• Category Archives Video Game Related
  • GreedFall

    The most recent game from Spiders is, as expected, a marked improvement over their previous one in many ways.

    Visually it’s reminiscent of a cross between Dragon Age: Inquisition and PoE Deadfire, while gameplay is essentially Technomancer‘s with a few minor DA:I (the camps) and Witcher 3 (the ‘investigations’) influences.

    Skills are pretty straight-forward and you’ll get more than enough over the course of the game to try out all sorts of combinations (assisted by the 6-7 optional repecs the game gives you). Attributes are a bit trickier since you’ll get significantly less points to spend there. I’d suggest maxing out one of the damage-dealing ones (Strength/Agility/Mental) and then splitting the remaining points among the supporting ones (you only need 3 Endurance to wear the best armor, and 3 Willpower will cover all but 2 of the available necklaces). Talents, as in Technomancer, are sort of a trap: You can get +1 on all of them from equipment (except Intuition if you don’t have the Adventurer’s Gear DLC; I got it automatically for some reason) and another +1 on all of them (except Lockpicking) from companion bonuses. Meaning there’s little need to put more than 1 point in most of them and pretty much no point in getting the third level of Vigor/Lockpick (they only gate some generic loot… though L3 Vigor will let you avoid a mini-boss fight in one late main quest). At the start of the endgame, if all sidequests have been done, you’ll probably be level 34-35 and have 48-49 Skill points, 12 Attribute points, & 9 Talent points.

    Combat flow along with the overall graphical quality have once again been improved as has the writing and voice acting. The most significant improvement this time around however is in the questlines, as quest order now seems to be quite important with later quests specifically referencing your actions in previous ones. It really gives the impression the choices have actual consequences. Companion AI also seems to have improved and they behave quite sensibly in combat for the most part while general playtime seems to be a bit longer.

    There are some notable negatives however. For one, the AI system in general seems to be prone to overloading, often resulting in NPCs (and occasionally enemies) who just stand in place staring off into the distance. This can be a problem in the few stealth sequences when it results in patrols getting stuck (a quicksave/load will usually unstick any nearby ones). The loot situation is a bit uneven as well, with there being quite a number of interior areas completely barren of anything interactable (I’d strongly suggest not exploring any buildings quests don’t explicitly send you to). Worst though, worst by far is the persistent bane of apparently all Spiders’ games: The backtracking.

    The backtracking is a massive, massive issue even with the increased number of fast travel locations. There’s no excuse to have you running from the top of the governor’s mansion to the basement, and then back up to the top again. Multiple times even! The church’s city is a nightmare to navigate as well, a state of affairs made worse by the complete absence of a minimap (which caused no end of anxiety while exploring). The game’s fun, absolutely, but also utterly exhausting.

    So it’s going to be a while before I try a second playthrough, on Extreme difficulty for the related achievement, in order to see just how much switching up the quest completion order changes things.


  • Bound by flamE

    Anyone going from Mars: War Logs to Technomancer may find themselves surprised by the massive jump in quality. As it turns out, there was an unrelated game released between them which bridged that technological gap.

    Compared to War Logs it has more fluid combat, larger and more varied environments, and slightly better dialog and voice acting (Technomancer improves on all those aspects further). Gameplay length is about the same and backtracking is certainly still an issue when completing sidequests. The final boss fight is oddly far more difficult than anything that came before and I was only able to clear it by abusing the ‘Speed Demon’ ability… I’m not sure how a Warrior is supposed to manage, but a Pyromancer could probably just spam firebolts.

    Rather than reminding me of Gothic or Deus Ex though, it instead brings to mind (a greatly simplified) Witcher 2 mixed with a bit of Lords of the Fallen.

    Basically, just as its release date fits between War Logs and Technomancer, so does its playability. Maybe pick it up if it’s on sale for $5 or less and you want a quick diversion.


  • Avernum 3: RUINED WORLD

    The third and final game in the remade first Avernum trilogy once again improves on the formula found in the prequels.

    Here the action moves to the surface, and that means the addition of a day/night cycle (with a bit of weather even). The progress of time actually has an in-game effect in that the devastation from the various monster plagues will start causing parts of towns to get destroyed if you take too long to solve them. It’s a very generous time limit though (I finished the game at ~100 days; the last two plagues don’t start affecting things until 101 and 141 days), and you can of course still complete the game even if you let things deteriorate.

    The soft level cap has been increased to 35 (though you’re unlikely to hit it in normal play), the combat interface has been upgraded to actually show movement distances, several new ground-hazard spells have been added, and there’s even an optional ‘main’ quest that can be completely missed unless you waste a bunch of time (I think it’s supposed to trigger at 160+ days).

    I did indeed end up going with an all-archer party and archery is pretty powerful with maxed out Sharpshooter/Sniper (200+ damage on a critical). Enemies only having a 5% chance to hit me was also quite nice:

    Ranger
    Dex; End on levels 4/8/12/16/20/24/28/32
    Melee/Bows 8, Priest 17; Hardiness/Parry/Gymnastics 10; Sharpshooter 10, Sniper/Lethal Blow 4
    Bows+Melee/Hardiness/Parry x6 -> Priest+Melee/Hardiness/Parry x15 -> Melee+Gymnastics -> Gymnastics+Hardiness/Parry/Sharpshooter x9 -> Sharpshooter+Sniper/Lethal Blow
    XP x2, Nimble Fingers x2, Negotiator, Sage Lore, Parry x2, Improved Dex x5, Sure Aim x3

    Sharpshooter
    Dex; End on levels 4/8/12/16/20/24/28/32
    Bows 8, Sharpshooter/Sniper/Lethal Blow/Gymnastics 10; Tool Use/First Aid 10, Luck 5
    Bows+Tools/Sharpshooter/Sniper x6 -> Sharpshooter+Tools/Sniper x7 -> Sniper+Tools x3 -> Sniper+Luck -> Lethal Blow+Gymnastics x7 -> First Aid+Luck/Lethal Blow/Gymnastics x10
    XP x2, Nimble Fingers x2, Negotiator, Sage Lore, Sure Aim x3, Improved Dex x5, Luck x2

    Arcane Archer x2
    Dex; Int on levels 3/6/9/12/15/18/21/24/27/30/33
    Bows 8, Mage 16; Spellcraft/Resistance/Sharpshooter/Sniper 10; Arcane||Nature Lore 9
    Mage+Bows/Spellcraft/Lore x15 -> Bows+Lore x2 -> Spellcraft+Resistance x4 -> Resistance+Sharpshooter/Sniper x6 -> Sharpshooter+Sniper x7
    XP x2, Nimble Fingers x2, Negotiator, Sage Lore, Elemental Focus x5, Improved Int x5, Sure Aim x3, Improved Dex x5

    The first two were Nephilim, and there are several places in the game where having non-human party members can be a problem. Most notably around the two towns in the far east which are patrolled by guards that will attack you, and if you kill them those towns will end up permanently hostile (locking you out of two minor quests).

    Of particular note is that this game returns to the style of the first in being extremely open-world. Fortunately though there aren’t really any obstacles that require backtracking for doing things in the ‘wrong’ order. I actually ended up clearing most of Upper Avernum out before heading to the surface, and as a result was so overleveled for the slimes that I went and stopped the roaches first. This turned out to be a fortuitous chain of events though, as that let me get into Sharimik & Gale quite early to fill out my spellbooks.

    That said, it’s weird you can find Demonslayer in the final dungeon when (unlike the prequels) the game ends after the final dungeon. You can’t keep playing, and the only quest it would be useful in you may not even trigger… so that was annoying. Some other annoyances would be the proliferation of laser/mirror puzzles and the return of the hack&slash-heavy finale. Those relatively minor issues aside it ends up a fairly enjoyable and fitting conclusion to the trilogy overall.


  • Avernum II: CRYSTAL SOULS

    The followup to Escape from the Pit improves upon just about everything.

    The GUI is a bit slicker, the environmental textures are a bit more varied, it starts off somewhat linear to ease you into the game, some puzzles/traps get introduced that trigger off of careless movement, there’s a lot more loot to sell, the ending quests aren’t as mindlessly hack & slashy, and there’s even a sidequest that has multiple outcomes (though neither actually affects anything).

    There wasn’t any dedicated walkthrough for it though, so I had to do some searching to compile an effective assortment of skills and efficient initial location order. I ended up with:

    Paladin
    Int; End on levels 3/6/9/12/15/18/21/24/27/30
    Melee 8, Priest 14; Hardiness/Parry/Spellcraft/Resistance 10; Tool Use 1
    Melee+Hardiness/Parry x7 -> Priest+Hardiness/Parry x7 -> Priest+Spellcraft/Resistance x6 -> Spellcraft/Resistance x7 -> Hardiness/Parry x2
    Nimble Fingers, Negotiator, XP x2, Parry Master x2, Elemental Focus x5, Improved Int x5, Health x3, Luck x2, Improved End x3

    Warmage
    Int; End on levels 3/6/9/12/15/18/21/24/27/30
    Pole 8, Mage 16; Spellcraft/Hardiness/Resistance 10, Luck 3; Tool Use 5, Cave Lore 1
    Mage+Spellcraft/Resistance/Tool Use x12 -> Pole+Mage/Hardiness x6 -> Pole+Spellcraft -> Spellcraft+Hardiness/Resistance x5 -> Luck+Hardiness/Resistance x5
    Nimble Fingers x2, Negotiator, Sage Lore, XP x2, Elemental Focus x5, Improved Int x5, Luck x2, Blessing Focus x5, Health

    Mystic Theurge x2
    Int; Dex on levels 4/8/12/16/20/24/28
    Bow/Priest 8, Mage 16; Spellcraft/Resistance 10; Tool Use 2, Arcane Lore 1, First Aid 8
    Mage+Spellcraft/Resistance x15 -> Bow+Tool Use -> Bow+Spellcraft/Resistance x4 -> Bow+Priest/First Aid x2 -> Priest+First Aid/Resistance
    Nimble Fingers, Negotiator, Sage Lore, XP x2, Elemental Focus x5, Improved Int x5, Luck x2, Health x3, Improved Dex x4

    All human, since it’s hard to argue with eight free traits. I went with a full magic party this time and only regretted it a little in the final assassination mission with all those warded enemies that had to be physically hit before they could be damaged. Initial order for Chapter 4 was:

    – Move Mountains 2 (Formello)
    – Buy/Upgrade Spells (Various)
    – Blessed Athame (Totem Tunnels -> Halls of Chaos)
    – Move Mountains 3 (Serpent Cult)
    – Dispel Barrier 2 (Kill Limoncelli)
    – Deciphering Lens (Magi Clearance -> Patrick’s Tower)
    – Dispel Barrier 3 (Magi Clearance -> Barrier Tower)
    – Orb of Thralni (Secret Empire Fort -> Kothtar)

    This worked out extremely well and resulted in being able to systematically clear every area afterward without any need for backtracking (besides when destroying the portal, as I forgot to pick up the Scepter first). It was a much more enjoyable experience overall than the prequel, though I think for the next game in the series I’m going to actually try and use an all-archery party (with magic backup). Hopefully it won’t turn into a depressing grind.


  • Avernum: ESCAPE FROM THE PIT – Finale

    Just cleared all three main quests, and all in all I’d say that was an enjoyable experience. Hopefully the two follow-ups will be comparable.

    There were a number of oddities/annoyances though. For instance:
    – Graphically it’s weird Icy Rain looks like fire.
    – Attacks that miss will often still apply their secondary effects (like knockback).
    – It’s often difficult to target a particular square with an AoE spell.
    – Clicking to attack something you can’t directly reach will often send the character running away along some sidepath to get there.
    – Movement in general is finicky.
    – There are far, far too many worthless items.
    – Gold caps out at 30k.

    Cave Lore ended up indeed pretty worthless; technically it pays for itself, but only if you uncover all hidden caches (I found 25 of 40) and/or grind herb patches. The 3rd level of Dispel Barrier is also pretty worthless as only the one in Gremlin’s Gold protects anything useful (a +1 Luck bonus). Most abilities/spells end up superfluous as well. You basically just need to buy Icy Rain/Call Storm, Fireblast/Divine Fire, Arcane Blow/Divine Retribution, and Cloak of the Arcane/Ward of Elements. Maxed out Haste and Protection are nice though and Divine Restoration is a solid ‘panic button’.

    Skill-wise First Aid actually ended up being quite useful for those ending quest enemy gauntlets, and it’s not like there’s much else of use for a spellcaster to buy once they max out Spellcraft. Riposte was indeed utterly useless (it’s weaker than Spine Shield), though ranged attacks often ended up a fine alternative to wasting spells on weak enemies.

    At the end of the day… the game’s a somewhat bizarre combination of modern ease of use (e.g. unlimited carry weight) and classic fuckovers (unworkable character builds). Worth playing, but not worth playing without any foreknowledge of what to expect.


  • Avernum: ESCAPE FROM THE PIT – Midgame

    Now having just reached Kyass at level 19 with ~50% or so of the map cleared, it seems like a good a place as any to mark as a midpoint for an open-world game.

    That second boss fight turned out to not be indicative of later ones, except in that ‘enemy summons help behind you’ is a re-occurring theme. Money also turned out to be not as much of an issue as I thought it would, as you can get by just fine spamming maxed out Icy Rains and have little need to buy any other early spells besides healing-related ones. Of course, I’ve specifically avoided buying weapons training from the early trainers since later ones are cheaper. If you just buy stuff from whomever I could definitely see it running out fast.

    There were conflicting reports regarding the usefulness of Cave Lore, and as of now I’m firmly in the “It’s not worth bothering with.” camp. Starting out with a Tool Use of 8 and getting it up to 11 by 10th level turned out to be a solid plan, as did having 12 Arcane Lore by the same point (Sage Lore and Arcane Lore 1 on each spellcaster). Relatively little backtracking so far has been required and progress has been smooth.

    I did end up having to revise my leveling plan though:

    Fighter
    Attributes: Str; End at level 4/7/10/13/16/19/22/25/28
    Skills: Melee+Blademaster/Hardiness/Parry x9; Priest+Tools; Blademaster+Hardiness/Parry x5; Spellcraft+Resistance; Hardiness/Parry/Luck/Whatever
    Traits: Improved Str, Mighty Blows, Ambidex, Negotiator, Health, Improved Str x4, Parry x2, Dual Blade, Mighty Blows x2, Health

    Priest
    Attributes: Int; End at level 5/9/13/17/21/25/29
    Skills: Priest+Spellcraft/Resistance x3, Priest+Tools x2; Priest+Spellcraft/Resistance x6; Priest+Melee; Priest+Spellcraft/Resistance x2; Spellcraft/Resistance x4; Luck/Whatever
    Traits: Health, Elemental Focus/Improved Int x2, Negotiator, Elemental Focus, Sage Lore, Elemental Focus x3, Improved Int x4, Health x2

    Mage x2
    Attributes: Int; Dex at level 5/9/13/17/21/25/29
    Skills: Mage+Spellcraft/Resistance x9; Mage+Tools; Mage+Weapon x4; Mage+Spellcraft/Resistance x2; Priest+Spellcraft/Resistance/Luck x8; Whatever
    Traits: Elemental Focus/Improved Int x3, Negotiator, Health, Sage Lore, Elemental Focus x3, Improved Int x4, Health x2


  • Avernum: ESCAPE FROM THE PIT – First Impressions

    The screenshots don’t really do this game, which is a remake of a remake, any justice. The gameplay graphics are much more detailed than they appear to be… though the scale needs a bit of work and the lighting doesn’t even remotely match the flavor text: Can you tell you’re underground? I certainly can’t.

    Mechanically the game is quite smooth, though unforgiving in that ‘classic’ sort of way. Your skill points are very limited, and some skills are definitely worth more than others. Money is also apparently pretty limited despite the massive amount of items scattered on the ground (most of which is literally worthless), items that are remarkably hard to differentiate from static background art (meaning you’ll be pressing the ‘g’ key pretty much constantly). Some items you can sell but actually need for sidequests. Enemy encounters can be also quite unfair: The second boss you can stumble upon gets two actions per turn, is able to summon help, and a veritable army of trash mobs appear out of thin air (to attack you from behind) when he gets low on health.

    So a guide of some sort is absolutely necessary. Perhaps several. Pouring over the various information available I decided to go with the suggested Fighter/Priest/Wizardx2 setup with the following leveling plan (subject to change):

    Fighter
    Attributes: Str, Str, End
    Skills: Melee+Blademaster/Parry; Priest/Tool Use; Blademaster+Parry/Hardiness; Hardiness+Resistance/Luck
    Traits: Improved Str, Mighty Blows, Ambidextrous, Negotiator, Good Health, Improved Strength x4, Parry Master x2, Mighty Blows x2, Good Health x2

    Priest
    Attributes: Int, Int, Int, End
    Skills: Priest+Spellcraft/Resistance x3, Melee/Tool Use; Priest+Spellcraft/Resistance x4; Melee/Tool Use; Priest+Spellcraft/Resistance x8; Resistance/Luck/Hardiness
    Traits: Good Health, Elemental Focus/Improved Int x2, Negotiator, Elemental Focus/Improved Int, Sage Lore, Elemental Focus/Improved Int x7, Good Health x2

    Mage x2
    Attributes: Int, Int, Int, Dex
    Skills: Mage+Spellcraft/Resistance x3; Weapon skill; Mage+Spellcraft/Resistance x4; Weapon skill; Mage+Spellcraft/Resistance x4; Spellcraft+Tool Use; Mage+Spellcraft/Resistance x4; Priest x4; Resistance/Luck
    Traits: Elemental Focus/Improved Int x3, Negotiator, Good Health, Sage Lore, Elemental Focus/Improved Int x2, Elemental Focus/Improved Int x5, Good Health x2

    So far at Level 3 with the introductory area and Silvar cleared things are looking good. We’ll see how things progress.


  • Fell Seal: Arbiter’s Mark

    That Fell Seal was ‘inspired by’ Final Fantasy Tactics is blindingly obvious, but I’ll go farther and say it’s closer to a simplified remake of it. I’d say ‘consolized’, but the original was a console game so….

    Classes have less skills to learn, magic is cast instantly, item variety has been massively reduced (and universalized so that every unit can use them, albeit a limited number of times per battle), cover no longer exists, there’s only one type of water tile and you can attack while submerged, there aren’t any ground/weather effects, height-based damage requires a specific skill, evasion is now a universal stat that works against both magical and physical attacks, AP points are awarded after battle in a lump sum based on enemy level, battle maps are static and can’t be rotated/tilted, and the world map is smaller with less locations to visit.

    Expect to reach the low 50’s if you skip the few sidequests and low 60’s otherwise (you can grind to level 99 either way if you really wanted to though). If you plan to master all the classes the playtime can run into the 80+ hour range, while just sticking to the main story quests will probably end up about half that. The main thing to be aware of here is that, though things are much simpler and there aren’t any unfair main quest battles like FFT‘s Wiegraf fight, every single battle features enemy healers.

    Anyone who’s played FFT will recall that some of the most annoying fights are against units with instant healing abilities (e.g. Yellow Chocobos, Chemists) and in this game every character is a Chemist and every battle features one or more healer classes. So unless you’re playing with lowered difficulty settings or cheesing things with double-casting Quickened Sorcerers even the most simple battle will take several minutes to finish.

    Still… the core FFT experience and storyline beats are there, and when you get right down to it the only other way to play FFT on a PC is with an emulator. So if you like that kind of game this one will definitely be worth picking up.


  • LORDS of the FALLEN

    This game is something of a merger between Dark Souls (which I stopped playing at the first mini-boss) and Darksiders (which I stopped playing after the first boss); the weight system and enemy nastiness of Dark Souls with the visuals of Darksiders.

    On the negative side of things: Most of the the areas are cramped, the camera is locked far too close to the PC, and there are some stability issues (over the course of the first playthrough I’ve crashed 3 times on start-up, twice during gameplay, and there’s a nasty freeze when picking up the Gauntlet). Positives would be…. Hmm.

    Basically, if you felt Darksiders was too hack & slashy and/or Souls was too unforgiving with its checkpoints, then this game might just hit the sweet spot between them. And as for the Labyrinth DLC, which comes packaged with the GotY edition… it’s in no way worth buying if you already have an earlier version of the game.

    Some tips:
    – Don’t put any points into Luck on the 1st playthrough.
    – Don’t use any Attribute/Spell Shards on the 1st playthrough.
    – Open all chests on the 1st playthrough.
    – Use all your Shards and respec 25 points into Luck on the 2nd playthrough.
    — Don’t open any chests in NG+ until you have the 25 Luck.

    Doing the above will result in any chests formerly holding specific pieces of equipment to instead contain a bunch of Shards (almost always including an Attribute Shard).


  • Fate hunters & KingdomCome: Deliverance

    Fate Hunters is a game very, very similar to Slay the Spire. A bit easier though, so long as the ‘Reinforcement’ option is turned off (which it probably should be on your first few attempts), thanks to the introduction of disposable ‘one use’ cards you can pick up without fear of ending up with an oversized late game deck.

    The Inquisitor focuses on healing & self-damage with a subfocus on discard. The deck I eventually beat the final boss with was a treasure-heavy Pot of Greed/Empress deck that focused on the combo of Seal of Repentance -> Holy Fire -> Nemesis. The Arcanist specializes in multiple-choice effects, random damage, and duplication, with a subfocus on weaponry. I ended up beating the tower with a Fireball-heavy Wheel of Fortune build with Magic Rune and Fire Rain.

    Unlike those first two characters, the Raider is somewhat more limited in build choices and you’re pretty much forced to focus on a Soul Stone-centric build… though that’s far from a bad thing since Soulstones are quite versatile. The winning deck here ended up being centered around Dark Flame, Famine, Souls Bust, and Soulstorm. The fourth and final unique character is the Berserker, which specializes in Wound creation (far trickier to handle than Soul Stones) & criticals with a subfocus in discard. This time I ended up clearing the tower with a weaponry-centric Hermit build; Feel No Pain and Deadly Swing have no downsides when only a single Wound can be in your deck at a time.

    The final character, the Spy, is a medley of the others. You can build a deck mimicking one of the above builds, or mix and match from multiple builds. The later is quite risky though and can easily result in a deck that does nothing particularly well. The winning combination I ended with was a Curse-heavy self-damaging Possession build (Cursed Sword, Philosopher’s Stone, Eviscerate, Unbreakable, Nemesis) which transformed into a Hermit deck on the last floor.

    So yeah, the game’s fun. I don’t think it’ll have as much repay value as the aforementioned StS though due to the reduced complexity. Of course, that’s to be expected since the entire installation is <300MB. Pick it up on sale sometime for ~$10 if you enjoy StS.

    Switching gears now we come to Kingdom Come: Deliverance, which at first glance appears to be an open-world RPG. While that should be right up my ally, in reality the game bears an unfortunately strong resemblance to a medieval life simulator. A hunger system, an energy/tiredness system, a cleanliness system, a food decay system, an equipment deterioration system, an overly complex real-time locational-targeting-centered melee combat system, and a highly limited ability to save your progress.

    I got to the second area and just kind of lost all will to proceed, since I most certainly don’t play games to be forced into doing things I already have to do in real life. The visual quality is quite impressive though. If you want to give it a shot, make sure to grab the KCDTweak utility to reduce/eliminate some of the inherent annoyance.