16
votes
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.
I'm liking it so far too, around 10 hours in (although I restarted after a couple hours because I wanted to play as an idiot so my true playtime is probably closer to like 11-12 hours). I see a lot of people complaining that it's too short, which might be true, but I also suspect these folks might just be sprinting from quest objective to quest objective. I'm having a fine time just kind of plodding around the spots I've been so far, reading my emails, trying to find secrets, etc. When I find myself rushing through dialogue I know it's time to turn it off for the evening.
I think it reminds me a bit more of Mass Effect 1/2 than it does Fallout in a lot of ways - the smaller and denser self-contained levels and the companion selection/banter come to mind as being kind of Mass Effect-y. Plus the ship hub.
I hope they keep up with the IP because to me this game feels like a good "starting-off" point. I know the trend is generally to simplify systems over the course of the lifetime of a series, but I think it could do with a little more complexity if they do another iteration years down the line.
I've been off and on playing the Outer Wilds! Not to be confused with the outer worlds. I started the game not really knowing what to expect. I had asked my SO if he knew anything about it and he'd said he'd heard some things about it and generally there were pretty positive reviews for it. But again, I knew nothing about it.
Oh boy. This game is great. I will do my absolute best not to spoil anything but things are definitely not as they seen. You play a low tech space faring alien race who's exploring the local solar system. There are many planets, anomalies, and an incredibly diverse array of environments. On top of being able to explore any planet you want, you also get to explore the ruins and technology of a seemingly long gone space faring alien race, the Nomani. They had been there millions if not billions of years ago. Some of the ruins of the things they built remain; and so does some of their technology. You get to learn and try to find out why what's happening is happening and learning about the Nomani, why they were there and what they were doing.
This game is such a delightful surprise. There's so much to explore and you can do it more or less at your own pace. You're rewarded for exploring and hypothesizing. My SO and I have been playing together and we'll either be in the same room or chatting over the Xbox, just being in absolute wonder over everything! We've had a lot of fun talking about or own hypotheses with one another and learning whether or not we were right. I would highly, highly suggest anyone play it or at least give it a chance. Give it at least a good half hour, give or take.
You put it better than me! Yes! The experience feels magical, that's something that not a lot of games can do for me now a days. My SO and I have been pretty lucky in that we haven't had many performance issues. Occasionally when we first go to the stormy planet it has a moment but it's not all that often. I'm sure it'll look great on the computer!
So glad to see more folks talking about this game! I also played it with my partner, which I talked about in a previous thread.
It's one of my favorite games ever, I think.
Last week @moocow1452 and @Deimos picked the Steam tags
Cute
andGreat Soundtrack
respectively as a way of helping me pick a game out of my backlog. I've now played two different games that each fit both of the tags.I began with Figment. It's an isometric adventure game with puzzles and light combat -- think "Amanita Design does Bastion". Visually it is stunning, with a fantastical, whimsical art design straight out of children's books.
Sountrack-wise, the game is also a standout. I was charmed when, in the first scene of the game, there was water in the scene dripping in time with the music and actually making its own percussive line. The game continues this setup, with each area featuring a base musical track that is augmented by specific additional instrument lines whenever your character is near certain objects. So, if you're walking you might see some guitar plants (they're a thing!) on one of the islands, and while your character is near them, you'll hear a guitar line added to the main theme, which will fade away after you depart from them. It's a neat setup that keeps the relatively repetitive music from playing itself out, since it dynamically changes over the course of a level.
Also of note: the game's boss fights are actual musical numbers. You can hear an example here of a creepy, suggestive spider singing to the hero between attacks. The numbers are well-executed, fun, and high-camp (the first boss, The Plague, is 110% over the top).
All told I think the game is excellent, but I also didn't continue playing it past two hours. Though its presentation is sublime, the gameplay didn't grab me. A big part of me wants to recommend it to younger audiences, as it would work great as a My First Puzzle Adventure game, but I hesitate to do so because it has some coarse language (the main character uses "bastards" and "damn" occasionally), dark moments (the game's inciting incident is a family in a car crash), and odd choices (there was a poorly executed vaccines cause autism joke). Nothing too egregious, but something that would definitely give me pause before wholesale recommending it to children/parents.
I should add that my playthrough of the game was very likely negatively textured by the fact that I played it while I was very, VERY ill. As such, there's a good chance that I didn't enjoy the game much simply because I was playing it while absolutely miserable. Nevertheless, I think the game's art style, presentation, and sound design are second to none, so it's definitely not without merit, I just didn't feel compelled to finish it.
The next game I picked up to fit the tags was Yoku's Island Express (which, if I'm not mistaken, @moocow1452 actually just finished with?).
It's a pinball metroidvania that is way better than it has any right to be. Despite having no interest in pinball, I was completely drawn in to its gameplay and world. It's also beautiful, both visually and aurally, and it reminds me of Ori and the Blind Forest, which is high praise coming from me, as I adored that game.
The game plays like a standard metroidvania, where there's a continuous world with sections that you can't access because you lack requisite powers. As you traverse through the game, you complete different tasks which often take the form of small little pinball "tables" set within the larger context.
I appreciate the game for giving me a better understanding of pinball. I'd only ever played pinball by mashing the flippers whenever the ball came near, but this game has taught me how to place my shots and target specific areas.
I'm roughly halfway through the game right now, and I'm absolutely loving it. I didn't expect to be into it, but it's got me hooked. I will admit that there are moments of frustration. Navigating the island isn't painless, but I'll admit it's a lot smoother than you would expect for, well, a pinball game. Furthermore, there are plenty of times where I know what I'm supposed to do for a given table/challenge, but the timing on the flippers is so precise that I can't do it reliably, leading to a lot of repeated attempts.
Nevertheless, I'm still loving the game. I don't think I'll have the patience to 100% it, which everyone knows is the "True Fun" of any metroidvania, but I'll definitely see it through to the end.
Yoku's Island Express is so good, absolutely one of my favorite games from the last few years. Most "pinball combined with <something>" games aren't great, and always give me the impression that the developers don't actually have much experience with pinball. Yoku's is one of the few that feels right, and integrates quite a few pinball elements that you'd see on real tables. It's an excellent game, I think Ori and the Blind Forest is a good comparison just in terms of how polished and enjoyable all the aspects of both games are.
If it ends up giving you an interest in trying more pinball, I'd definitely recommend trying out Pinball FX3. The base game is free and comes with a table or two, and all the other tables are pretty reasonably priced and go on sale fairly often. I was really into it for quite a while (more FX2 than FX3), and I can recommend some good tables if you get into it.
I played something new!
Disco Elysium
I didn't yet play a lto of it (maybe an hour or one and a half), and it's pretty good. It's quite different and has soem very interesting (in a good sense) mechanics. So far it looks like it's going towards a very dark path.
Borderlands 3
It's, well, more Borderlands. Considering that this is exactly what I wanted I'm happy about it!
Some stuff I didn't like:
And the good parts:
I'm greatly enjoying Disco Elysium. It's a clever blend of point-and-click adventure game and RPG, the writing is great (mostly), and it looks gorgeous.
Oh I agree, it's pretty good so far! The first few minutes were pretty annoying (I died very quickly so I had to go throught the whole process in my room again) and the character moved quite slowly (understandable from a story point of view, but made it a bit less fun to play)
You can double-click to run! Took me a couple of hours to realise that myself...
One of the first things I did in the game was to try to throw a ball in a ball game I interrupted. I failed the throw, and it demoralised my character so badly that he had a mental breakdown, quit his job as a cop, and became homeless. Game over. Load latest save slot. I found it rather amusing. :-)
I died trying to grab the tie from the ceiling fan in the room after my character woke up. The second time I tried it again and luckily succeeded the roll :)
I am very amused to learn there are multiple ways to die in the hotel room. :D
Wait, there are others? Well, amused, but not really surprised!
I've been playing a lot of Dragon Age Origins recently. This game is much longer than I thought it would be.
I've started playing this game many times since its launch, but this is the first time I've really progressed into it enough to actually get all the Player Companions. I think the key was to give up on any visions of being a tactical genius and turn the difficulty down to Easy. The game is a lot easier to get through when you don't have to keep replaying the same fights over and over until you finally survive against a surprise Revenant.
But I'm also far enough into the game now that I think I can turn it back to Normal and have a good time. My characters are developed enough that I have options beyond struggling and praying to RNGesus. I did download that combat rebalancer mod this time, so that's probably helping out. I remember the vanilla game's systems being a bit inscrutable at times with how damage and combat would be affected by certain stats.
So far, I'm enjoying it. I think anyone that's interested in Dragon Age Origins has played it by now, I don't think there's anything I can really add to any conversation about it, especially since I haven't completed it yet, and it feels like I'm perhaps 40% through the game's story (including the DLCs). But the one thing I have noticed about this game in particular, among all games like it, is that it's probably the last game that Bioware made that was designed for isometric view.
It's interesting to me because most of the footage, and likely the design of the game, is meant to be over-the-shoulder, following the vein of KOTOR, Jade Empire, and Mass Effect. But those games didn't offer a true zoomed out isometric camera, whereas this one does. I think it's interesting because it reveals a lot about Bioware's approach to level design with Dragon Age, it very much feels like Neverwinter Nights, the last game of theirs to be mainly isometric view, except with much better and more detailed level art assets.
It makes me wonder about Mass Effect (especially the planetary "bases" that all had a similar layout) and Jade Empire, whether much of those games' levels were designed in a similarly top-down way and then a fully 3D camera gameplay was injected into it.
DA:O is easily one of my all-time favorite cRPGs and I have completed it (and all the DLC) multiple times on Nightmare mode. Unless you know exactly which mods to get, how to build every single character, what spell combos to use and when, how to set up all the auto-pause & cast tactics triggers you need, and are willing to kite around tougher melee enemies... I wouldn't recommend doing that. On harder difficulties, DA:O isn't for the feint of heart. ;)
First time through I definitely recommend playing on Normal or below, just to enjoy the story (which is fantastic). And if you ever do decide you want to play DA:O again (esp on a harder difficulty), go to Nexus and get the Skip the Fade and Advanced Tactics mods. You will thank me later. ;)
BTW, Dragon Age 2 is garbage. It's still worth playing if you're invested in the world/characters, but it's terrible and the only DA game I have only played the once... and will likely never go back to play again.
Similar to DA:O, DA: Inquisition actually does a decent job at facilitating isometric during pause & play too, with the right settings. It was a true return to form IMO, and I enjoyed it a lot.
Ohh, I should check out Advanced Tactics. There's this weird bug(?) I've been fighting against where my characters will simply stand still and not attack anything in the middle of combat if I happen to have them selected (through the click-drag function).
The Fade thing is interesting. I've always heard about this but never really knew what exactly it referred to, I only knew that a lot of people didn't enjoy it and always wanted to skip it. I didn't realize it was so early in the game. It's not that bad, in the end, but I can see why people would want to skip it—I'm surprised how many people do, though. It's a bit trite but I feel like I've experienced much more irritating levels in other games (Halo's Library level comes to mind).
DA2 I never checked out but I plan to do just out of curiosity. I recall playing the demo years and years ago but I can't remember much. The world and characters are good enough that I will give it a shot, though. Noah Gervais' video sells the narrative values of DA2 very well.
I did play quite a bit of Inquisiton before, I really enjoyed it. I'm excited to go back once i've cleared Origins and 2.
I didn't think it was mediocre as a whole, since I enjoyed the story, dialogue and companion interactions... but I agree about the gameplay itself getting pretty tedious by the end. When I finally got to Byzantium I cranked the difficulty down, was ignoring absolutely all the loot, most of the fights, and was just trying to progress as quickly as I could to the end to find out how everything turned out.
My only story complaint is similar to your own as well though... it felt a bit soulless, and I really wish it wasn't so black & white / good vs evil, like it was. I wanted who you sided with to be a more difficult decision than it turned out to be.
p.s. If I had paid the full $60-80 for it, I think I would have been pretty disappointed... but for $1 (which is what I paid for my first month of Xbox Game Pass for PC), it was well worth it. ;)
Yeah, as it was, the inhaler items were just a largely useless PITA. Only about 6 different actual effects on them, but 12 different variations in name/icon for each type so they couldn't stack and you had to spend a bunch of time hunting in your inventory for the ones you actually wanted to use. Same with the armor/weapons... way too little variety. But had they done what you suggest, that would have actually made looting feel worthwhile and really interesting!
Or alternatively... While I was not a huge fan of Fallout 4, one thing they did right was the settlement management in that. I would have loved to be able to do something similar in Outer Worlds, where I could start my own settlement and equip everyone in it with all the excess gear I acquired.
Every time someone mentions Prey I think of the nausea inducing 2006 game. :P I have yet to play the new game with the same name, but have heard good things. What did they do differently in it to make that amount of items manageable? Because I actually thought Outer Worlds did an okay job of it... the various sorting options were better than in most games, at least... but unless the items actually stacked I just don't see a way to make it not annoying to manage.
I'm not quite that far, but I have found that the fights seem pretty meaningless and uninteresting. It's pretty easy to see bunches of enemies from far away and just go around them.
You don't even have to go around them. If you get the walk speed and sprint speed perks you can literally sprint right through the groups and be gone before they get their shit together to do anything.
I've been bouncing around a little this week. Some 7 Days to Die, some Caves of Qud, some Rimworld, and I just picked up Fire Emblem: Three Houses last night.
7DTD is new and fresh with A18, as I've mentioned in prior weeks. It's new fun, and the new mini-dungeon nature of most houses breaks up the scavenging and building nicely. You have the uncontrollable excitement of horde night coming regularly, but you also have more controlled, optional excitement anytime you enter a house.
Caves of Qud continues to be good, but I might give it a break. I've played it plenty, to the point where if I can get a character past level 5 or so I'm good all the way through what exists of the plot. I'm hoping that the new endpoint of the plot that's coming out near the end of the year will be an actual narrative conclusion, because you currently can't bring back the McGuffin to finish the game as you might in NetHack or Dungeon Crawl: Stone Soup. It's always been way more sandboxy than most other ASCII roguelikes, but I'm tired of my successful runs ending on a whimper of being too powerful to be challenged anymore.
Rimworld is one that I'm picking up after a long hiatus, now with literally 300+ mods installed. It's the same framework underneath, but with enough new stuff my previous knowledge is only kinda applicable. It's a nice balance. I know how to play the game, but I don't know how to deal with the challenges.
FE:TH is fun so far. It's basically "Princess Maker: Tactics", but for a whole class and without the weird sexy overtones. I'm playing on the easiest mode so that I don't permanently lose students when they run out of HP in battle. I would just be stuck in a reload loop because I can't handle that kind of permanent loss. Which is weird since I love permadeath roguelikes, but I think that permanent loss in this sort of longer narrative is just too frustrating.
Haven't been playing much in the way of videogames besides my usual Apex: Legends.
That game still feels great, the shooting feels nice and punchy, it's exciting, the pacing of most games is very good. My gaming PC is starting to show its age though. I have an old ivy bridge machine with a GTX980, and the game chugs a bit.
Besides that, I've been continuing my weekly D&D 5e game which has been going well. We're up to 11th level, and the challenge is still up there. Paladin is such a fun, versatile class in this edition.
Other than that, I've been GMing a monthly Numenera game. I really love the setting, and the books are beautiful and fairly well laid out. One thing that sort of annoys me about the books though is that there are a few rules scattered around. There's no unified flow of what can and cannot happen during a given turn of combat, and there are instances where the authors say things like "Oh by the way, if this happens, you can do this also" in an unrelated section, which makes it very difficult to keep track of all of these little caveats.
Also, being a "rules-light" system, there are not definite rules for some things, which I don't really mind so much, however, in some cases there are rules that don't make any sense, which people tend to defend with "Well it's rules-light". For instance, other than using ammunition, there is absolutely no mechanical reason to ever use anything other than ranged weapons. They're strictly better than an equal melee weapon. Things like that make me kinda wonder if the designers put much thought into how these rules work together. Other than that, all the other stuff about the game makes me enjoy it and I'll continue playing I think.
I'm with you on your feelings about Numenera. Monte Cook Games makes some of the best settings in the industry, but their ability to make coherent, easily grasped mechanics is down at the bottom of the bin. My wife and I are playing a game of Invisible Sun (also by MCG), and while it's a wonderful game in many ways, we've needed to make a wiki to be able to figure out how to have a round of combat. Every once in a while someone finds a new rule in one of the books, and then we update the wiki and play differently from then on. It's a learning experience in a way. Not without fun, but also not without frustration.
My feelings exactly. I haven't gone so far as to make a wiki for mechanics, but I always feel bad telling my players some rule that makes no real sense. I'm of the firm belief that in any game system, you should fully understand and maybe even master the mechanics before you start making tweaks, because the designers put a hell of a lot more diligence and thought into those mechanics than you as a player tend to, but this game has me thinking that maybe combat just isn't what Monte is interested in, so maybe he kind of included it as an afterthought. I get it, but it does kinda suck when combat eventually does break out, and the rules on it are kinda shaky.
Yeah, in Invisible Sun (which was developed later) the structure is much more explicitly collaborative, so we just find a consensus on how we think it should go, and keep playing. That way we don't get bogged down with the RAW, since it's often unclear.
I haven't tried playing all the classes yet, but of those I have played (bard/fighter/paladin/monk) I found paladin to be the most fun. Mine was a halfling with the protection fighting style, nicknamed "The Wall". He may have just been 3 feet tall, but he didn't let anyone pass.
Which fighting style and oath did you pick?
Actually somewhat similar. He's a human devotion paladin with the defense fighting style, but also with the heavy armor master, sentinel, and shield master feat. My goal was just to get his armor class as high as possible and prevent anyone else from taking damage as much as I can. Sitting at an AC of 22 with a shield. Tons of fun!
Does that include +2 from Shield of Faith as a bonus action on the first round of combat? ;-)
It doesn't. I actually don't use SoF much anymore, because more of the damage I take comes from failing spell saves than it does from attacks, I think AC may be a bit of a diminishing returns type thing.
The armor comes from: +1 plate armor (19), Defense fighting style (+1), Shield +2. SoF would be 24, but I usually keep my spell slots for smites and crowd control abilities like command or compelled duel.
I've been getting back into playing Mario Kart 8 Deluxe again recently. It's just something that's great to play in the background when I'm watching TV or YouTube or whatever. It's super fun regardless of how much attention I give it.
After spreading it out over almost a year, I've finally beaten the singleplayer campaign in Super Smash Bros. Ultimate. The save slot says 45 hours. I think that's officially the longest time I've ever spent on a fighting game and it was a lot of fun! There's a dizzying amount of content in singleplayer (whenever I thought I've finally seen the end boss, a new part of the world opened up) and the presentation is so charming! The "spirit" fights remind me of oldschool modding communities where fans try to recreate a different game character by putting together pieces of content, modified settings and custom skins to get as close as possible. Individually, those are really "cheap" approximations of various game characters but there's literally hundreds of them (I think I've done like 500+ and skipped quite a few), making it one of the oddest type of AAA content I've ever come across. Even though it's all just custom fights, in the end, there's enough variety to never quite feel like a grind.
Also dug up Baba Is You. Trying to do this without hints (which are essentially spoilers in a puzzle game) so it's taking a while but I think I'm close to beating all the main areas and moving on to what I assume is the end game. I'm starting to see the really weird game rules and it's quite exciting.
I just finished 2018's Call of Cthulhu and it was okay. It starts with investigative stuff and multiple options and skill tests, but it quickly ends up on a rail. I'm not even sure the stats matter in the last half of the game. And there are parts where you reconstruct scenes, but the game doesn't really do much with them. You collect clues but never have to put anything together to form a conclusion.
It's got all the other things you expect: an asylum, a small town on an island full of mystery, a mad scientist, nightmares, deep old ones, forbidden knowledge, cultists, etc. It's also ugly. Like, 5 years on a shelf ugly, not stylistically ugly. It's not bad for a weekend game, but I'll probably never play or think about it again.
I’ve been playing ring fit adventure on the switch over the past week and I just got Dragon quest xi yesterday after playing the demo.
I’ve been enjoying both. Ring fit adventure has been great for getting my butt off the couch. I really like the adventure mode. The stages feel like a good mix of different types of exercise and has a decent amount of cardio (if you can count running in place as cardio). I don’t like to exercise, but using this is actually fun.
I don’t have much to say about Dragon Quest xi yet because I’ve pretty much just started. It seems like a pretty standard jrpg with a lot of nostalgia. However, I’ve played maybe a few hours of a different dragon quest many years ago, so I feel like I’m missing out on that nostalgia factor while playing.
I played all the way through Life is Strange recently. It was really, really good, and captivating (I marathoned the whole thing in 2 sittings). I'd definitely recommend it, even at full price, the game is easily worth $20. More specific thoughts and criticism in the spoiler tag.
Life is Strange Spoilers
I thought the game kinda flubbed the landing. In episodes 4 and 5, it's made clear that basically none of the choices you made impact the big plot points of the story; for example, I basically ruined David's entire life, but he still comes swooping in to the rescue without hesitation. Yeah, there are limits imposed by dev time on making the story branch out too far, but maybe they shouldn't have played up the 'this action will have consequences' angle so much, if so many of them basically don't.I was also disappointed that Max's rewind ability was so... outside the narrative? Not sure how to put it exactly, but I suppose what I was expecting was that the Prescotts and Vortex club were doing some occult shit that was causing all of the supernatural happenings, and inadvertently gave Max the rewind power, or something along those lines. Instead, everything was so mundane. The Prescotts were just rich assholes, the vortex club was just a clique, the end of the world party was just a party, Jefferson was just a serial killer (I thought for sure he knew about the rewind powers when he jumped Max with a syringe), Rachel was just dead in a ditch, etc. It reminded me a bit of shows like Lost, or the later parts of GoT, where the writers are more interested in asking questions than having a coherent plan for answering them, so when the show ends, you get either no answers or unsatisfying ones.
Maybe I missed some hints or something, but to me, the conclusion that saving Chloe is what caused all of the supernatural stuff felt like an 11th hour asspull to let the game end with a wham moment. So it's fine to use time travel powers to save Nathan, Kate, Victoria, and even Max herself, all of whom survive in the Sacrifice Chloe timeline, and die in the 'original' timeline without Jefferson being outed, but if you save Chloe, it breaks the universe?
TL;DR: Great setting, atmosphere, characters and character development, but when it comes to endings, Steins;Gate did it better.
Definitely picking up before the storm at some point though.