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    1. D&D session report, 24-11-09

      The game is AD&D 1e. The party: Jurgen, human Ranger 6 Aeliana, elf Fighter 3 / Magic-User 2 / Thief 4 DeBeaux, half-orc Cleric 1 / Fighter 1 / Assassin 1 Iskandar, human Magic-User 7 Henchman...

      The game is AD&D 1e. The party:

      • Jurgen, human Ranger 6
      • Aeliana, elf Fighter 3 / Magic-User 2 / Thief 4
      • DeBeaux, half-orc Cleric 1 / Fighter 1 / Assassin 1
      • Iskandar, human Magic-User 7
        • Henchman Thorgisl, Fighter 1
      • Vortigern, dwarf Fighter 6 / Thief 6
        • Henchman Runa, human Magic-User 4
        • Henchman Ingrid, human Ranger 4
      • 6 crossbowmen and 2 infantrymen

      The location: an underwater facility inhabited by aquatic elves who are currently suffering from a wasting disease of the mind that's been spreading amongst them. Those affected have been forcibly sent to the lower levels. A faerie elf (C6/F6/MU9) named Alfred has enlisted the party's assistance.

      This is not their first foray into the dungeon, but they have their first encounter with the affected elves here. The ten elves are immediately suspicious and eventually attack once they learn the party was sent here by Alfred. One successful sleep and a decent set of rolls later, the remaining three elves flee. The sleeping ones were tied up, and the party attempted an inquiry, but the elves decided a forever-sleep was preferable, though their movements prior to that were oddly jerky.

      They wander the halls of this facility, eventually encountering a gelatinous cube, which two magic missiles from Iskandar & Runa took care of.

      In one chamber, they solved a puzzle and activated a Shrine (from the TSR Diablo supplement for 2e) that opened town portals back to the safe floor. Through trial, they discovered what these do, but only two (Aeliana's and Iskandar's portals) remained.

      The highlight of the evening was the party coming across a set-up they'd seen in another room; two ceremonial masks kept inside a glass case, framed with iron, and watched by nearby metal torches that would loose blasts of arcane energy at any that got too close. Aeliana and Vortigern attempt to disarm the trap. Vortigern succeeds, but Aeliana fails significantly enough to accidentally trigger the trap, forcing a save vs. breath for 15 damage. She fails, and with her maximum HP of 8, she is incinerated on the spot. Luckily, her gear remains. They travel back to the portals activated earlier and send a hobilar in with Aeliana's corpse while the rest of them found their way back up. They petition Alfred for a revival, and he does have a scroll with a couple castings of raise dead on them, and the party can certainly afford the price for it, but he gently reminds them that elves are soulless, requiring more powerful magic to revive than he has access to.

      After some discussion, Runa rests a while before casting invisibility on herself and her horse so that she might make a trip to a town some 35 miles out to grab:

      • Rowan, a human MU 6
        • Henchman Rikka & Freya, both human Fighter 4

      Rowan uses invisibility, 10' radius on everyone relevant and they travel back to the elven city to continue exploring. In doing so, they encounter another set of 15 elves, but dispatch them quickly and decisively due to surprise, though Ingrid took a heavy amount of damage (10 damage to her maximum of 22 HP).

      We stop shortly after the group finds the lift to the lower level, whereupon their crossbowmen and hobilars refuse to go any deeper, indicating a dungeon floor of at least DL 4 difficulty.

      11 votes
    2. Tokyo Game Show 2024

      Gonna try and get a handle on everything shown off at TGS this year. It will probably be less structured compared to the Sony State of Play thread I posted, as language barriers, time zones, and...

      Gonna try and get a handle on everything shown off at TGS this year. It will probably be less structured compared to the Sony State of Play thread I posted, as language barriers, time zones, and finding official trailer sources I gonna be a lot more time consuming than just going to the Playstation youtube channel.

      DAY 1


      Gamirror Games Now TGS 2024 Speical

      XBOX Broadcast
      METAL GEAR SOLID Δ: SNAKE EATER - Official Trailer #2
      Overwatch 2 x My Hero Academia | Collaboration Trailer
      Age of Mythology: Retold - Immortal Pillars Teaser
      Indiana Jones and the Great Circle - Trailer | TGS 2024
      TANUKI: Pon's Summer Announcement Trailer
      Threads of Time - First Look Game Announcement
      We Love Katamari REROLL+ Royal Reverie - Xbox Game Pass Trailer
      Fragpunk - Trailer | TGS 2024
      Metaphor: ReFantazio | Xbox Tokyo Game Show 2024 Broadcast Trailer
      A Deep Dive into the Magical World of Atelier Yumia
      ASURAJANG Xbox Announcement Trailer
      BLEACH Rebirth of Souls – Announcement Trailer
      SYNDUALITY Echo of Ada – Release Date Trailer
      All You Need is Help Launch Trailer
      Slitterhead: Learn More from Gaming Legend Keiichiro Toyama
      Starbites - Xbox & Windows Announcement Trailer
      DRAGON QUEST III HD-2D Remake: TGS Demo Playthrough
      Trials of Mana | Xbox Announce
      Legend of Mana | Xbox Announce
      Final Fantasy I-VI Pixel Remaster | TGS Xbox Announcement

      SNK Special Program
      FATAL FURY: CotW × STREET FIGHTER|Teaser Trailer

      Koei Tecmo Broadcast
      “DYNASTY WARRIORS: ORIGINS” TGS Official Program

      Level 5
      HOLY HORROR MANSION – Teaser Trailer Saw some discourse online about this game using AI art
      INAZUMA ELEVEN RE – Teaser Trailer
      INAZUMA ELEVEN: Victory Road – PV7
      DECAPOLICE - Theme Song Trailer
      Professor Layton and the New World of Steam – Trailer
      FANTASY LIFE i: The Girl Who Steals Time - 2nd Trailer
      MEGATON MUSASHI W: WIRED – New Content Announcement Trailer

      Capcom
      A Beginner's Guide to Monster Hunter Wilds
      Monster Hunter Wilds: 4th Trailer | Release Date Reveal (Extended Kut)

      Day 2


      Most of these devs don't seem to have anything up on YouTube (or in some cases don't have an easily identifiable channel). So It's mostly just the live stream broadcast here.

      Aniplex
      The Hundred Line -Last Defense Academy- SPECIAL PROGRAM

      Sega
      SEGA/ATLUS Special Program in TGS2024

      Square Enix
      "EIKO KANO'S CRITIKANO HIT" TGS2024 SP

      Infold Games
      Infinity Nikki Special Program at TGS 2024

      Dungeon Stalkers TGS2024 Special Program

      16 votes
    3. Looking for adventure(-ish) games to play alongside my 8 years old

      I'm looking for games that I can play and enjoy with my 8 years old son. It doesn't need to be a 2-players game, or even a game that he can play (though if he can take the controller and get...

      I'm looking for games that I can play and enjoy with my 8 years old son. It doesn't need to be a 2-players game, or even a game that he can play (though if he can take the controller and get actively involved, that's better), but just something that he can enjoy as a "backseat player". We have a Switch, a PC, and a PS4.

      tl;dr: "backseatable" adventure-ish games with exploration and a clear direction (different sights to see, and a sense of progression), puzzles (so he feels involved when exchanging ideas), ok with light horror. Low stakes, low stress.

      Here are some games that we played together and both liked:

      • Outer Wilds: loved it so much we did 2 playthroughs in 2 years. He liked the sights, the exploration/treasure hunt aspect, the puzzles, and he asked me questions about our universe and solar system. He was mostly passive as a player both times we played, but we were sharing ideas and he was making suggestions on what to do/where to go next.
      • Link's Awakening remake: we played this one when he was 6 years old, with me taking the lead for the bosses or more complicated puzzles. We finished it together.
      • Stanley Parable: I intended to play it alone, but unexpectedly he really liked watching me play.
      • Strange Horticulture, Grim Fandango, Day of the Tentacle: he liked solving the puzzles with me, and me explaining/narrating what was happening and why.
      • Portal 1 & 2: he was able to play on his own with some help, and the coop levels in Portal 2 were great.
      • Deep Rock Galactic: he's making his own story and narrating along while I (and sometimes random players) play normally.
      • Human Fall Flat: he loves the slapstick humor and finds better (and more creative) solutions than I do
      • Mario Odyssey: probably his GOAT game, the accessibility features helped him a lot to play and enjoy it alone.

      He's also taking an interest in light horror (specifically mascot horror) games:

      • Garten of Banban series: objectively bad games but he really enjoyed the progression, light puzzles, and the liminal level design.
      • Indigo Park: much better production value, mostly a walking sim, but very short.
      • The Complex: a free "Backrooms" game. He didn't play it since he wasn't yet comfortable with mouse and keyboard controls, but liked watching me explore around
      • Crow Country (demo): he backseated and enjoyed it. There's an "exploration mode" that removes enemies. Will probably buy the full game later.

      And some "failed" tentatives:

      • Tunic: since he liked Link's Awakening, I thought he might like Tunic, but no. Probably because of a lack of NPCs or clear indications, and the game is too difficult for him. Not fun to backseat.
      • Zelda BOTW: he tried to play it when he was a bit too young, and had a hard time with it. I'll probably try again soon.
      • Minecraft Dungeons: we played 2-3 games but he got bored of it very quickly.
      • Diablo 3: he saw me playing and wanted to try it. He liked it much more than Minecraft Dungeons but hated seeing villagers getting turned into zombies, so we stopped here.
      • Sandboxes: not his thing (Minecraft, Terraria, No Man's Sky, Animal Crossing)

      So in summary, I highlighted the best experiences we had (with Outer Wilds being the best), and I'm looking for something equivalent.

      EDIT - I'll try to keep this post up-to-date with the suggestions we liked:

      • Superliminal: Excellent, I wasn't expecting such a good game. He's managing most of it alone, and there's even a (harmless) "scary" section
      • Untitled Goose Game: Great suggestion. We actually already played it (not to completion), and he loves honking and absolutely not helping me complete the objectives 😅
      • Layton series: I think he tried the first one on my DS for an hour or two. I'll suggest it again and be the backseat player myself.
      • Luigi's Mansion 3: GOTY
      • Poppy Playtime: mascot horror games, but actually good. Each game is longer and (as of the 3rd one) better than the previous one. The 3rd game is a legit horror game, with a clear inspiration from Silent Hill PT (and others like Bioshock).
      • Kirby Forgotten Land: did not enjoy by himself, kinda liked it in coop. I think the cute pink ball is no longer aligned with his current tastes.
      28 votes
    4. FFXVI review

      Hey everyone. I just beat FFXVI and wanted to share my thoughts in case anyone was thinking of getting the game, or if anyone wants to have a good discussion about the game. I tried to make it as...

      Hey everyone. I just beat FFXVI and wanted to share my thoughts in case anyone was thinking of getting the game, or if anyone wants to have a good discussion about the game. I tried to make it as spoiler-free as possible, but please do be advised that this could end up accidentally spoiling certain story elements.

      Please note, these are just my opinions. I haven't really played any other FF games, so I'm only comparing this one on it's own merits. Please, if you disagree with something, don't lash out at me. I'm just a dude posting this for good fun and have 0 accolades on why I'm qualified to review anything lol

      Also, if you're reading this and have a gaming recommendation for me, I am 100% open to it. I've been looking for some new games to play, so if you think of one I might enjoy while reading this, please let me know.

      Pros:

      • Graphics: This game looks amazing. There were times where I would just walk through locations and really appreciate how everything looked. I don’t do this often in video games, so it’s nice to see a world that felt genuinely awesome to appreciate and admire. You can tell a lot of work went into building these towns/locations, aside from some of the later areas.


      • Combat: The combat in this game is great, addicting fun. I know this is a point of contention for fans of previous FF games and how this is a definite departure from the turn-based style, but some of the best moments I had were chaining combos and getting staggers quick. Towards the end of the game, I was able to bring down some of the mini-bosses extremely quickly and it never got old to pull off. I see people saying things like “You just press square the entire time and win” which I don’t agree with at all. If that’s how one chooses to play the game, then you’re actively not engaging with the combat mechanics and that’s on you. The combat can be complex with different abilities interacting with each other to obtain massive damage, that's what I like in a game.

      • Story: The story of this game is phenomenal and I was engaged most of the way through. I’ll have some of my thoughts on story-beats below because there were times where this game dragged on, but the overall concept of a nation at war with each other and essentially starting your own faction from the ground-up is a lot of fun. About 50% of the way through, you’ll unlock a mechanic that allows you to see how all the factions have been interacting with each other, what wars were started and why those wars were happening throughout the entirety of timeline of the game. I spent a solid hour reading everything in these menus because I was intrigued by the complexity of everything and how it all tied into other events, and how sometimes your main characters crew were beyond detached from what was going on in the main world to achieve an ultimate goal. It’s really awesome to see what other antagonist are doing despite your current story beat being involved with something else at that moment, and I wish more games would incorporate this because it really works to make it feel like the game doesn’t revolve around you but that you are apart of an overall story.

      Cons:


      • Eikon battles: For those not in the know, you’ll occasionally transform into a giant beast (Eikon) named Ifrit and take on other giant beasts (Eikons) throughout the story. At first, these were really fun to play and were truly spectacular to watch but as the story goes on, the fights get less and less engaging. In these parts of the game, you really can just press square and win. Aside from dodging, there is practically no complexity or strategy to these fights. There really isn’t strategy with the main combat either but at least with the main combat, you can pull off insane combos. As Ifrit though? Forget about it. The best combo you can do is ‘Square, Square, Square, Square, Triangle’. You do get 2 abilities as the story goes on, but they’re really nothing special. I actually started to play these section how I play Diablo; outheal the damage. I just used the one combo and healed 2-3 times per fight, while closing the distance as much as possible. I guess this is a valid strategy but I can’t imagine this is how the devs wanted these parts to play out.


      • Quicktime events: I think QTE’s should stay in the 360/PS3 generation. I haven’t seen a current Gen game utilize QTE’s, let alone utilize them as many times as FFXVI did and it’s these dated mechanics that are definitely contributing to others saying the game feels outdated. There are multiple times where you’ll go up to a door click ‘X’ and it will be like ‘Now hold R2’. This happens a lot in the game. It happens so often that I’m not convinced at all that it has anything to do with enhancing the gameplay and was made simply to show off the Dualsense controls because, whilst I don’t like the QTE, the Dualsense will give this haptic feedback during these parts. I can’t really explain it, but it does occasionally work well enough to be immersive. The other QTE events are during Eikon battles, and they’re literally just ‘Press X’ and ‘Press R2’ in an extremely generous amount of time. There’s also another QTE even where you just mash square endlessly until you win, which reminds me of mini games in Mario Party 1… on the Nintendo 64 nearly 30 years ago. It’s just an outdated design IMO and I would have rather just watched cutscenes than occasionally press a button. I will say though, there was one QTE which I laughed at. There’s a scene where the MC is coming to grips with an important story-beat and the QTE literally says “Press L3 & R3 to accept the truth”. This gave me giant “Press F for respects” vibes, and I don’t know whether they meant for this to be hilarious but it was. This is the only QTE event I thought was good.


      • 70% fun, 30% drag: I found the first 70% of this game to be an insanely good experience. Truly next-gen and one of the best action games I have played. The story was engaging, the combat was really fun and the character/world building peaks about here. Afterwards though, not so much. It goes from being a story about conflict between nations but once that resolves, it’s a story about killing God. From here, I really couldn’t care less about the happenings. The people you’re built to dislike from the beginning have resolved story arcs, they introduce new antagonists that aren’t super interesting and it’s just an overall slog the last 30%. Also, that’s a specific percentage, but when I found myself wanting the story to wrap up, it was right at the 70% mark. From what I’ve read/watched about the FF series, it seems like a few of the games have this inevitable drop-off and can get pretty convoluted, but what I can say is… that first 70% was some of the best gaming I’ve had in a while. The last 30%, not so much.
 The ending of the game was great though and I hope that we get a continuance of this story later on.

      Random Thoughts:


      • Side-quests: I’ve seen people saying the side-quests are generic MMO like side-quests and I flat out disagree. First off, I think the only reason anyone is making the MMO comparison is because the same team that made FFXIV (an MMO) created this game, so it’s low hanging fruit and easy to criticize without putting in any effort. The side quests are not any different from any other RPG game I’ve played. Most side quests in most RPGS boil down to “Talk to this person, go kill this thing, come back and get a reward”. I have played very few RPG’s that didn’t have these as a majority of their side quests. Even something as recently as Diablo 4 has primarily only these types of side quests. I don’t understand why people give FFXVI so much flack, but I just don’t agree. The side quests are more about world-building and getting to know what your average person existing in this world deals with. You’ll learn backstory about your companions you wouldn’t know otherwise, get various upgrades/mementos and really get to know the world you are playing the game in. I’m not saying that some of these side quests aren’t just “Go talk to this person, then talk to this person and win”, because there are some that are really that simple, and if that’s not your thing then that’s okay, but I seriously don’t understand why people are giving this game flack for doing the same things that every RPG has done before. Just seems unfair IMO.


      • RPG Mechanics: This game should have either added more RPG mechanics, or leaned into the action style and got rid of them entirely. There is no point in leveling up in this game. You don’t get rewarded for leveling up. It happens automatically and you don’t get to distribute any skill-points or anything like that. You literally don’t get anything but new weapon unlocks and an increasing number. I have never played a more shallow RPG. You get Ability Points which can increase your Eikon powers, but somewhere down the line, you just start stockpiling these because you have nowhere to spend them. Sure, you can unlock more abilities and increase those powers, but why would you do that? This game has obvious skills that are significantly stronger than other skills, so why would you use those other skills? I’m sure if I experimented around, I can find some great ways the skills I never used can interact with each other, but why would I when the ones I use now are already doing massive damage? IMO, they should have just leaned into the action gameplay and did away with the RPG mechanics. I know this is FF and FF is an RPG series, but the RPG mechanics are insultingly bad in this game and I can see why FF take offense to it. I do, and I’ve never extensively played any of the others. They could have at least added damage modifiers, resistances, etc that you can spend Ability Points on. By the end of the game, I had 8000 unspent Ability Points because there was just nowhere to spend them once you've got your play style.

      Overall, I'd give the first 70% a 9/10 and the last 30% a 7.5/10.

      14 votes
    5. I finally reached diamond rank in Overwatch since Season 1 (of OW1)

      Just sharing since it is a proud moment for me. I've been playing since season 1. I've been grinding and grinding and grinding. I finally hit Diamond 5 in Competitive Mystery Heroes (which I think...

      Just sharing since it is a proud moment for me. I've been playing since season 1. I've been grinding and grinding and grinding. I finally hit Diamond 5 in Competitive Mystery Heroes (which I think is the only true, real game mode that's any fun these days). I think I can finally quit now. Thank you.

      12 votes
    6. I played and reviewed eleven demos from the Steam Next Fest in 24 hours. Which ones impressed you the most?

      In general, I found a lot of real gems this year! The indie scene is thriving like never before, and smaller teams are being enabled by the likes of Unreal Engine to create really beautiful games...

      In general, I found a lot of real gems this year! The indie scene is thriving like never before, and smaller teams are being enabled by the likes of Unreal Engine to create really beautiful games on a budget. So I had a lot of free time today and yesterday, and decided to go through my discovery queue and check out a few demos. That quickly ballooned into sitting down and playing right through over a dozen demos, two of which (The Lies of P and Wizard with a Gun) I didn't get far enough into to give any coherent thoughts on. How many demos did you check out? Are there any games you're looking forward to on that basis?

      The Cosmic Wheel Sisterhood: 5/5
      From Deconstructeam, a Valencian studio with a strong emphasis on narrative, choice, and empowering the player to create their own art, this demo was one of the big winners for me. Gameplay revolves around conversations, VN style, but those conversations often happen in the context of you performing, essentially, tarot readings where the cards are all designed by you. I had a lovely, relaxing time making my own cards, and the challenge of interpreting them to the people around me in a way that felt… true, I guess, was memorable. There is an impressive level of responsiveness to your choices on display here, both on a micro level and, it seems, on a macro level, so I have to think that the game will be pretty replayable. My one gripe was that the dialogue felt a bit stiff and unnatural at times. The game isn’t voice-acted, and the lack of rhythm or cadence in a lot of conversations kept them from flowing well. But that said, even if individual lines of dialogue fell a bit short, placed in context, the conversations felt meaningful, engrossing, and interesting. I will be buying this on release.

      Death Must Die: 4/5
      I’m a sucker for the “Survivors” genre. My first experience with it preceded Vampire Survivors, the little $3 game that swept the world last year and popularized the new gameplay style; I started with the mobile game that inspired VS: Magic Survival. I had tens of hours in that game. And each subsequent entry into the genre; VS, HoloCure, 20 Minutes Til Dawn, etc., etc. have only worn me out more. These games are all the same: more enemies fill the screen; you get more autofire weapons to deal with them and dodge around to avoid contact damage. Fun for half an hour, but don’t really leave you wanting more. Death Must Die is different. Isometric rather than top-down, the combat here is all manual. You click to fire off an attack that needs to be well aimed; enemies don’t deal contact damage but instead have telegraphed attacks that you have to dodge. It feels very ARPG, actually; a bit Diablo. And the level-up system, which sees you selecting boons from different gods, is clearly inspired by Hades and offers considerably more interesting choices (so far, at least) than the usual Survivors game. Feels a lot more skill based, and a bit more build-craft-y, than usual. And I even caught a whiff of a story, though how well it’ll be executed remains to be seen. I look forward to the full release. Just wish there were more defensive options – maybe a parry?

      El Paso, Elsewhere: 4/5
      This is cute. A Max Payne-style third person shooter that’s well written in a surreal, noir sort of way; corny enough to be delightful; dark enough to maintain the tension. Visually, it’s a low res, low poly callback to the PS1 era. The gameplay is pretty tough; I didn’t finish the demo, but I imagine it would be a lot of fun to master. I’m keeping my eye on this one, even if it’s not my usual type of game. A special callout: there are biblically accurate angel enemies in this game, which makes me a very happy woman.

      Escape from Mystwood Mansion: 3/5
      I like escape rooms, and this demo is just a well-constructed escape room – actually, it skews very closely to the types of puzzles and mechanics I’ve come to expect from physical escape rooms. I’m not sure if that’s a good thing or a bad thing; I do wish the game used its medium to get a little more wild with it. But the puzzles were generally pretty well constructed and offered a few fun “aha!” moments when I solved them, and I didn’t need to look at a walkthrough or lean on hints to get through. That said, the hints that I did use were pretty lackluster, and in one case, actually wrong, so that system needs some revision. Some of the sound design got a bit grating, too. I don’t know. Were this a co-op experience I’d probably like it a bit more. The appeal of an escape room is the excitement of solving it with a friend, and there are certainly enough self-contained puzzle sequences here to support that. But no; Mystwood Mansion is a solo experience, and I’m not sure if it’ll be that fun to solve multiple predictable escape rooms alone, staring at a computer screen.

      The Invincible: 3/5
      I am of two minds about The Invincible. This game is an atompunk sci-fi walking sim adapted from a novel (my roommate tells me) by Stanislaw Lem, and so, suitably, what we have in this demo is a slice of high-concept sci-fi steeped in personal stakes. I have a hard time thinking of anything bad to say about this game. It looks good, runs well, has an interesting story that left me wanting more. And yet, one day after playing it, I just do not want to pick the game up again. I suppose part of it was the pace. Some of the best walking sims – What Remains of Edith Finch – tell incredible stories in the space of two hours. Meanwhile this demo was 40 minutes long and felt like only a small piece of some grand, sprawling story. Environments are huge and your walking speed is pretty slow, so there’s a lot of time between set pieces where your character is just having headaches or struggling to breathe, which really wore me down. I can’t imagine playing this game for 10 hours; 5 might be pushing it. It’s not super tempting when I could just read the book.

      Loodlenaut: 2/5
      Oh boy, Loodlenaut. Where to begin. Okay, so, I actually like this game. It’s pretty, and relaxing; an ocean exploration game where your job is to clean up trash, rescue wildlife, and climb the tech tree. I have played through the entire demo, done everything there is to do, which took about an hour. And I will absolutely not be playing the full game. If you’ve played Powerwash Simulator, you know how satisfying it can be to get rid of muck and watch a meter climb up to 100% clean, and Loodlenaut scratches a similar itch. The problem here is that the game feels so clunky and limited that the frustration often outweighs the satisfaction. For example, you have a cleaning gun that picks up trash, destroys goop, and breaks boxes. But you don’t aim the gun, the game does, and it’s not really based on where you're facing or what you're closest to so much as it is on the game’s capricious moods. Say you’re trying to pick up a glass bottle, but there’s a crate nearby that you can’t break yet because you don’t have the right upgrade. Well, Loodlenaut will snap the gun to the crate and repeatedly try to break it, until you wiggle around enough to get it to change its mind and pick up the bottle. Wielding the gun is a constant frustration, as is sluggishly moving through the ocean. Your swim speed is slow, and your boost recharges slowly, so going back and forth between central base and the area you’re cleaning – something you have to do pretty frequently – takes what feels like an eternity until you sink lots of resources into infrastructure. None of this is a bad idea – incentivising players to craft boost rings to improve traversal is a good idea; auto-targeting is more comfortable than aiming on a controller – it’s just these systems are poorly implemented, which leads to frustration.

      Luna Abyss: 5/5
      Luna Abyss is a fucking wild demo. I downloaded it because the game’s description used they/them pronouns for its protagonist. I had no idea what I was getting into. So, okay, the best comparison I have for this game is to Returnal. Like that game, Luna Abyss is a high-production value 3D shooter where hitting your shots is easy, and the difficulty comes from avoiding the attacks of bullet-hell style enemies. And like Returnal, it has a strange, unsettling atmosphere, tight movement, and punchy, satisfying guns. Of course, Luna Abyss isn’t a roguelike, and it appears much more straightforward with its story beats so far. I don’t know, I’m having a hard time capturing what makes this game so great. Let’s start with the world, which is bleak and dark and oppressive. You run through cavernous metal structures, all black and grey, lit in harsh red. Enormous metal pipes twist and curl and embrace each other like enormous, mechanical intestines, and you run across them to get to your next objective. This place was not designed for you, and you feel that so clearly as you traverse it. You jump off the pipes and enter into combat, where a generous aim assist ensures that all your shots will hit. But there are a couple of enemy types to prioritize. You fire your shieldbreaker at a flying enemy, killing it, and time slows to a crawl, increasing the impact of the shot and giving you a tiny moment of respite to see what bullets you’ll have to dodge and decide what enemy you should prioritize next. A miniboss spawns in, grinning facelessly, and releases a flower of projectiles. You sprint and jump and dodge and you keep firing until she’s dead. The room is clear, and the demo is over, and your screen is awash with the bright, striking red of the UI. “Thanks for playing,” it says. I felt like I should be thanking it, instead.
      It’s impossible to say, at this juncture, whether the game will be good. The crumbs of story were certainly engrossing; the combat fun; the world, striking. At the very least, Luna Abyss looks like it will be one of the most interesting and unique games of the year, whenever it comes out. I can’t wait.

      Sea of Stars: 3/5
      This one is alright. The world is beautiful, the music peppy, the character designs good. I just honestly have not played enough turn-based isometric RPGs to compare it to anything. I did have two big disappointments: I thought the writing was a little… on-the-nose, I guess? Characters just stated their objectives and everything was pretty surface-level. Dialogue wasn’t attacking or defending, only conveying information. And while the combat was fun and had a challenging timing element, it ended with a boss who I spent like ten minutes fighting for a single attempt, used all my items, did everything I could, and still lost to in dramatic fashion with no indication I had done any real damage. My suspicion is that the boss is simply meant to be an organic end to the demo, a scripted loss, but I don’t know; if not, it probably indicates that this type of game isn’t for me, since I found it to be quite a slog.

      Stray Gods: 2/5
      I really wanted to like Stray Gods: The Roleplaying Musical. It is, essentially, a choice-based VN in the style of a broadway musical about ancient Greek gods struggling to live in modern society. A tantalizing premise, if a bit theatre-kid-y. But my degree is literally in theatre criticism, so I have a lot of tolerance for the genre’s usual excesses. I can’t think of another musical video game, but Stray Gods’ demo did not convince me that the idea could work. The performances aren’t the problem here; Laura Bailey is a charismatic lead with pipes good enough to carry the show, and the supporting cast of big names (Troy Baker, Felicia Day, Khary Paton) are no slouches either. But so much about this game is just not working for me. Let’s start with the sound design. This is one of those games where it feels like all the actors are recording in totally separate rooms. There’s a lot of dead air, not a lot of dynamism or one person bouncing off the other during conversation. It robs scenes of a lot of momentum and impact. And when I say “dead air,” I mean dead air. Bafflingly, the game seemingly has no room noise, no background audio, so when people aren’t talking, or music isn’t playing, everything is completely, uncannily silent. It’s genuinely weird.
      The musical numbers alleviate this weirdness by filling the soundscape but do little else to pull me in. We get to see four songs in the demo; two from the opening act, two picked from later in the game. All of these songs are very similar – fugues or duets, where one character has one perspective and another character (or chorus) has another perspective, and their conflict is expressed and then resolved through song. Which is a fine structure for a song in a musical, don’t get me wrong, but it is not a fine structure for every song. Even our main character Grace’s “I Want” song, the song that establishes her, her desires, and internal landscape and should absolutely be a solo, is a duet with a woman she’s just met. It does not work. And when the game has you making dialog choices during songs, it robs them of a natural arc; there’s no organic progression from the characters’ starting points to their ending points. Some part of me hopes that this game will be good, but I’m not optimistic. Stray Gods is no Hadestown.

      Vampire Hunters: 3/5
      In the Death Must Die blurb, I praised that game for refining the “Survivors” genre by making tweaks that allow for more skill and expression. But fuck that. Vampire Hunters is a braver game than Death Must Die will ever be, because it dares to ask, “What if Vampire Survivors was a boomer shooter where all your guns were on screen at the same time?” The result is absolutely wild; by the end of a run, more screen space is devoted to your guns than the entire rest of the game. It feels pretty weird to play, too; all of your guns have different ammo counts and may or may not be automatic, but all fire with the same button, so it can be tough to manage all of their separate ammo pools. And XP drops have a tiny pickup radius, so you really have to move to get them all. The neatest trick the game pulls is that it increases enemy spawn rate when you sprint, so moving at a high speed carries a lot of risk. But apart from that, this game is maybe too audacious to be enjoyable.

      Viewfinder: 4/5
      I am not a frequent puzzle game player, but I, like most every PC gamer, have a soft spot for the kind of reality-warping sci-fi-y puzzle genre originated by Portal and carried forward by the likes of Superliminal and, now, Viewfinder. First: this game is a technical marvel. You are able to, in essence, carry around entire environments, often with a wildly different art style from the rest of the game, and place them seamlessly and instantaneously in the world. I played this at 1440p, >100 FPS with nary a stutter on my midrange system. The ability to place photos and enter them is genuinely incredible on all levels other than technical, too; it feels magical, like stepping into a painting that you yourself made. My only question, one that the demo did not answer, is whether Viewfinder will be able to construct interesting puzzles out of this mechanic. This was something that I think Superliminal often failed to do, too; when the central mechanic of your puzzles is so unique and novel and powerful, how can you limit it in such a way that players actually have to think and put in effort to solve problems? For me, at least, every puzzle in Viewfinder was solved pretty much instantly, with no “aha!” moments, and that does worry me a bit.

      34 votes
    7. Thoughts on Diablo 4?

      I've been playing ARPGs since Diablo 1 and have over a thousand hours in PoE, was wondering what everyone thought of D4? I think the slower gameplay is a fun change of pace and that the legendary...

      I've been playing ARPGs since Diablo 1 and have over a thousand hours in PoE, was wondering what everyone thought of D4?

      I think the slower gameplay is a fun change of pace and that the legendary affix system is an elegant solution to always making drops interesting.

      Surprisingly, as much as I didn't really care for D3, it's game feel was excellent. D4 has taken an odd step back in that regard. In D3 when you bashed an enemy to death with a barbarian they flew across the stage, or melted into a pile of goo if from poison. D4 everything feels kinda bland visually during combat.

      Excited to see what end game is like, still only level 35 so we'll see how this so scales later on.

      Thoughts?

      7 votes
    8. Diablo IV discussion thread

      What are your initial impressions of the game? What do you like about it? What are your criticisms? How does it compare to previous Diablo games? What are your hopes for future patches, content,...

      What are your initial impressions of the game?

      What do you like about it?

      What are your criticisms?

      How does it compare to previous Diablo games?

      What are your hopes for future patches, content, or adjustments?

      42 votes
    9. Diablo IV works on the Steam Deck

      Just tested it myself. Here’s the process that worked for me, in case anyone else needs a guide. No guarantees, of course, but hopefully it works for others too: From Desktop Mode Download the...

      Just tested it myself. Here’s the process that worked for me, in case anyone else needs a guide. No guarantees, of course, but hopefully it works for others too:


      From Desktop Mode

      Download the Battle.net installer
      Add the installer as a non-Steam game
      Change the installer settings in Steam to run with Proton Experimental
      Run the installer
      (tip: to make it easy to find the launcher in the next step, you can change the install path to be in your downloads folder instead of deep in the Proton path)

      Once installed, exit the installer
      Add the installed Battle.net Launcher.exe as a non-Steam game
      Change the launcher settings in Steam to run it with Proton Experimental
      Run the launcher
      Log in
      Install Diablo IV
      (tip: uncheck the high res textures option which is on by default to save yourself about 40 GB of space)
      Close launcher
      (tip: if D4 is the only Bnet game you’re planning on playing, you can rename the launcher in Steam to Diablo IV)

      From Gaming Mode

      Launch the launcher
      Click the Play button on Diablo IV
      Enjoy!


      Other Tips

      During installation or the game, whenever you need a keyboard, press STEAM + X to call it up.

      Occasionally, during installation or in the Launcher in game mode, my trackpad input would get wonky or stop responding. When this happens, hold the STEAM button down while using the trackpads, and they should work again.

      Beyond that, the game automatically worked from me. It loaded low graphics settings (which are perfect for the Deck) and recognized my controller. It even opens with some accessibility settings before you start playing that lets you scale the font size up too, which makes it easier to read on the small screen.

      I can’t say much about how the game actually plays as I really just did this to test if it works. I’ll be putting in my first actual time with the game tomorrow.

      34 votes
    10. BlizzCon 2021 announcements/trailers/etc

      Figured I'd start putting together a thread as the flood of announcements and articles start coming out from this year's BlizzCon. The site, where you can pick which streaming "channel" to watch:...

      Figured I'd start putting together a thread as the flood of announcements and articles start coming out from this year's BlizzCon.

      The site, where you can pick which streaming "channel" to watch: https://blizzcon.com/

      Full schedule: https://blizzcon.com/en-us/schedule

      Opening ceremony: https://www.youtube.com/watch?v=XyApQc-ZmSA


      Diablo IV


      Diablo II: Resurrected


      World of Warcraft


      Overwatch 2

      18 votes
    11. Does the frequent addition of content to esport games delegitimize them?

      This questions ultimately rests on the supposition of what a game intends to be or what esport should be. This is partially why it probably won't spark too much discussion, but I'm interested in...

      This questions ultimately rests on the supposition of what a game intends to be or what esport should be. This is partially why it probably won't spark too much discussion, but I'm interested in your opinions nonetheless, especially when it comes to the current state of esports. It seems to me that when we are talking about rules in any kind of sport we want to change as little as we can over time. If the rules changes enough, you could argue that people have over time played what essentially is a different game. It becomes harder to compare achievements between players within the a timeline. Meta's and achievements will only really be comparable after games has stopped adding content such as new heroes or mechanics. With a lot of games there seems to be a major content patch, then long period of balancing and this cycle basically repeats itself. Another point is that by adding content and changing the meta you are preventing the current players from reaching their full potential, the older players from retaining their hard earned experience and discouraging new players by promising them a game they can never "beat". That is until the content stops coming in and in today's world that might mean that you are not able to play at all due to a lack of dedicated servers. Further the players that might once have stuck to it might already have left, leaving no opponents left to play against.

      This superficial take ultimately comes from someone who hasn't really played esports except a little bit of 1.6 counter strike and counter strike global offensive. It always struck me as odd that with MOBA's and especially with shooters such as overwatch and siege, that there seem to be no pushback on this. When I ask people that prefer this sort of drip-feed-service, what I usually hear is that it's something that is necessary to keep them engaged. Isn't there ultimately a trade-off here, between a sort of accessible fun and lack of constancy which prevents players from reaching their full potential?

      I immediately see the talking point of financial aspect of games. It seems to me however that Quake and counter strike largely went without major changes when compared to modern esports games. Are there any good broad rules we can use when designing esport games in order to avoid the issues mentioned here?

      In an ideal world, do you agree that we generally don't want kind of content and/or rule change that we see today?

      If there is a need to add content (such as heroes) to keep a game feeling "fresh". Is there an acknowledgement here that the core-gameplay isn't engaging enough? I think there is a case to be made here when it comes to MOBA's since knowledge (about enemy heroes abilities) plays a more central part when compared to more archaic shooters. Is this indicative of a an audience that is more interested in an entertaining service, rather than a (e)sport that seldom changes?

      When we look at games such as world of warcraft, which isn't an esport, yet there are achievements and historic events so to speak which became cheapened or not attainable until what was basically a restart of the timeline (story of the game). Is this not what we are risking with current service models in modern esports?

      15 votes
    12. Does anyone use a trackball mouse?

      I've been curious about making a switch for ergonomics and just lack of space on my desk. Do you recommend it for gaming? Any guidance on genres that do or don't work? I mostly play real time and...

      I've been curious about making a switch for ergonomics and just lack of space on my desk.

      • Do you recommend it for gaming? Any guidance on genres that do or don't work? I mostly play real time and turn based strategy games or point-and-click style games such as Diablo on my computer. I don't generally go in for twitchy FPSes, but I'd like the option.

      • Opinions on index vs. thumb?

      • How long was the adjustment period to get used to it?

      • Any recommendations on good ones to buy?

      • Are there any advantages I'm not thinking of besides just being better for my wrist?

      • Disadvantages besides, potentially, being less precise than a mouse?

      • Are there any tradeoffs with going wireless?

      9 votes