• Category Archives DLC
  • Grim Dawn – Forgotten Gods

    Forgotten Gods is the second Grim Dawn expansion, being mostly notable for adding a number of new Devotion options along with a new class option. The Oathkeeper has a very Paladin-like feel to it and specializes in shields, fire (or alternately acid) damage, and adding retaliation damage to attack skills.

    So far I’ve played through Vanilla+Malmouth with 4 Oathkeeper blends (and through FG with 1):

    A Sentinel was the first, handily replacing my earlier concept of a retaliation build. Aegis of Menhir and Righteous Fervor are great and the Guardians are fantastic. Meanwhile, Ascension and Presence of Virtue (for this build anyway) offer a wonderful mix of offensive and defensive support. It’s practically a pure Oathkeeper, though the healing and added retaliation from Blood of Dreeg is not to be underestimated. At the moment (post-Malmouth, pre-FG) they look like this; note that I have to reset the Devotions because Dryad wasn’t as useful as I thought it would be.

    With storage space getting a bit tight at this point (1 extra tab isn’t really enough for an expansions’ worth of content) it seemed a good time to finally get rid of all the poison-focused gear I’d been collecting for some time now. So I decided to make a Venomblade Dervish (in contrast to the above, this is practically a pure Nightblade). While they certainly kill things quickly enough, they’re remarkably squishy and I think I’ll have to alter the Devotion setup to include Behemoth and maybe Chariot for some more health restoration; the Ancient Grove boss killed it more or less instantly with that multi-eruption thing it does.

    Becoming somewhat focused on the Corruption of Gargabol pistol while scrolling through the item database the next character ended up being a gunslinger Oppressor. I had forgotten how effective dual pistols were at efficiently killing things and anything that survives the barrage gets a Bone Harvest to the face. The build was a lot of fun before the recent patch that changed the Terrify effect to Confusion, and will probably be even better now.

    Which brings us to the fourth character, a Cyclone Archon, the only one I’ve so far taken through the FG storyline content. Vire’s Might and Eye of Reckoning are both pretty great and synergize well; rush into the middle of a hoard, pop Ascension if it’s a hero/boss, and just start spinning around. It’s such an effective tactic at melting enemies that I’ve often forgotten I even have Wind Spirit. Briarthorn on the other hand is more of a mixed bag. Against most stuff it serves as a perfectly fine damage boost, but against things with AOE death effects (Malmouth’s aetherials for instance) it just dies constantly and the points may be better off in Presence of Virtue.

    And what’s that storyline content like? Well, the first half is much like Act 2 visually with an assortment of mostly Beast-faction enemies; dinosaurs, grobles, basilisks, beetles, scorpion-men, gryphons (fat harpies). There are also a few undead (basically just larger zombies) and some ‘Eldrich Spirits’ (repurposed wendigo spirits), which serve as the new enemy faction. The second half in contrast is much more unique visually (lava-flavored interior ruins aside), being mostly populated by Eldrich-faction creatures (poison-flavored Bysmiel mongrels, reskinned ryloks, stuff that looks like the animats from Pillars of Eternity) including re-designed Kymon enemies who prefer fire magic and crossbows to their earlier rifle/lightning setup.

    Though it forces you to side with one of the three new factions, doing so does not make the others hostile (all the choice does is change which series of quests you get offered). So there’s no reason not to side with a different faction in each difficulty level (for bounties stick to the Sister Crimson and Brother Segarius ones). You can do the Shattered Realm content immediately or wait until after everything else is finished, and I suggest the latter to make things as smooth as possible. Even then however it’s not really worth going past the 5th Shard with any builds that can’t quickly dish out a ton of damage (the Archon build above at level 72 cleared the 1st-25th Shards without notable issue… although the levels with floor hazards were a pain).

    So is the expansion worth buying? Depends on how much you like the Oathkeeper, want/need the new Devotion options, and if you’re interested in the new class of movement abilities (which, granted, fill a much needed mobility hole). If you just want more storyline areas to explore though it’ll probably end up quite disappointing (particularly when compared to Malmouth).


  • Pillars of Eternity II: Deadfire – DLC

    All three of the large DLC released for the game are roughly the same size (more or less equivalent to the full scope of one of Neketaka’s districts) and geared toward an endgame party. Which is a bit of a problem since the level cap has not been increased… meaning you’ll spend even more time than before gaining tons of wasted experience.

    The Beast of Winter is the first of them and is best tackled with a level 15-16 party, depending on difficulty (though if you want to face either of the two endbosses in combat you’ll probably want to be 17+). And make sure to pack weapons/spells that can do fire and/or crushing damage to have a slightly easier time clearing the opposition. Combat aside it’s notable mainly for adding an additional henchmen option and giving a number of interactions to Ydwin, raising her up to the status of companion during your time spent in the related areas.

    Seeker, Slayer, Survivor is a very different sort of DLC and cannot be accessed until after completing the game’s main He Waits in Fire quest. So while the ‘recommended’ level is 16 you’ll almost certainly be closer to 20 unless you’re doing a low-level challenge of some sort. That’s a good thing though since the difficulty level varies wildly between fights, which can fortunately be triggered as many times as desired (a feature extremely useful for leveling the clutch of new DLC-added soulbound items), and you’ll definitely want the breathing room granted by the extra levels. SSS also enhances a particular henchman for the duration, but otherwise the only other notable feature is that the arena feels kind of empty and unfinished. The merchants in particular stand out with their low-level/generic equipment and the ‘guiding spirit’ is pretty annoying.

    Depending on your choices in the prequel, the Forgotten Sanctum can be a bit tricky to start. Like SSS it requires He Waits in Fire be completed, but the Giant Wave event that triggers it doesn’t give you any information beyond ‘somewhere in the south’ and no quest gets added to your journal. A second event involving Llengrath is what points directly to the DLC content, but if you didn’t meet her in PoE 1 that event won’t trigger (having killed her dragons may also cause it to not trigger) and you’ll have to find the location yourself. Which, admittedly, isn’t very hard considering a large number of unexplored points of interest will have appeared on the relevant island.

    Triggering it aside, you’ll absolutely want to be level 20 before exploring the new content considering the difficulty of the encounters inside and gimmicky bosses you’ll be forced to face. And as with the previous DLC, one of the available henchmen gets some expanded focus. Unlike those however this adventure is more… wordy I guess you could say. Atmospheric as well. It very much gives the impression of being a throwback to Baldur’s Gate II actually and fits in seamlessly with the default game.


  • ShadowS: AWAKENING

    I can see now why people would be angry with Shadows: Heretic Kingdoms (the sequel to Kult: Heretic Kingdoms), considering how the remade/extended version itself isn’t exactly a stellar gaming experience.

    Awakening is an incredibly gimmicky Torchlight-like kind of game. Not only does it wholly revolve around a gimmick (swapping between the real/shadow versions of each map), but most of the boss fights involve some sort of annoying scripted behavior, there’s a few inexplicable backtrack-heavy sections, a couple potential party members spontaneously become unavailable depending on your choices, and its chock-full of busywork puzzles and forced party-swapping.

    On the technical front things could also use a bit of work since both movement (left-click to move) and attacking (also left-click to attack) lack precision. It seems stable enough though and I didn’t run into any crashes or slowdown on my first playthrough. So that’s nice. Also nice is that a cheap Respec option’s available and healing’s easy to come by.

    As far as the optional DLC go, I haven’t bothered with the Armor (if you’re playing on Normal you definitely won’t need it), but did pick up the Golem party member:

    While I would’ve rather had another mage option (since 3/4 of the current ones are missable), it’s a pretty solid addition to the early-game party makeup. Being the same type of fighter as Carissa (who’s amazing) though it’ll lose most of its usefulness once she finally joins unless you want to try comboing it with the lizard shaman. So while it would have made more sense as a 2-handed weapon user… it works well enough as a placeholder.


  • Tales of Maj’Eyal

    I briefly tried the browser-based version of this game some time ago but it seemed overly complicated and I’m not fond of permadeath in the first place (losing 10+ hours of progress to a missclick is beyond annoying). However, after buying the GOG version on whim one day I played again and this time around it become quite engrossing.

    There’s a bunch of things to unlock/collect and with the ‘Adventurer’ option enabled you don’t have to worry about a single mistake erasing everything. That said… I would actually suggest playing on ‘Roguelike’ once you’ve unlocked everything you want to; the second half of the main campaign is nowhere near as good as the first half and it’s more fun to start a new character than slog through that mire. Getting started is really the hardest part, and this area guide does wonders to make things more accessible. You can also find immensely helpful class guides on that forum as well.

    As far as the DLC go:

    Ashes of Urhrok is the cheapest and also adds the least to the game. The new race and classes are really the only reason to pick it up.
    Forbidden Cults on the other hand adds quite a bit to the game. In addition to the races and classes (one of which is a pain to unlock) it adds a large number of fully integrated new areas and even a new ability line to the Wyrmic class.
    Embers of Rage adds a sequel campaign (that’s about 30-40% the size of the main campaign) which is decent enough if you don’t mind the accelerated leveling speed and hamfisted gold/merchant situation. Its endboss is a giant difficulty spike though. What’s far more interesting is the crafting system it introduces, which is a lot of fun to play around with.

    So I’d say definitely pick up Forbidden Cults, but only grab the other two if/when you want to try something new.


  • Legends of Eisenwald

    The turn-based tactical RPG Legends of Eisenwald is a lot like the King’s Bounty games, if they had more of a focus on questing than fighting (though there’s still a lot of fighting).

    The main campaign is pretty lengthy and spans multiple chapters, with early choices occasionally having a significant effect on later events and a possibility of 3 notably different endings. You can expect to get the protagonist to level 9 by the end of it, and also expect to have your army/inventory reset multiple times. Only your protagonist’s equipment and a few specific items (Black Necklace, Feline Mirror, Cursed Idol; if you’ve found them) are guaranteed to stick around, with you getting to keep your gold from the Windfeld map onward.

    If you have trouble solving some quests, thankfully there’s a complete guide available which covers everything that needs covering (albeit in broken English). As far as battle tactics go, a particularly useful one against Spear/Sword users is to combine a healer’s Gift of Medbh spell with the Witch’s Adhesion spell. In addition to the main campaign, there’s a few additional single-map scenarios:

    The Masquerade is pretty interesting, with a surprising number of choices and things to discover in it despite being on such a relatively small map (you can expect to reach level 5). Cursed Castle meanwhile is pure combat/conquest, just don’t count on holding anything other than castles for long since a seemingly endless stream of undead and bandits will be wandering around re-capturing everything else (expect to reach level 4 without grinding; 5 with). Each of these scenarios will take ~3-4 hours to complete.

    Finally we come to the Road to Iron Forest scenario, which has to be purchased separately. Length-wise it’s the same as the previous scenarios (expect level 5 again), but as far as content it’s something of a middle-ground between them. While there aren’t any choices, it has a strong narrative focus, there are a couple sidequests, and strategy plays a large role since you have to rebuild your army in hostile lands (be on the lookout for a Guard you can hire in one of the Inns).

    All in all the game is a lot of fun (if occasionally backtrack-heavy), nicely sidestepping King’s Bounty’s late game ‘stacks of doom’ issue, and I’ll probably either replay it (as a different class; Baroness is really good at 1-shotting archers/spiritualists but Mystic seems far more versatile) or try out Blood of November and possibly Bastard.


  • Ys VIII: Lacrimosa of DANA

    This game improves upon Seven, which occurs after it (Lacrimosa is a mostly stand-alone tale chronologically placed sometime between Napishtim and an occasionally referenced Celceta), in nearly every way… with the notable exception of stability. Chances are if you try to play immediately after installing, you’ll start running into persistent and seemingly random crashes shortly after arriving at the island. The two main causes of this seem to be the ‘Map Shadows’ graphics option (I always disable shadows) and a multi-core threading issue (the fix detailed there fully solved the problem for me). The Version 8 patch may or may not have fixed those complications; based on the changelog I’m guessing it didn’t.

    That’s the only problem it has though: Graphics have been massively improved, the system options have been greatly expanded and can be modified from the title screen, jumping along with combo-attacking have both made a triumphant return, dodging has been upgraded to provide an effect similar to Flash Guard (which now lasts longer), you can warp at any time, the playtime has more than doubled, you now have full camera control, the Japanese voice acting is included, and (wonder of wonders) the storyline and character behavior are actually pretty decent. At least until near the end when the big world-ending-whatever makes its appearance (just how many Roots of All Existence are in this universe?).

    Finished the Epilogue boss at level 77 in a little under 50 hours with 100% completion in all areas (though I forgot to pick up the last map completion bonus), all skills maxed out, and all Suppression/Hunt missions cleared at A rank or higher (4 at S rank). The main thing to note about this entry is that, unlike many of the previous games in the series, combat actually is skill-based. This is thanks to the combined Flash Guard/Dodge systems’ invincibility window, which allows you to negate every single attack so long as your reflexes are up to timing it right. The bosses may have a lot of moves and use them semi-randomly à la Felghana (the dragon-wall thing in Baja Tower and Dana’s last solo boss being the most annoying), but they are all beatable with zero reliance on luck.

    As for the DLC, which has caused a bit of a furor, the only part of it that you can’t find in the game proper is the (100% cosmetic) costume. Nearly all of the accessories are Chapter 2 level, the potions/food are common, you’ll eventually be drowning in materials, and the (non-Tempest) Elixirs are easily craftable late game. I will say though that the Fish Bait is mildly useful and the aforementioned Tempest Elixirs can help you defeat the level 80 optional boss and ‘Never-Ending’ base defense missions the moment they become available (otherwise you’ll have to do 30 minutes or so of grinding to get up to level 70 if you don’t want to wait).


  • Hand of Fate 2 & Shadowrun: Dragonfall

    The second Hand of Fate game is essentially a slightly refined/expanded version of its predecessor. If you’ve already played that then you’ll know whether or not you’ll like this, and if you haven’t then you may as well just start here.

    As for its recently released DLC… well, you might as well grab that too. While the new cards aren’t really anything to write home about, the new companion is remarkably useful.

    Similar to the above, Shadowrun: Dragonfall is mechanically just a refined Shadowrun Returns and you’re basically paying for the base campaign. Which, granted, certainly does feature more roleplaying opportunities and choices than the earlier game. What’s a bit odd though is how most of the various NPCs in your central hub have evolving storylines which don’t actually go anywhere; they’re pure flavor text.

    A few quick things about it:
    – Your PC has to be a Decker to access everything.
    – Decking and Charisma don’t need to be higher than 6 for dialog checks.
    – The Security and Corporate etiquettes are both useful for avoiding annoying fights.
    – Bonuses (such as those from cyberware) can’t raise your stats above 11.


  • Hyperdimension Neptunia Re;Birth3

    Taking place a little while after the end of the second game, this third installment in the franchise is basically a combination of the first two with an overhauled combat system. Making it easily the best of the bunch (once you install the re-translation project to reduce the terribleness of the localization).

    Character-wise, with the DLC, you get access to the whole cast and don’t have to jump through any hoops or waste any Plan space to unlock characters (although Uni, Ram, & Rom don’t become available until the last chapter). Story-wise there’s only some especially cringy moments in the 6th chapter or so. And as for the re-used assets… well, there’s still a ton of those.

    The most notable improvement here over the previous games though is the revamped combat system:

    Instead of having an EX Bar that the entire party has to use (and which has to be re-filled every time you enter an area), each character’s SP pool doubles as an EX Pool. Meaning now you can pull off multiple 3-bar EX attacks in a row. Even better, the game now tells you when an enemy you’re attacking happens to be weak/strong against an element and even specifies whether an attack you’re about to use is magical or physical.

    Another new addition is an in-game achievement system. By doing things with each character like running, jumping, taking damage, switching in combat, using items in combat, and so forth, that character will get stat boosts and unlock character-specific Plans to further boost their stats or add new abilities (like a 5th combo slot).

    Really, the only flaw with this entry (besides the localization and re-used assets) is that the DLC character Events are bugged to appear a chapter earlier than they should. So if you’re only able to get one of the three games, this would be the one to prioritize.


  • Hyperdimension Neptunia Re;Birth2

    It shouldn’t be surprising, yet it is: This sequel is in almost all ways worse than the first Re;Birth.

    The localization got worse (install the re-translation project modification to make it merely equally as bad), Nepgear is a far less engaging protagonist compared to Neptune, there’s a bunch of ecchi events straight out of an Agarest game, and the new themes are atrocious.

    No, I don’t want to be constantly lectured about how piracy and cheating is bad in this game I bought… especially when said game just so happens to include cheat items in its paid DLC.

    The only things this has going for it are giving the characters a couple extra combat abilities, Boss enemies not having any insane HP regeneration abilities, a Super EXP option which effectively eliminates level grinding (added by the DLC), and the somewhat large variety of possible endings.


  • Hyperdimension Neptunia Re;Birth1

    Huh. I sort of regret putting off playing this for so long just because I knew it had a trash-tier localization and suspected it was extremely grindy.

    It certainly has more than its share of issues (the awful localization, it is pretty grindy, the constantly re-used assets, mind-numbing/cringe-inducing plot developments, quite a number of auto-lose battles, a host of painful side-characters, tons of trap items to waste your limited resources on), and yet there’s just so much to collect while bap-bap-bapping away at enemies that I can’t help but enjoy playing it. Some advice:

    Picking up the DLC Pack is well worth it for the two extra characters alone, as they make the early-mid game much less punishing due to being notably more powerful than the two you start with, and you should limit your Plan creations to unlocking and adding enemies to the 16mb dungeons (the ones that cost 100+ are DLC content and can be saved for a second playthrough), removing the damage cap, increasing the jump height, and unlocking two of the CPU Candidate characters (who cost 1024mb each).

    Then on any potential NG+ playthroughs you can unlock the other character, the Colosseum, the DLC dungeons, and the highest level equipment (completely skipping all the weaker stuff, which is just a waste to unlock).

    One final thing that may be worthwhile to be aware of, is that pressing the L1 button will skip attack/transformation animations.