 is pretty great since I'm a huge fan of both EU and CK, and EU5 feels like a solid marriage between the franchises, allowing for some great emergent storytelling to occur in the EU setting. The only thing I'm not entirely convinced on yet is the Vicky inspired Trade/Economic systems, but even that is starting to grow on me now that I'm starting to understand it better.
It's not entirely deterministic, though heavily weighted to have historical events like the Iberian Wedding happen more often, events are time gated by a Mean Time to Happen and have a chance to not happen at all.
That's what I think is the fun of EU4, sometimes the French lose the 100 years war, Poland does not become a commonwealth, and the Habsburgs are ousted in the 16th century.
I can understand being frustrated at not knowing what you can expect though, that unfortunately happens plenty in a game with so many moving parts.
Great to hear! I have also been enjoying the game.
I believe I read in some patch notes, that the Claim Throne CB wasn't actually completely broken, it was just that the option to claim the throne would only show up after occupying the capital of the target.
(Though I'd not be surprised to be corrected that there were multiple bugs there.)
Trade does seem in a somewhat rough shape considering how important it is, and they seem to be aware of that. Amusingly there was a reddit post showing that trade losses were incorrectly netted as profits, which means the "ideal way to trade" was to lose as much money as possible. (Though I haven't confirmed that in my game.)
I think it's a bit tedious to get CBs in general as a European, especially in the HRE but I also notice I don't feel compelled as much to constantly be at war because there is actual fun to be had outside war.
I also agree that this might be the best release in a long time and also shows a ton of potential in general.
I had sieged down 100% of the target's locations and had 100% warscore, and the option still wasn't showing up, so that can't be true. Unless it was the opposite or something, like if you had sieged down the Capital it wouldn't show up, which might explain it.
Hah, I might have to give that a try and do that until they fix it. It would hopefully at least save me having to constantly manually adjust trades at the beginning of the game, which is incredibly tedious.
Agreed. Fabricating CBs at the start of the game is stupidly slow and such a PITA now. Having to wait for Parliament in order to request a dubious CB, or waiting for sufficient Spy Network AND THEN wait for the CB to finish fabricating is annoying, especially given how weak all the starting CBs are. I don't know why they decided to make it such a lengthy two-step process now. But yeah, at least there is a decent amount of things to do besides going to war. Although I still find wars to be the most enjoyable part of the game, TBH, so I'm a bit disappointed they've slowed the start of the game down so much when it comes to warring. It makes starting off as a smaller nation, especially in Europe, significantly less appealing and significantly less enjoyable, IMO.
And I also think not allowing Vassals to wage inter-Vassal wars at the start of the game (like you can in CK) is extremely annoying as well. It makes starting as a Vassal sooooo fucking boring. And in 1337 with such a significant portion of the world map being Vassals that makes the amount of viable/enjoyable starting nations way more limited.
Of course, all my major complaints are limited to Ironman so it's definitely not as bad as I'm/We're probably making it sound. And with Ironman turned off, and modding (which there are already loads of new ones being released every day), most of these issues don't really exist since you can just modify the game in pretty much whatever ways you like. :P
Alright, that sucks. But as I said, I'm not surprised there was another bug there.
War is certainly still interesting, though I am not a fan of early Naval warfare, since most countries simply don't seem to get sailors easily until Banking.
I'm also still relatively confused about all the subject-stuff, and coordination with vassals is pretty bad.
I wasn't that huge on modding the previous games except Ironman-compatible stuff, so I'm mostly miffed that a bunch of simple, graphical mods don't seem to be Ironman-compatible.
Also, it's pretty easy to accidentally not enable Ironman, I wish there was a default setting there.
Eh. To be fair, they did fix it already, whatever the causes. I reloaded my Ottoman save (which I quit before I peaced out) and the option to claim the throne is there now, so I could continue that run if I really wanted to.
And yeah, I'm also pretty bummed that UI mods effect Ironman as well. Especially since the bottom bar is so damn squished in the default UI, and there are already a bunch of UI mods that make it way way better. I tend to play Ironman the most too, since I'm a bit of an achievement whore in Paradox games... but once I 100% them (or near enough as I can) I usually switch over to non-Ironman games, and gameplay modding to squeeze the most enjoyment out of the games as I can. Which is why I'm also a huge fan of a bunch of Total Conversion mods.
Damn why must you temp me so, cfabbro?
I've been avoiding the allure of EU5 to both a) give it a bit more time in the oven as paradox games tend to get better with time, and b) not have it consume my life since I'm in the middle of some big life changes right now (I'd be right there with you on the 71 hours, lol)
Your After Action Report of your game as Castile did sound just like a game of Crusader Kings! That makes me even more excited to get it, rats. Europa Universalis with the economics of Victoria and the character emphasis of Crusader Kings is exactly what I was hoping for. Based on your review it sounds like the CK part is great, and the Victoria part still needs some time in the oven.
Have you experienced late game yet? I'm curious how it feels compared to EU4.
Heh, sorry (not sorry)! And yeah, EU5 is definitely more CK-like now. Rulership is 100% dynasty/character-driven, which can result in some pretty fun shenanigans, and emergent gameplay... especially since Pretender rebellions and character deaths (especially from diseases) is fairly common. However, it is lacking the Espionage side of things from CK, e.g. you can't assassinate, kidnap, or capture+execute prisoners like you can in CK. And you also can't do a bunch of dynasty related things like you can in CK either, e.g. you can't legitimize bastards, disinherit heirs, or send family members off to become militant order knights/monks/nuns. About the only thing you can actually do is abdicate, but even that is extremely restricted; IIRC your ruler has to be over 60 years of age with less than 50 skill points and low legitimacy, and your heir has to be of age and have over 100 skill points. But even still, if you know how to look for opportunities and take advantage of them, you can definitely have some character-driven fun in EU5 like you can in CK, like I just did in my Castile run.
Nah, I play pretty slowly/methodically, and I'm still having way too much fun bouncing between nations at the moment. The furthest I have gotten is that Castile game, which I put on hold pretty much as soon as my heir took the throne of Castile and then Portugal in 1370ish. I will very likely go back to it again at some point, but now I'm doing a Knights Hospitaller run to get a feel for the Christian Military Order mechanics (which are busted/OP as hell, BTW!). :P
That's a pretty cool description of the dynasty mechanics, thanks! My gut tells me a lot of those CK mechanics will be slowly added via updates and dlc in the next decade or so. If I had a video game genie appear in front of me and give me three game-related wishes, one of them would for sure be for paradox to simply combine all their games into one epic, massive, monstrosity of a game that starts in roman times (Imperator), then moves into the medieval period (CK), then the age of exploration and colonization (EU), then the industrial revolution (Victoria), then the 20th century (HoI), and finally into the future (Stellaris), taking all the best parts of each of them. (Wish number two would be for it to be playable on current-gen hardware without instantly exploding my computer, lol).
Haha, amen. I look forward to starting up 1000 games (and never finishing any of them) in my near future.
Yeah, I hope (and also suspect) more CK mechanics will make their way into EU5 over time too.
And ditto! That would absolutely be my dream game too! Although I don't know how it could possibly work to keep the game interesting throughout that entire timespan. Unless they made it INCREDIBLY hard to WC, playing on Earth would very likely eventually get pretty boring once you did WC, at least until you got to the Stellaris phase of the game, anyways. And it would likely need something in between HOI and Stellaris to play through as well since that's a pretty big gap in time. :P
But barring that, a more realistic wish is that they simply kept developing (and actually maintaining) a savegame convertor between the franchises. I played quite a few CK2 to EU4 games when the official convertor first came out, but unfortunately Paradox stopped updating it shortly afterwards, and AFAIK it hasn't received any attention since so is still pretty borked. Thankfully there are a few fan-made ones that can supposedly go from CK2->EU4, EU4->Vic2/3, and Vic2->HOI4, but I haven't actually tested them myself. And I'm not aware of any that can go from CK3 -> EU5, or EU5 -> Vic3 yet, but I'm sure those will eventually get developed by someone too.
Cities Skylines it is then. Fuck it might as well just make it an Earth simulator from ancient times to the future. Easy peasy. The details are for the genie and paradox to figure out.
I love it when game devs do stuff this. A cool one I remember from way back when was the Total War Battle Mod which integrated total war battles into eu4 (sort of). I remember it being janky and not practical at all having to bounce between games, but a super cool concept.
My problem with these converters is that I virtually never play a game from start to finish, so I'd never get to the end in CK3 to then port over to EU5. I guess that'd be wish number three: to make the late games of these titles more engaging to me so that I stop replaying the first 100 years of EU4 and CK3.
Follow up the Cities: Skylines phase with a Sid Meier's Alpha Centauri, Civ: Beyond Earth, or Anno 2205 phase before we hit the Stellaris phase, and baby we got a stew cooking! :P
And oh, man. Total War is another franchise I absolutely love. Between just the three Total War: Warhammer games I have 1000+ hours played, and God knows how many hours I've sunk into the franchise as a whole over the last few decades. So if the genie could also include (optional) Total War style ground battles into our dream CK-to-Stellaris mega-game, I would appreciate it!!! :P
Well I can't speak to the hypothetical CK3->EU5 convertor, but the nice thing about the official CK2->EU4 convertor was that you didn't actually have to play til the end of CK2 (1337) to use it. It would just take whatever state the world was in at the time of your save and convert that to an EU4 start map. And the convertor wasn't really about continuing to play the same country for me anyways, it was mostly just about giving me some alternative starting maps to play from in EU4 for added variety. So I even converted the start date (1066) CK2 map to play in EU4 at one point too, which was super fun. :)
I've used up my 3 so you'll have to use one of your wishes.
Oh snap I didn't know it worked that way. I thought it was like some rpg converters where you can sort of port your decisions over from game 1 over to its sequel. But that's a pretty cool way of utilizing it!
I've been playing The Outer Worlds 2 and it is almost as fun as the first game. If you aren't familiar with the series it feels and plays very similar to both the Borderlands series and the Fallout 3+ series. That is, there's a bit more of a continuous storyline with more meat and dialogue than Borderlands, while not quite being as well-written as the Fallout series, but the game engine doesn't feel as buggy as the modern Fallout games.
The choices that you can make in the game don't have much breadth but the game still posits situations with political and philosophical concerns that one can chew on often enough. I've played through 15 hours and there's still a few more places that I haven't explored on the first world but the game is starting to feel a little bit repetitive but I haven't lost interest completely yet.
So you would say you enjoyed the first game more? That's a bit disappointing for me, I can't afford it right now but was hoping it was at least a bit of an improvement on the first. The flaws system seemed really interesting.
This basically verbatim what I was going to say. The first game was basically New Vegas, but in space and not as good. I was hoping the new game would be better.
The flaws system is a nice touch!
The game feels like a genuine sequel but there are minor aspects of it that seem unpolished and half-baked compared to the first. Parts of it are a bit underwhelming but there are other aspects that are really great. The visuals and map layout, macro-level design, are really excellent!
Also the Grand Plan Radio is pure bliss...
Ooh, from the gameplay trailer it looks like they fixed my main complaint with the first game (switch version), which was that the art style had all the characters looking aggressively ugly. Otherwise I agree, the game wasn't high art, but it was a fun shooter. Looking forward!
Borderlands 4. Man, I hate how into this game I am. It's basically the same game as before which is frustrating as the new stuff is basically just obvious quality of life changes (and I guess one open world is also new).
Borderlands has always lacked depth, the world feels very static and lifeless. You're basically just walking up to interactive card board cutouts and pressing play.
Still, it's fun to mow down enemies and craft your op build. But this isn't a game one plays forever as you run out of things to do.
I've just gotten platinum on Deathloop. It's a pretty standard Arkane studios stealth action with superpowers game, but with the gimmick that your game can (optionally) be invaded by another player hunting you. So I could summarise it as "Dishonoured, with a PvP mode", which is a strong pitch. I've just hit 90 hours or so and I'm still playing after getting platinum (first platinum ever btw!), so obviously I liked it a lot despite the flaws I'm going to list. I think it's a good game with a premise that promised a really really great game, and if it suffers at all it's only by comparison to that promise.
The Good
I think the Time Loop is a good framing device for storytelling: you could encounter a side quest by finding the aftermath of a heist. You then investigate the same spot at an earlier time of day and the side quest might have you alter the outcome or use information you learned from the aftermath or just storm in and kill everyone. The main story plays out similarly: you encounter information organically by exploring maps, leads are placed into a handy log so you never miss anything vital, and the threads you follow direct you toward things you can mess with to tilt things in your favour. Your aim is to break the time loop by assassinating 7 "Visionaries", who are careful not to be in the same place at the same time. But you only get 4 times of day: morning, noon, afternoon, evening, across 4 maps. So you need to learn who is having a secret rendezvous, who has big events in their day you can disrupt to get them to another location, who will be around dangerous machinery you can sabotage. Mid-way through the story as you're figuring this out it almost feels like a Hitman game. At the start of the game when you try assassinating them at their publicly known locations, each spirals into a unique boss fight. So it gives a fantastic feeling of progression when you learn enough to kill each one without lifting a finger. Feels like mastering groundhog day.
The Bad
But then you get to the end of those plot threads, and you find that they're spelling out a single correct solution to the assassination puzzle, summarised for you in a literal cutscene. Your only freedom really is in the kill method you use within missions. None of this undercuts the fun of progressing in the story, but it made the end feel weaker than I hoped. It feels like the intention was to be free-form and they lacked the time to execute on it, just my impression. The side quests also felt like good ideas not given enough air, with many of them being pretty shallow 1 or 2 step affairs that don't give you a choice of resolutions. Some make you alter events, some make you exploit pre-knowledge, in some you just have to bust in and take their loot or you get nothing.
The I-don't-know
The mechanic I'm most torn on is "infusing" which lets gear persist across loops if you can spend the points to keep them. On the one hand, building up a curated armoury with the right powerups for the job was one of the more satisfying parts of the game for me, on the other hand it becomes so easy to infuse all the gear you want that you no longer "feel" the time loop. I think the mechanic is at its strongest in the early game when you can kill bosses but then need to make strategic decisions about what gear you want to hold on to, because you can't afford to infuse everything you drop. I think there could be a version of this game where you couldn't just bring every gun you need into each loop and would have to take detours to retrieve key gear for use later in the day.
The PvP is good
In-game, the antagonist Julianna is the only other character who remembers across loops, and will appear at random to hunt you and derail your plans. This is either another human player or, if you disable pvp, a computer-controlled character who wanders around hunting you but is fairly easy to hide from. I'm sure it's controversial among stealth fans, but personally I like the fact that even the most intricate and rehearsed plan for infiltration needs to be resilient against disruption. Your near-miss brushes with death tend to make better memories, I find. Then when playing as Julianna, the maps are hard to search through, so it becomes a mind game of figuring out what objective they seem to be targetting (based on what doors are open, which NPCs are gone etc.), thinking how you would proceed in their shoes, and cutting them off in the right location. That's how you pull off plays where the other guy pokes his head out a door and you're ready and waiting in your sniper nest halfway across the map, plays that make you feel like a genius sniper in a movie.
The Guns are silly fun
There's a sharpshooter's rifle that doesn't consume ammo when it hits, and when it misses it jams and won't fire for the rest of the mission, and I just think that's a neat idea. There's also a machine pistol with two magazines that can be reloaded while firing. There's also a telekinesis ability that lets you somersault NPCs sideways off cliffs without making much noise, which is extremely fun in a game with a lot of cliffs.
I just finished Lost Dimension for the Vita, a game I'd barely heard about. I had a surprisingly good time. It's kinda like a combination of Valkyria Chronicles and Danganronpa. It doesn't go as deep into each side as those two titles, but I still really enjoyed it. It's kind of the opposite of most JRPGs, where you start with your maximum party (11), and as the game goes on, you whittle them down to 6 as you identify the traitors as you ascend the tower. The traitors are truly random, so you can end up with a unique party comp by the end of the game.
But the game really screwed me over in that apparently Yoko is the second best character, and the game decided to make her a traitor in both of my playthroughs.
It's time for the "mature adult played Pokémon Legends Z-A for 80 hours" post.
Pokémon is weird because on an objective level, this game is repetitive, ugly, a sequel to my least favorite Pokémon games, and I really shouldn't be playing it.
But here's the thing: the game is actually just Pokémon layered on top a kind of a lite version of two of my favorite series in a blender, Xenoblade and Like a Dragon/Yakuza. The gameplay is pretty fun - I've been playing without items in battle (which I've been doing recently for Pokémon games,) the game is actually pretty challenging. The city is full of zany sidestories, some are fun, some really aren't. Another thing really trending well for this series is the characters. I really love the cast for this, like a lot.
The lack of voice acting and the bland textures make Lumiose City a bit soulless however and dings everything I said about the side stories and characters. Nonetheless, it's still a fun mindless romp just trying to catch them all, which again, like Arceus, is possible to do in one game without interacting with other people which is appreciated.
I agree with everything you said. The battling mechanic is pretty fun. I just finished the post game content. A bit tedious, but at least enjoyable in a mindless kind of way. I also like checking off the rest of the missions/side missions. You also get closure to one piece of a side character's story.
Legends Z-A is probably my favorite of the recent releases. Although I never played Arceus
After trying my best to limit gaming time, I went down a call of duty rabbit hole for the last two weeks. I haven’t played in the last 3-4 years if not longer. It started with “I kinda miss warzone even if I suck at it”, and went to “oh they now have a casual mode with players and bots mixed together.” So I sucked less (thanks, bots!) which made me want to play more, which became a big time sink. Yesterday I unplugged the the PS5 and put it away. Back to reality for me. Might still play Balatro on my iPad, but no more call of duty. Too addictive!
Bought BALL x PIT yesterday and it's a game I love to play in short bursts. I'm about six character unlocks and four stages in, and my only real complaint is that the base crafting system just feels bad and unsatisfying. I'd rather gain passive income between levels than have to ping-pong characters around to collect resources. The game also has a bit of a reverse-difficulty curve where grinding stages turns into an absolute slog until your base and roster are sufficiently levelled.
Wish I could have been more enthusiastic about Fellowship because it's a game that has been on my radar since Steam Next Fest when I played in a closed playtest. But of the four sessions I've booted it up, one led to constant login failures due to version mismatches which verifying the integrity of the game files and outright reinstalling the game didn't fix, one was during maintenance where I couldn't login, one I did about two hours worth of Pyromancer adventure runs, and the fourth I just couldn't be arsed to play and immediately closed it.
Old School RuneScape is the other big game I've played. Unfortunately Grid Master is over and I had about eleven grid tiles left to clear, which given my limited gametime and inexperience with endgame PvM was going to be a tall order to complete. So I started playing on regular servers to try and prep for Sailing's release on Wednesday. As much as I love OSRS and cannot possibly return to RuneScape 3 given what a shitshow that game has turned into over the years, starting fresh just feels like an absolute slog.
To sum up my progress, Total Level 1157, cleared Ascent of Arceuus (mainly for Hunter XP), Misthalin Mystery and Bone Voyage (unlocking Fossil Island), and am most of the way through Perilous Moons. Unfortunately, the actual bosses are turning out to be a total pain in the arse because my combat stats are about half a combat level below the recommended for the quest. Even with 55 Defence, the Blue Moon absolutely shreds through my defence and consistently 6-shots me due to the sheer amount of DPS that boss does. As much as it's probably worth me grinding sulphur nagua for a few hours before I can consistently take on the moons, I just find grinding in this game a total slog.
I am also not looking forward to revisiting some of the quests I remember doing before on my RS3 account. Monkey Madness I gave up on part-way through because the guy who designed that quest 21 years ago thought it was a wise idea to make some of the puzzles require tick-perfect movement, i.e. escaping from the Marim jail.
Also not looking forward to doing Underground Pass (where you have to complete 5 Agility checks in a row without fail to reach Iban), Regicide, Desert Treasure, or the TzHaar Fight Caves.
I just played and finished Tainted Grail: The Fall of Avalon on PC. It is essentially an Elder Scrolls type of game (feels most like Oblivion), but with better combat and a better story. I haven't played a TES game since Skyrim came out roughly a century ago, so it was quite fun. Apparently it was a buggy mess on release (just like a real TES game!), but I didn't hit a single bug in my roughly 50 hour playthrough. I definitely recommend it if you're looking for that type of game. I played on Linux with no issues or tweaks needed.
Me too! Great game. I actually get a bit of Ultima 7 / Serpent Isle vibes from the setting and the love poured into making some of the maps and quests. I just completed the King Sagremor storyline, which I thought was pretty great.
It's on my list to check out specifically because I heard it compared to Oblivion, which is one of my favorite games ever. Glad to hear the combat is nice, but I'm surprised to hear that the story is better too! Maybe I'm just remembering Oblivion too fondly, but I loved the story and setting. How does the world in the game feel? One of my biggest concerns with big open-world rpg games is whether the world feels lively and with tons of stuff to do... or sparsely populated with little side content. Heck the side missions are probably why I loved Oblivion so much.
I'm also interested in checking out Tainted Grail: Conquest, which seems to be a deckbuilder set in the same world.
The game is pretty full of side content and stuff to do, especially the first area. I felt like the story of Oblivion was nothing to write home about personally. I thought the story of Morrowind and Skyrim both had a more compelling plot, but let's face it, story quality was never one of the high points of those games.
Good to hear about the side content, thanks.
And yeah I guess you're right about the main story. But the side quests in Oblivion were pretty cool and there was so much of it. I especially loved the entire dark brotherhood storyline.
I agree, the side content in Oblivion was great. The main story was a let down after Morrowind's. Honestly what I remember most of anything was how everything in the game leveled with you and could leave you in a really bad situation if you made a bad character and/or leveled too quickly. There's nothing like running into a bunch of nobody farmers wearing full glass armor while you're still using junk because you made running a primary skill lmao.
Hey don't talk smack about my beloved athletics and acrobatics skill. Lmao those were always my favorites. I loved that you actually got faster and jumped higher the more you level them up, lol. I believe the level 100 acrobatics perk was that you could do backflips? And the one for athletics was that you could run on water? Both super useless but boy did I have fun with them. I wish more games let you literally go faster and jump higher as you progress, rather than just increasing your stamina or whatever. Felt more immersive, and really incentivized me to run/jump everywhere rather than fast traveling, which then caused me to explore more of the world and encounter more cool content that I otherwise might have missed.
After shortly trying and refunding ARC Raiders, I had a change of heart, convinced a friend to buy it (honestly, I think he was looking for the same excuse), and also bought the game back.
I'm glad I did, because even though it's a PvPvE extraction shooter, this one actually works for casual players. You can easily read/watch about the game now, but here are some notable points for me:
I'm absolutely terrible at PvP, and yet I can extract safely most of the time. That doesn't mean I don't get camped or shot in the back, but in solo play, PvP is just a component of the game, and not the focus.
When playing in duo (or trio), we gear to fight and don't take chances. If you start a game with the mindset that you're going to die, it's still all fun, and most encounters are fair play with non-toxic proximity chat.
Arc Raiders has reinforced my idea that I've seen for years in other games without the ability to "prove" what the heck is going on with multiplayer populations. The difference is, this time, I feel I can finally have an actual proof of how a game's population changes over the course of a day.
When I used to play League of Legends in it's (relatively) early days, I noticed that the queue for matches could somewhat vary in quality, but it also shifted with the time of day and the "age" of the ranked season. I could never pinpoint the specific details, but I did notice that there were ebbs and flows with players with different personality traits. Namely, the presence of that special brand of toxicity that LoL is infamous for. After a while, I learned that once I saw it for two matches in a row, that it was likely going to happen again, but I couldn't pinpoint the time of day or why they were more prevalent during specific hours.
Arc Raiders has this thing happen, but it's solo lobbies and player interactions. Early in the day when you play, the solo queue player base is relatively chill. I can often casually walk up to people who are forming groups and are chatting, it tends to be a group loot fest with some Arc hunting in between. Now, this isn't 100% true, as there are aggressive players woven in. Hell, I've been that player sometimes, when I feel I just need to test out a new gun or just keep my senses sharp and not get lulled into a false sense of security. I do this, because as the night goes on and the hours get later, I notice the chiller players log off, and then the blood moon rises. The player base as a whole is now out for blood and you cannot trust anyone but yourself out there. This weekend, I had a game where it was literally me fending off the wave of free kit players that kept running up and trying to jump me, all being led to the fight by the flare of the previous raider that fell.
I don't hate this. In fact, I find it a fascinating social experiment and a measurement of different demographics. I actually celebrate this as a remarkable achievement of a game to have such a measurably different outcome depending on the time you play.
That being said, I now have set a cut-off time of playing. Not because of the blood letting that happens, but being older, I find that if I get the blood pumping too much, I just cant go to sleep and it really wrecks with my sleeping habits. One too many of those nights impacting your day-to-day work and you unfortunately have to cut your prime gaming sessions shorter than you intended... at least for the game you want. Thankfully I have no shortage of other games that help calm me down for the evening instead of winding me up.
Been playing a ton of this too and for some reason I didn’t draw the line between the extra chill solo sessions (with people leaving each other alone or sometimes even straight up helping strangers) and the extra-unchill duo sessions where it seems like everyone is out for blood and nobody cares at all about ARCs. I guess I need to get over my urge to be friendly to strangers when I’m playing on a team. I just hate shooting first!
Honestly, I've been playing a lot of Archero 2 on my phone lately.
I have less and less time to devote to gaming these days, so playing on my phone is a good alternative. I love that game because, while there are microtransactions (a lot of it). There is actual skill to the game, you can easily level up and get stronger every time you play. It doesn't translate that much into the game play (the monsters get stronger as you do), but I'm at the point where I can tweak my build to maximize a certain playstyle and it's fun when you get the combat upgrades that fit that playstyle.
It's a ton of fun! I must say I'm a little addicted... which I feel is great because I haven't found that in a game in at least 6 months.
Hey this looks fun, thanks. I'm a sucker for mobile games that play vertically, as well as roguelikes. So this one seems like a good fit. Any tips for someone who's never played it?
It's a lot of fun!
I'm as a newbie as you are. Just play it, really, the game doesn't throw you everything at once. You unlock features as you play and it shows you where to look for when you unlock them. It's very intuitive.
Raging Loop
Japanese folk horror / mystery VN focused around a man forced to play a game of real life werewolf in a countryside village.
On one hand, the overall writing is pretty good.
On the other hand:
One really cool feature the game does have is that after clearing it, you unlock a mode where you can read the inner monologues for all of the characters (including the unreliable narrator protagonist), as well as unlocking a few additional scenes that occur while the protagonist isn't around and a couple of neat secret endings. Playing through the game again with this mode on (which only takes a couple of hours given you can skip read text) not only makes the plot points much easier to understand (e.g. instead of having to read between the lines as to why a character is doing X, you can see them rationalising their decision), but also makes the existing story more believable by addressing some of what would otherwise be plot holes. It feels like watching a movie with the DVD commentary on.
Other games:
Finished up Once upon a Katamari. The main campaign feels just about the perfect length for a game like this, although the final level is a little anti-climactic given the setup.
Still slowly playing through Final Fantasy VII Remake. I'm up to chapter 9 now.
I ended up binging Raging Loop about 2 weeks back and pretty much everything you've said is spot-on in my opinion. It's a thriller that had me staying up late because there just wasn't a good place to stop; the drama of the Feasts, the post-debate tension when everyone is processing the results (especially after someone is hanged) and planning their next move, and the morning after when everyone grimly discovers a new werewolf casualty and prepares for the day's Feast.
I think it bears repeating and emphasizing how linear it is though, especially because the premise is Haruaki being caught in a time loop and remembering his deaths along with part of the tutorial teaching how bad ends unlock new keys to progress. Keys are basically mandatory and the bad ends pretty much skims over things to "Haruaki soon dies after X happened". The linearity also hurts because there is a lot of loredumping before the finale happens which could have been spaced out better.
Full spoilers - I guess that does bother me
Without Revelations Mode active, the three main routes are entirely a supernatural experience with Haruaki being focused solely on the Feast in each route as a spectator, an active participant, and a wolf. Then after the last route is done, he locks in on figuring out the full mystery with little build-up for his suspicions and deductions on how a lot of things were man-made. That goes into your comment on the core mysteries answers, and then the Revelations Mode.
At the least, I did enjoy Haruaki "killing God" for the villagers. Using the accumulated knowledge from the loops to help them all spiritually was a nice payoff for a loops and a sendoff to them.
About that last side story though, apparently Death Match Love Comedy! is part of the same universe and was created before Raging Loop, but is only getting a translation next February so there's that.
I did end up briefly looking into Death Match Love Comedy after some post-game googling and discovering
spoilers for DMLC
that they share a character.
It definitely doesn't sound anything like the story they were setting up in the post-game extra episode, but I hear it also has a similar post-game revelation mode which might touch more on that storyline.
Interestingly, Kemco is also making a new werewolf death game called Depth Loop, but it isn't from this writer (and looks a lot more like a proper werewolf game)!
Anno 117: Pax Romana
I hesitated to buy this one, since it’s a Ubisoft title, and there’s some discussions online related to their usage of AI generated content. But there’s such a drought of good city builders, especially Roman themed ones, and Anno has always been a good series, so I had to bite. I’m playing it on the PS5.
I have been playing the campaign for 10 hours or so, and I am overall pleased. There are plenty of new additions, compared to 1800:
Curved roads & diagonal placement of buildings. I guess it’s pretty self explanatory, but it stands out as a series first. It helps make the game prettier, and the gameplay feel a tad more superficial, in the best of ways. More like a city painter, less like a spreadsheet.
Controller support. I’m not sure if this is new or not, since it’s the first Anno title I play on a console. But I have to say that they did a decent job. It took me an hour or so to get used to it, but now it feels intuitive & natural. There’s still some hiccups & bugs (it’s an Ubisoft game after all) but nothing game breaking.
Roman empire. No explanation required.
Branching population upgrades. I just ran into this during my last session, so I can’t say much about it. But it’s something new: in a different region, you can choose to romanise the Celts, or to keep their identity. Each branch temporarily locks out the other, and they each come with their own benefits & needs (a.k.a. Supply chains)
Some other notable features are: a research tree in the base game, a faith system, a return of the land combat, and a pretty deep naval system. I haven’t had the chance to dive into any of these systems, but at a first glance they seem deep & interesting.
The biggest minuses I can give are:
Poor performance on Linux. The main reason I’m playing it on the PS5. My PC’s hardware is definitely up to the task (that is, on Windows), but anything higher than Low/Medium on my 4K TV had an atrocious performance.
The campaign is cringe & act 3 was cut before release. I did not expect a period-accurate cinematic masterpiece, but the campaign is ahistorical & quite immature. And the entirety of act 3 was cut (according to some dataminers), probably to repackage & sell as DLC. So, it’s my understanding that at one point the game stops giving you quests & you’re left to play in what is essentially an endless mode. If I had to describe it in a word: amateurish.
Overall, it’s a relatively bug free game, looks beautiful, and has plenty of new & interesting additions. I can definitely recommend it to Anno fans, and also city builder nerds in general.
That sounds super shitty.
I've never played the anno series before, but was very interested in checking this one out. How integral is the story to the gameplay? Like do you just muck about in a sandbox city that you create, or are there like missions and events that you're always working towards or dealing with?
And I'm surprised it does well with a controller! I've played plenty of city builders before but only with m+k so a controller sounds pretty crazy.
The story is really not integral. The campaigns of this series were never the spotlight. You can think of it as a glorified tutorial. There are missions & events that push you forward, but most of them are low/zero pressure.
There’s also the occasional choice to make, but those are present in the sandbox mode as well. Additionally, the choices don’t even come close to something like Crusader Kings or the like.
Most of the focus of the game is on the economics & supply chains, and in the late game it’s all about optimisation and trying to expand without ruining the balance of needs & existing supply chains.
It’s definitely a strong entry in the series, and I’m curious what expansions they will release. If you want to get into the Anno series, I can recommend you try 1800 - it received years of support & content post-launch. But comparing the two at launch, I think 117 is the better title.
Thanks for the info! It does sound right up my alley. I think I picked up one of the anno games a while back during a giveaway (think it was 1404?) but never got around to trying it. Though I'm not sure how comparable it would be given how long ago it came out. I'll check out 1800 as well, thanks!
I finally caved and picked up a Switch 2 as a birthday present to myself, and paid the $10 for the Tears of the Kingdom upgrade. I've owned TotK since it came out, but when I got it I was already so burned out by putting hundreds of hours into BotW that I never really put my heart into TotK before abandoning it. I vaguely remember discovering some item duplication glitch and using that to max out my energy cells and then using a hover bike build to bypass the whole map and hyperfocus on getting all the map towers, shrines, and light roots, and mostly ignored the story.
So now that some time has passed I'm getting back into it, starting over and playing it properly this time, and it's fun. Not a mind-blowing experience like BotW was, but it's basically like getting to play BotW over again with enough new mechanics and things to do/explore to keep it interesting. It could also be my poor memory, but the graphical upgrade when playing docked on my big TV actually is kind of mind blowing--the draw distance in the game is absolutely bonkers... I'll throw a marker on some tower I can see plainly in the distance and decide I'll go there next, only to discover that it's on the other side of the map and would probably take me hours to get there at this stage in the game.
Honestly that was one of my favorite parts of the original game. One of the few games I've managed to play without any sort of HUD at all. Possible only because the world design is so visually clear and interesting, making it super easy to use the map and markers to figure out where to go next.
Glad to hear the sequel is the same in that regard!
Diablo 1997
This week we played Diablo 1 for our podcast on roguelike/lite games.
While Diablo isn’t a roguelike, D1 does share an interesting amount of historical DNA with other CRPG rogues of the 90s like Angband. In some cases it’s kind of shocking how similar the concepts and gameplay loops are between a static town at the top of the dungeon, and the loot progression treadmill of returning there to sell for gold.
Overall: we had fun with it, despite some elements not aging that great over 30 years. We played on the Devilutionx mod using the GOG files, which thank god for that. I flipped back to the GOG original a couple time to compare and it’s so much slower and frustrating.
Multiplayer in Devilutionx is very simple, but sometimes very sensitive to people’s internet connectivity. There were a handful of times where folks would be dropping out, but I’m not sure how much of that was due to their VPN usage.
I also played a big chunk of it single player on the steam deck as well as the Rogue. Ranged damage is 500x better than melee in this game and much more fun when using a controller input. The interface for Devilutionx takes a little bit to get adjusted to, but works quite well for a pure KB+M classic.
Long time ago I was paying Xcom 2/Chimera Squad, never finished what I wrote, but I quickly added something to conclude it and here it is.
nuXCOM and Turtling.
I've been playing XCOM2 (and Chimera Squad a little).
Squad tactics games with a strategic element. The interesting part to me is the evolution of anti-turtle measure.
Basically, the way the game works makes it so directly attacking is often... not the best option to take.
So, you put most of your units on overwatch and let the ayys do your job of flushing them out.
Needless to say, it's not a fun strat. It can be fun as part of, say, a tense situation where you're on a almost holdout-esque situation, but those are rare in XCOM.
So, they need a way to force you to move fast.
In the first game of the reboot (Enemy Unknown), they used Terror Missions, where you're running after civvies before the aliens could kill them.
Works well, but it's an uncommon mission type. So, most mission could be turtled.
Since it was such an issue, in the DLC (Enemy Within) they added Meld, a currency used for most DLC stuff.
To get it, you need to rush to Meld canisters in regular missions before they destroyed the Meld inside them. One close and one far (with a bit more time before it broke).
...But the close one could be reached with only a bit of hurrying which only partially helped the problem.
Then comes XCOM2 with... timers everywhere. 8 turns to do the job, plus a "stealth" mechanic that gave you an alpha strike.
It was controversial (Meld got a pass by being optional, this isn't), and still had an issue with stealth lasting too long.
So in it's DLC (War of the Chosen) they added missions that pushed you to break concealment early and rush anyway (rushing for supplies, or destroy a thing but you have to make up time by shooting small things along the way, etc).
And then comes Chimera Squad with an encounter system.
First is the Breach phase, where you pick who goes where and in what order (diffrent spots have diffrent traits, like having more enemies that shoot during Breach or give the last agent 100% chance to hit, on top of a different number of slots and even requirements).
Then comes the Combat phase, which is mostly regular XCOM combat, but there's a timeline system like most RPGs rather than each side moving all at once, and the arenas are... well, arenas.
Everyone can see where everyone else is at all time, with no chance of triggering another group of enemies, and each group of enemies being completely cut from each other.
While Chimera Squad isn't a mainline title, it is the last released title with a mainline-adjacent gameplay. It's still interesting to see how we went from something they mostly didn't expect, to solutions that were too lenient, too getting more and more aggresssive in how hard they pushed you riiight up to the point they said NO MORE.
That was something I wrote months ago, so now in more recent news (more than a week after it's over), I'm writing a... summary? for Red Sun over Paradise's Season of Screams V: Blood Moon (Blood Counter 4) event.
Feel free to call it Blood Moon, or Blood Counter, we do that.
SoS4 BC5- no wait, other way around, whatever, BLOOD COUNTER!
Compared to the Metrolands at the start of the year, this was a simpler event: do stuff, get blood, enough blood = rewards. As for what stuff? Well, to quote Mikusch (our second-in-command):
While you're doing... all that (especially the last one in the early days, got bad enough to add a command to ignore sprays), you'll get to experience the stuff they added for the event.
Most common is the gifts (stolen straight from 2012, I'm not the one saying it!) they spawn every few minutes, get them for Battle Points (currency), a voodoo-cursed item (collect them all for a free crate!) and maybe a key for one of the other crate types- if you're lucky.
At the same time, a new map was added to Player versus Map:
Spoilers for Deltarune.
The Roaring Knight, who takes surprisingly well to going from the Fun Gang to roughly 40 crazed mercenaries.
Most bosses have a gimmick of some sort, like constantly teleporting. The Roaring Knight has a simple (NOT easy) pattern of hard hitting attacks.
And long respawns. Jevil in the highest preset power (it has a custom mode) gives you 30 seconds to wait (custom goes up to 45). Normal RK goes for 30.
It's a difficult enough boss that it has only 2 difficulty level, Mantleless turn most attacks into 1-Hit kills, mix up the pattern a little (still is completely set), and doubles the respawn time, 1 minute respawns baby!
That boss is hard enough for only one group to beat Mantleless. I, somehow, was in that group.
About halfway into the event, someone hit 100k litres of blood (out of the max required of 50k). Their reward was a new, secret one. One that lets you use GabeN's voice to terrify your enemies.
Naturally, we expected some kind of boost sometime in the last week to help people out. We got to beta-test a new gamemode instead.
Dice Warfare! It's Class Warfare, but with rtd! Become frozen! A tank! An invisible Heavy! Someone with 3 times the HP of said Heavy! A sentry buster! A Saxton Hale that gets killed by a cardboard cutout screaming "MeeM"!
It's some good dumb fun with a good variety of effects to push the chaos. Like it.
By last week, the giant pile of blood we're getting for the admins was getting big enough to hit twice the amount we needed for the last reward. We knew it was coming, a secret community-wide reward. We were in a frenzy, waiting to finally get Jackenstein voicelines. Someone even changed their spray to the Blood Counter showing Jack, even kept updating it as we got closer! Come on, you know it's gonna be-
We can now play as Ellis, from Left 4 Dead 2. We already had a couple L4D items, but they were for a single voiceline each. This is a whole skin, with a whole bunch of voicelines, including what might be the longest Battle Cries on the server. Why, the quote's one (and also the description).
As this was happening, it became more likely to see Ocelot (the Surf-only server) become the only populated one when the server was mostly empty thanks to the Admins enabling blood earlier than other servers (to make up the player slots being lowered to 16 instead of 40). Most were players farming the event. A few new faces only here to play a bit of surf.
Then, there was Shturman.
Registered October 24, a week later had Surf Mastery MAX, received for completing 500 surf courses. Less than 2 weeks in, had unlocked all Surf achievements. By the time the event ended (27 days later), they had over 2500 surf courses completed. Little under 100 courses a day, probalby over 100 in truth.
They became a small sensation on the Discord with their exceptional rise on Ocelot, despite not being on it. For a couple days.
All in all, a good, simple event (for us, in the back end it was quite complex as said in that forum post I linked earlier), but now that we're out of it we've kinda crashed out.
I mean, it still gets players and all, but it's still a smaller playerbase on for a smaller time window. Still not the worst, an earlier Blood Counter left the servers empty for 3 months afterwards!
To go back earlier, and then jump to the end of the Blood Counter event, I bring Yomi 2.
Now, I got into this a bit weirdly, see there was a kickstarter for the physical game, decided to go for everything + the big box (to get everything extra), which costed me over 300$.
Now, go on Steam. You will find the whole game for under 30 bucks. This form comes with the bonus of handling all bookeeping (like changing HP values), easily showing both player's discard and known cards, a log, and even async games so you can play over timezones!
I spent a good month with the physical game before buying it on Steam.
Review/"explanation".
Questionable financial decisions aside, this card game aims to recreate the feeling of fighting games. At high levels.
As such, the goal is to defeat your opponent. To do this, you'll have win the Opener (where both players play a combat card in a double blind), which is a RPS deal: Attacks beats Throws, Throws beats Defenses, and Defenses beats Attacks. Same strikes means the faster one wins, if they tie the active player wins.
It's not that simple, though, in just the basic cards:
Keep in mind, this is the Opener at it's most basic, just the basic cards with (mostly) no special effects. Specials and Supers can make things even more interesting.
To help you getting one over your opponent, during your turns you get to draw 2 cards and do a few Actions:
As you can tell by now, it's the kind of game where you'll second guess yourself all the way to the end, making you feel like a genius as you hard read your opponent, and also like a moron as you walk into what now looks into the most obvious 50-damage super the game has on offer.
Like, genuinely, I once blocked against a full Super Rook. The moment I saw that full super meter I knew what was waiting for me.
...I may need to write a little less next time.
Yeah, on the XCOM front the biggest mistake Firaxis made was creating a system where it's detrimental to reveal aliens on your turn. The whole rest of the series can be seen as them trying to counteract the slow and tedious gameplay this naturally leads to.
Kingdom Come: Deliverance II
Sequel to my favourite game of all time, KCD1. I'm about 30+ hours in, so just getting settled in. Got the Royal Edition, which is the base game plus all DLC.
So, it feels just like a continuation of KCD1 (in a good way), and not just the story. Controls and mechanics are mostly the same, but there are a few changes and QoL improvements. There were one or two cases where I still can't tell when a given negative event or fight outcome is unavoidable, or if I'm really that rusty.
KCD1 spoiler
KCD1 seemed to have a similar event where you are fated to lose a certain fight, no matter how well you do as a human player with your combat controls.It looks and feels like more or less the same game engine, but with a whole new game map (i.e. geographical region) where the game takes place. Same level of exquisite, beautiful graphics and textures. Inventory and player stat screens have been beautified. There's a new crafting system (smithing, specifically), and you can now cook food and smoke edibles. The speech stat system has been augmented a bit, too, with now five different ways to persuade, intimidate, etc. in conversations.
Plenty of cut scenes of varying length, with good cinematography. The script and storylines are as good as expected, with one or two surprising things, and one plot event that was downright shocking to me. Quite unexpected.
A few bugs here and there, but nothing showstopping.
Real-time hours seem to flow by without me noticing. I'm really enjoying the game so far.
Man, I'm so looking forward to KCD2! A couple of these monthly threads ago (in August, I see) I mentioned I just started playing KCD1. I'm now about 70 hours in and a little over halfway the main storyline (I guess), and I love it.
I'll definitely buy the full KCD2 experience, with all DLC once I get there!
Does it have a lot of DLC yet? Feels like it just came out recently but I realize now that it's probably been a few months. Been thinking about getting it but really want to replay KCD1 first to get the full experience.
It's about 3 or 4, depending on how you count it. https://store.steampowered.com/app/1771300/Kingdom_Come_Deliverance_II/ I got the package (Royal Edition) with the recent discount (about 30-40%), which was less than just the base game, so that price is worth it to me just for the base game alone. So I think I got a good deal. And, yes, I'd recommend doing KCD1 first, because the story line is a direct continuation. Plus, it's a great game in and of itself.
There is the you that remains and remains and remains.
75 hours I spent on Silksong, and it was completely overshadowed by the ~15 hour storyline of 1000xRESIST. Rarely do I find a game that's so good that I don't want to uninstall it after getting every achievement. The last time a game made me feel this strongly was Nier: Automata, which this game clearly draws some inspiration from. I don't want to play something else, I just want to play this again. I'm well aware of the irony of this sentiment, given the themes of the story.
The gameplay isn't going to draw anyone in, and the animations are really more of a lack thereof. It's essentially a visual novel with extra steps. Movement is clunky, the Orchard is nigh impossible to navigate, but by the ALLMOTHER does this game make up for all of that and more with the story. A story of survival, betrayal, loss of faith, and the complexity of figuring out what we should hold onto and what we should let go. Easiest 10/10 I've given a game since Nier. Now I have to find the motivation to play something else.
Hekki ALLMO, sister.
Super Mario Galaxy (2007)
I've finally 100%-ed this game. I played the game on the Wii as a kid but never finished the story. I got the game in Super Mario 3D All Stars and got 120 stars with Mario a while ago. I read that there's 121 stars total but in order to get the 121st star, you need to also get 120 stars with Luigi. So for the last few weeks, I've been playing this game as Luigi and I finally got all 120 stars with Luigi a few days ago. Playing Super Mario Galaxy as Luigi was more difficult than I expected as Luigi is more slippery than Mario, making certain areas of the game more difficult as it's harder to accurately position Luigi. I feel like I thoroughly understand all of Mario and Luigis movement mechanics in this game now haha.
Windswept
I got this day 1 after playing the demo during June's Next Fest and it delivered on being a DKC2 inspired platformer. There are 5 worlds for the main campaign and then all the bonus/postgame levels where the game decides to stop holding back and demands perfect execution of all the movement techs it teaches. I have almost everything collected: 32/40
DK Coinsvinyl records for the jukebox, the 5 minigame cartridges, and all the moon coins. I haven't quite cleared the last postgame level legitimately (specifically, the 3rd area with the brambles [due to not knowing where to go] and the last area in the clouds [I ended up using movement techs to skip a chunk of the final area]) and had to use the hidden portals that are out of place but let you skip those segments. As such, I'm still missing the Comet for that level though I do have the spoiler coin, but I do not feel ready to touch the EX version of the level.The game is pretty kind about the collectibles that unlock the post-game areas: you can pay stars to reveal a vision of the item's surroundings for a level's collectible and the only other use for stars is to buy the figurines which you can look at and play their animations (and pay to rebox them if you like). The vinyl records and minigame cartridges are nonessential for postgame progress so you can't pay stars for visions, but they at least mention which level they're found in.
Character mechanics
Marbles the Duck
Spoilers - Advanced mechanics the game teaches
Can jump up and throw Checkers against an enemy or wall and shelljump just like all those fancy Super Mario World ROMhacks. The game signals where you should be by placing the stars, but I still don't have the hang of it and it's mandatory in a few postgame challenges.
Checkers the Turtle
Spoilers - Advanced mechanics the game teaches
The groundpound can be canceled midair into the horizontal roll into an optional tag-team/swap into a jump. After learning this, I pretty much groundpound-cancelled my way everywhere; there's just so much movement and control with this technique.
Forestrike
Got this day 1 after playing the demo during the October Next Fest and I'm a happy customer and certainly wasn't expecting it to be $10 base price. The main premise is being a martial artist with foresight who can practice the fight over and over until figuring out a path to victory and committing to the real fight, kinda like how you can practice Mario Party minigames as much as you want until going through the real deal (or until someone gets bored and smacks the controller out of your hand, hit the start button already). After winning a run with a specific school, you unlock the Reality Run option for that school and going with it completely removes the foresight option. Of course, by the time you win a run, you should be well-versed and no longer need it as much. So far, I've gotten a win with all 5 styles, but only one Reality Run win with the Monkey school.
The practice runs are certainly needed at first; each style typically starts off a fight with only 1 defensive resource (aside from Monkey whose Heavy Attack ends with i-frames, but has a lot of startup before the invincibility kicks in) so you have to figure out how to neutralize everyone and preserve Yu's 3 HP. That goon has a weapon, take him out first to steal it and block that superarmored charger. There's a blocking boxer coming from one side, but the other side has a dodger who throws a rock when he dodges; attack one to provoke them and then dodge to allow them to damage each other and use up their defenses. There's a spiky doll that deals damage when attacked, take out the other doll that's charging and throw its head to eliminate the spikey doll from a distance. There's that satisfaction of ever-increasing mastery, and yet there's still those moments of misinputs where something just goes wrong and things quickly need to be improvised because things did not go according to plan and Yu eats an unnecessary hit.
There's also the roguelike aspect for forming a build. Each school offers 1 of 3 specific starter perks at the beginning of a run and 1 of 3 specific elevation perks after beating the first boss which allows for setting up consistency between the other random perks or perks borrowed from other schools. How do you take care of enemies with 2 stacks of armor that makes them immune to flinching? With enemies that will attack more than you have defense? Do you scale up your defenses? Defeat the enemies in the right order? Go for overwhelming offense to efficiently take out foes? That random upgrade could be good, but it could also ruin that perk for your build. The technique shop has an assortment of techniques including neutral ones exclusive to it, but the other path has an upgrade reward and a foresightless fight. Decisions, decisions.
While the overarching story isn't dense besides traversing the 4 biomes to defeat the Admiral and save the Emperor, each master has their own arc when going on a run with them and the base has commentary from them until Yu proves that he's mastered their styles.
The Martial Art Schools
Listing these out just as much for my own benefit in build planning
Leaf Starters/Elevations
Starter
Elevation
Personal Thoughts
Honestly I'm not sure how to build Leaf? I think Radical Cycle+ is the most appealing due to the Ki gain and Peaceful Ki doesn't work for me since I prioritize foes to weaken/take out. I guess that pairs with Longevity? Peacekeeper+ has screwed me over a bit because I keep forgetting about the effect (and I'm not sure if it's a bug, but Yu still gets stunned during the first boss fight from a thrown teapot).
Cold Eye Starters/Elevations
Block is automatic but doesn't protect hits from behind or when Yu is attacking.
Starter
Elevation
Personal Thoughts
Vulture+ seems like a win more tool? 2 resource enemies are rare besides boss fights and if they only had one, then that defense is likely burnt when trying to hit them? Not sure if you can try to trade after a block, but Strategist seems lower effort and less likely to screw up in that case. Would have to try Vulture more. Haven't tried Low Guard at all.
I default to Blind Pact, might go for basic Blood Pact if it's a critical HP build. I suppose Negate Death can make you immortal if you keep stealing resources?
Storm Starters/Elevations
Starter
Elevation
Personal Thoughts
Pretty obvious which ones pair with which. Back attacks don't appeal to me since you still need to spend the resource to dash behind them? So it's between Lightning Strikes for the AoE or the Money Build and having unlimited dashs/shopping power feels more consistent.
Monkey Starters/Elevations
Starter
Elevation
Haven't tried a Surprise build yet, but Monkey really can't go wrong with anything. Having repeatable i-frames is very powerful even if it's delayed and the Heavy attack can burn a foe's block or dodge without worry. It makes armored foes feel less like a threat too.
Tiger Starters/Elevations
Starter
Elevation
Also really not sure how to build Tiger. Diving Fang for chain kills, Flying Claw to single-target, and Hurling Paw to improve crowd control. Mighty Tiger gives consistency in being able to jump from Pounce, but it has negative synergy with Flying Claw since the foe gets knocked out of range. My issue with Wild Cat and Wild Leopard is that I don't know where to get the Focus for all those repeated jumps.