• Limitless Path & Moonrise: Rise of the Bloodmoon Witch

    Garrett Byers‘ first Limitless Path novel reminds me of Primer for the Apocalypse. I like how most people are pretty chill about the whole system integration thing and both the characters and their interactions are entertaining. The main issues would be that the high level of acceptance isn’t actually all that believable, the romance comes out of nowhere and advances at a blistering pace, and it’s extremely strange that none of these girls appear to have any friends.

    Still, I greatly enjoyed it and continued on to the web novel version only to find that the author promptly squandered all their forward momentum with thirty or so chapters, roughly half a book’s worth, of training and inexplicable crafting segments. Almost worse is that they’re followed up by the protagonist immediately going out to solo-clear dungeons again instead of letting her sisters or girlfriend fully catch up. This isn’t Solo Leveling where there’s no one she can trust, nor Ultimate Level 1 where she’s on a deadline with a god hunting her; there’s no excuse to justify that action (especially considering the baffling decision to spend weeks learning blacksmithing).

    Chad Maske‘s first Rise of the Bloodmoon Witch novel is shockingly good… although perhaps it would’ve been less so if I hadn’t been avoiding their Ashes of My Many Lives series. Regardless, it’s quite good with a complex setting, and a flawed, struggling, yet still technically overpowered protagonist. It’s particularly interesting that the roommate actually looks like she’ll remain a roommate instead of becoming a love interest in the way this kind of paranormal romance story usually likes to go.


  • the False Hero #1-2 & How I, A Normal High School Student, Went to Royal Academy and Avoided Being Trapped in Hiatus

    Michael Plymel‘s The False Hero series feel like a bit of a mix between Tate no Yuusha no Nariagari and Isekai Walking; it’s got some of the plot beats of the first with the nonsense progression system of the second. Although the first book has the beginnings of what appear to be a slave harem and that terrible skill-acquisition system, which were major red flags, I like overpowered protagonist revenge stories enough that I was willing to to see if the author managed to course-correct in the second novel.

    Instead, within the first few chapters, they establish the presence of gamified dungeons in their non-game world, further break the already broken leveling system (free skill points for no reason!), and double-down on the slave harem setup. Pretty much an instant drop.

    The first novel in Kal Griffith‘s This Academy Extra series doesn’t have any narrative red flags fortunately, but instead has quite a number of technical issues. Quite a number, ranging from relatively minor things like poor formatting making it hard to tell who’s speaking, to moderate ones like an entire chapter being doubled or inexplicably missing quotation marks, to fairly serious ones like inconsistent chronology and references (e.g. the system messages are referred to as both an AI-like entity and the comments of the Reaper who sent him to this world).

    Aside from that, my main complaint is that no good reason is given why exactly anyone would ever care that the in-universe series went on permanent hiatus when its author is clearly and repeatedly called out for being incompetent. Just let it die and continue to follow the (allegedly far better) fanfictions at that point.


  • the SAGA of TANYA THE EVIL #13-14 & I’m Quitting the Hero’s Party #10

    Disappointingly, the two-part arc of the thirteenth and fourteenth Youjo Senki novels is not the series’ conclusion. Worse, the translations have now caught up to the Japanese releases and there’s no continuation in sight. Is the author purposely dragging things out or are they simply stalling due to not having thought of a conclusion? Either case is cause for significant concern.

    The tenth Yongsa Pati Ttaelyeochiubnida novel is absolutely brutal. Whereas other authors might give a timeline for a conclusion and then retcon or extend it, this one seems to have gone in the exact opposite direction and moved everything forward. This novel very much feels like it could be the series’ penultimate, and it hits hard.


  • HERETICAL FISHING #4 & SPLINTER ANGEL

    With the fourth Heretical Fishing novel it seems the author is settling onto the ‘indefinite slice-of-life’ path and… the occasionally amusing interactions just aren’t worth continuing to tolerate the cultivation and fishing/food elements I have zero or even negative interest in. If you like either or both of those aspects however then there’s no reason not to keep following the series.

    From the same author as Draka, Splinter Angel is a rather different kind of story. While also an isekai the protagonist here is transported to the new world as themselves, the setting is much more game-like, and what look to be significant romantic elements are introduced toward the end of the first novel. I’m not entirely sold on how helpful all the secondary characters are (particularly after it gets mentioned that the people who join new splinters are usually running from something), nor on how such a large enemy force apparently appeared from thin air, but I like the central cast enough to at least see where it goes in the upcoming second novel.


  • the Outer Worlds 2 – End

    Going with an Easily Distracted build ended up perfectly viable and the remainder of the game turned out much like the beginning. The skill check thresholds rise in sensible increments, so as long you do all the sidequests there shouldn’t be any fear of missing ones for the skills you’ve chosen to focus on apart from a handful of outliers which mostly have bypass methods:

    • Market Station + 2nd Planet (Level 10-11)
      • Low 5, High 8, Hack/Engineering outlier at 11
    • ACS Undisputed Claim + Praetor (Level 19)
      • Low 7, High 11, Medical outlier at 14, Guns/Science/Hack/Lockpick/Explosives outlier at 17
    • Various Sidequests + Cloister (Level 25-26)
      • Low 7, High 11
    • Various Sidequests + Archive (Level 30)
      • Low 9, High 14, various outliers at 20
    • Horizon Point (Level 30)
      • Low 13, High 18

    I plan to play through the game at least once more with the skills I didn’t take this time around (Guns, Speech, Lockpick, Leadership, & Medical), but first I think I’ll go back and try to complete Veilguard.


  • the Outer Worlds 2 – First Planet

    I’ve just completed Outer Worlds 2‘s first planet now with an ‘Easily Distracted’ build (Science, Engineering, Observation, Hacking, Explosives) and so far the game has been a perfectly decent open-world RPG.

    Tonally and visually it’s quite similar to its predecessor while mechanically, at least as far as character-building goes, it seems a bit more limited. Without the Flaw mentioned above a character is essentially forced to focus on only two-three skills, which means there will be some content you can’t see on a single playthrough.

    In my case there were quite a number of locked boxes and several doors that I simply could not open (no Lockpick) along with a few quests/tasks that could not be completed either in beneficial ways (no Speech skill) or at all (no Medicine or Leadership skill). However, there were many things that I could only access with Hack, Engineering, Explosives, or Observation while the highest check I saw was for 5 Explosives (not including the 11 Lockpick on your ship that can be bypassed) on a door that had a key for it lying around. Most checks on this planet were for 2-3 with a handful of 4’s.

    I’m hoping the checks don’t exponentially ramp up next planet so I can stay ahead of them by over-leveling through excessive exploration (hit level 10 just before entering the Relay), or else I may have to restart with a conventional 3-skill build.

    Positives so far:
    – Very similar to the first game in tone and appearance.
    – Multiple ways to approach most things.
    – Lots of character building options.
    – Ammunition is plentiful.
    – Nice mix of tracked and untracked quests.
    – Loot hidden everywhere.
    – Ditched the equipment durability system.

    Negatives so far:
    – Very similar to the first game in tone and appearance.
    – The map is bad at showing where you can explore.
    – Restrictive skill choices and no respec option.
    – Enemies seem to have an abnormally large amount of health.
    – More than a few massive empty spaces.
    – Ditched the ability to dodge.


  • VAMPIRE the masquerade: BL∞DLINES 2

    Out of something of a sense of obligation I felt I had to give Bloodlines 2 a chance… and the first impression it leaves is quite dire.

    Now I certainly have no love for the first game, as my feelings toward it are likely rather similar to a lot of people’s feelings toward this one (namely that it’s a notable departure from what it was supposed to be based on). Yet even lacking such a bias I’m still struggling to find something worthwhile here.

    I’ve only just completed the tutorial and already run into a host of issues; the settings screen requiring keyboard input, keyboard prompts not matching any changes you’ve made, enemies magically appearing in places they have no business being in, the almost complete lack of character customization (which only becomes available post-tutorial), the heavily simplified ability system that seems expressly designed for a controller, and the lack of a manual save combined with a ludicrously rigid checkpoint-autosave system.

    The opening of a game is supposed to hook you or at the very least spark some curiosity, but all this one’s has accomplished is complete repulsion.


  • Dragon Age: THE VEILGUARD – Act I End

    Not well. The game does not develop well at all.

    From the seemingly never-ending number of inexplicably blocked/barred passages, to getting arbitrarily locked out of areas, to getting forcibly removed from areas, to the patented DA II encounter style of enemies appearing from thin air… the first act of this game has what should be a drop-worthy number of maluses. And yet, even so, I ended up starting up a second character to see how the big choice mid-act played out from the other side.

    The thing about this choice is that the two available options are in no way equal. Which on the one hand is admirable (few AAA games are willing to actually force you to live with your choices), but on the other rather annoying.

    If you pick Treviso:

    • The opening sequence is new and fairly nonsensical.
    • Dock Town’s map remains almost entirely the same, with only the Shadow Dragon base changing.
    • Several of Dock Town’s merchants are removed.
      • The north market’s blacksmith & artwork merchants, the bridge cheese merchant, the south docks Imperial Weave merchant, and the northeast bar merchant remain.
    • Neve temporarily leaves the party, has reduced relationship gain, and cannot use her healing ability.

    If you pick Dock Town:

    • The opening sequence is a repeat of the prologue and abruptly ends with things half-finished.
    • Treviso’s map gets heavily altered and even some of its enemy types change.
    • All but two Treviso merchants are removed.
      • The Pure Ore vendor and the leatherworker who sells armor appearances remain.
    • Lucanis temporarily leaves the party and cannot be romanced or use his healing ability.

    So the clear ‘best’ option is to pick Treviso, as not only do you lose a mere handful of merchants, but the Shadow Dragon vendor is the only one of the two you can raise to max rank at this point in the game (there’s not enough rare valuables to get the Crow vendor above third). If you do so however the whole thing feels kind of cheap and lackluster since Dock Town doesn’t really change post-attack.

    This highlights the act’s main issue, which is that while the over-arching storyline is decent-to-good it falls flat on its face when it comes to the details. Consider the climax for example. A castle siege! Sounds like a great set-piece right? Wrong. Not only does it kick off by inexplicably introducing a child character who idiotically follows along through a war zone, but it progresses by having you haphazardly stumble from one bizarrely placed roadblock to another while constantly shouting “There must be another path through!”. It’s such a wasted opportunity.

    And yet.

    Yet, I cannot confidently say it’s a worse game than DA II or Andromeda. While it certainly features horrific traits from both, mechanically it’s not bad and as mentioned the direction of the plot as a whole (with the elves’ history being revealed) is actually somewhat interesting. I’m torn on whether or not to continue and be subjected to what I highly suspect will be a botched finale.


  • Dragon Age: THE VEILGUARD – First Impressions

    Although I had been greatly involved with Origins & Inquisition, and even played through II multiple times despite its flaws, for some reason I had no interest in Veilguard. Didn’t even know it existed until fairly long after its release.

    Finally got around to playing it earlier today and have just gotten past what appears to be the prologue/tutorial:

    Gameplay feels like a middle-ground between Mass Effect II and Inquisition, which I consider a step backward. I suspect they moved away from the open-worldish nature of the latter because a corridor-shooter framework better supports the tighter narrative (assuming, that is, they simply didn’t lack the necessary funds/time). Plot developments and dialog meanwhile appear to be on par with Andromeda (i.e. bad) while the character design is atrocious.

    The characters look like nothing found in any of the earlier ME or DA games. My best guess as to how this abomination came about is that someone looked at Inquisition and said to themselves: “Sera is clearly the best character here, and the only reason she had a divisive reception’s because the art style wasn’t goofy/cartoonish enough”.

    Decided to play as a mage and was immediately confronted by the game’s assumption that I was a fighter; both the opening bar fight sequence and all your party members up to the point of reaching the Crossroads being rogues and mages seem to support this. Which is odd but, at least on normal difficulty, not a big issue. The strange structure of the leveling web is a larger one. Why would I have to learn Wall of Fire or Chain Lightning if I want to become a Spellblade? Why is the Spellblade-ish counterattack ability placed behind the former? Because both are offensive defensive abilities maybe? Bizarre.

    A good chunk of the upgrade placement, on the lower half of the web anyway, is similarly head-scratching. Like why is the one that gives a bonus against enemies suffering from Necrosis on the complete opposite side of the web from the Death Caller specialty? It’s almost as if they wanted to make leveling-up a puzzle in and of itself… which doesn’t really work unless there’s a clear logic to how everything’s arrayed. Which there does not seem to be. Looking up the max level shows an apparent endgame pool of 65 points, so perhaps it’s structured like this solely to force you to use them up crisscrossing it.

    Guess we’ll see how things develop.


  • DIABLO IV – Secondary Characters, Necro & Barb

    Ended up trying both Necromancer minion variations and the Bone one came out on top. There’s just too little synergy between Overpower and the other minions to recommend using the Blood Lance version (that it would be useless post-season also played a role).

    Bone Minion Necro

    • Abilities
      • Rank 1 Enhanced Reap, Dreadful Bone Prison, & Plagued Corpse Tendrils
      • Rank 5 Paranormal Bone Spear, Abhorant Decrepify, & Supreme Bone Storm
      • Rank 1 Hewed Flesh, Grim Harvest, Necrotic Carapace, & Kalan’s Edict
      • Rank 2 Necrotic Fortitude
      • Rank 3 Fueled By Death, Titan’s Fall, Skeleton Warrior Mastery, Amplify Damage, Death’s Embrace, Death’s Approach, Skeletal Mage Mastery
        Coalesced Blood, Golem Mastery, Finality, Inspiring Leader, & Hellbent Commander
    • Paragon
      • Gravekeeper, Cult Leader/Deadraiser, Hulking Monstrosity/Warrior, Scent of Death/Golem, Bone Graft/Mage
    • Minions: Skirmishers 2, Bone Mages 1, Bone Golem 2
    • Mercenaries: Rahier (Resistances) & Any
    • Seasonal Powers: Alter the Balance, Grim Reapers, Unstable Power, Crazy Brew
    • Equipment
      • Chaos Ring of Mendeln Head (NeoOhm), Hardened Bones Chest (Topaz), Grasping Veins Gloves, Blood Moon Breeches (Topaz), Chaos Lidless Wall Boots, Reanimation 2H Scythe (NaguVex), Occult Dominion Necklace (Skull), Conceited & Damned Rings (Diamond)

    Main issues are that getting the minions to target what you want them to is incredibly difficult (although Corpse Tendrils with the extended area Temper helps with that), and having to constantly replenish the supply of Skeleton Mages is annoying.

    Post-season changes would be to replace the head with Occult Dominion, the boots with Metamorphosis, the weapon with a 1H Vehement Brawler scythe and Lidless Wall, the conceited ring with a Ring of Mendeln, and swap the amulet affix to Reanimation. Also, the chest slot is meant to be a Shroud of False Death, but I’m currently both 1 rune and 1 Spark short.

    After that build was finalized I moved on toward making a new Barbarian in the mold of that Deathblow one, which turned out more fun to play.

    Arsenal Barbarian

    • Abilities
      • Rank 1 Combat Frenzy, Strategic Rallying Cry, Fighter’s Rupture (2H Slash), Fighter’s Mighty Throw (2H Blunt)
      • Rank 5 Violent Double Swing, Power War Cry, Supreme Wrath of the Berserker
      • Rank 1 Pressure Point, Raid Leader, Thick Skin, Concussion, & Unbridled Rage
      • Rank 3 Warpath, Imposing Presence, Martial Vigor, Guttural Yell, Aggressive Resistance, Pit Fighter, Slaying Strike, Defensive Stance, Counteroffensive, Wallop, Invigorating Fury
    • Paragon
      • Dominate, Decimator/Ambidextrous, Blood Rage/Ire, Bone Breaker/Crusher, Carnage/Seething
    • Expertise: 2H Axe
    • Mercenaries: Raheir (Slow, Iron Wolf’s Call) & Varyana (Whirlwind)
    • Seasonal Powers: A Beast Cornered, Accelerating Chaos, Deafening Chorus, Marred Guard
    • Equipment
      • Harlequin Crest Head (Ruby), Chaos Battle Trance Chest (Ruby), Twin Strikes Gloves, Undying Pants (Ruby), Yen’s Blessing Boots, Limitless Rage 2H Blunt (IgniWat), Vehement Brawler’s 1H Mace & Sabre of Tsasgal (Sapphire), Fields of Crimson 2H Slash (TamVex), Edgemaster’s Amulet (Diamond), Starlight & Vocalized Empowerment Rings (Diamond)
    • Now, you may notice this build does not actually use Walking Arsenal. It meant too, but Unbridled Rage just ended up flat-out better with the benefits of A Beast Cornered. Gameplay is simple yet engaging; Wrath -> Mighty Throw -> Rupture -> spam Double Swing. It slices things up nicely and doesn’t have any notable survivability problems thanks to the barrier and life gain.

      Post-season changes would be to swap in a Deflecting Barrier chestpiece and swap out Unbridled Rage for Walking Arsenal, then switch Rupture to Fighter’s and reduce Frenzy to Enhanced while getting rid of Raid Leader to put two points in Booming Voice. Might also have to swap out the +Skill runeword for a +Resources one since the Shouts won’t have constant uptime.