• Category Archives Video Game Related
  • Elminage: Gothic

    There are two kinds of difficulty, fake difficulty (primarily arising from having the adversaries cheat) and real difficulty. This game unfortunately includes both varieties in a particularly tedious and hassle-filled combination.

    On the one hand it features enemies that can do all the same things your characters can (including instant-death attacks) in great numbers (encounters range up to groups of 18). This is real difficulty. On the other… it also gives enemies abilities your characters can’t possess (even if you Summon Contract them; such as formation switching), gives them infinite spell casting, resets your attributes to the racial (not class) minimums if you multi-class, has equipped items reduce your free carry space, completely disallows resting outside of town, and restricts having a basic map to a specific spell/item (L1 Mage/Magic Map). That’s all fake, artificial difficulty.

    The two real deal killers are the map system, since the environmental graphics are incredibly bare-bones and floors are filled with miles of identical walls and doors which inexplicably auto-close behind you (more fake difficulty), and lack of a dungeon-based resting system which makes primary spellcasters dead weight most of the time… unless you had the fore-knowledge to make them Dragonewts for the Breath attack. It also doesn’t help that leveling is unexciting; apart from gaining new spells (which you’ll rarely use in normal encounters) the only other useful level-up abilities come from ‘mastering’ a class at level 26+.

    If all that wasn’t enough though, there’s also the technical issues. Sometimes left-clicking won’t work as a selection command (such as when transferring items between characters) and you have to use the relevant keyboard command instead (Enter by default), using the ‘repeat last round commands’ function does not repeat the character ordering if you set it, the identify/disarm traps menu is a clunky mess, and the town menus are an unintuitive labyrinth.

    So no, I don’t think I’ll be playing any more of such a highly random and deliberately antagonistic game. Some resources if you decide to attempt it:

    Useful Information and Walkthrough
    Cheat Engine Table (GoG Version)
    Age Stat Growth and Spirit Pact Information (GoG Version)


  • Risen 3: Titan Lords

    Honestly, though I know it’s not quite fair, I feel like I got ripped off by paying $6 for this game.

    Visually speaking it’s on par with Arcania (despite being released 4 years after) while the combat, though not as clunky as Risen 2‘s, brings to mind the first Witcher.

    If the above weren’t bad enough it suffers severely from a limited progression system, a general lack of combat variety, and several painfully gimmicky set-piece battles (naval combat & the Ore Titan). Consider that the very first tutorial fight is almost identical to the penultimate boss battle, and then take into account that even at 180 Slashing with the best Slashing weapon (or 180 Crystal Magic with an Elemental Attack spell) the weakest enemies in the game take 2 normal hits to kill. There is little sense of progression and you never feel truly powerful even with maxed-out stats.

    That’s not to say the game is hard… because it’s not. While your damage is fairly anemic, it’s pretty easy to become effectively invincible with high enough resistances. So all in all the game ends up being the worst of both worlds; people who want a challenge will dislike it because it’s practically impossible to die, while people who want to play powerful characters will also dislike it because the combat is awkward and enemies just never die fast enough.


  • ArcaniA: FALL of SETARRIF

    Thoughts while playing the stand-alone expansion to ArcaniA:

    – Huh. The graphics look slightly improved.
    – Character animations have definitely improved.
    – The geography has changed. Weird.
    – All of my skills, equipment, and inventory were imported. Nice.
    – A few items have changed stats; Belial’s Scythe is mage-focused now.
    – What’s with this odd procession of fighting every single creature in the main game?
    – Oh no, not more dungeon tunnels.
    – Lockpick mechanic is gone… not that it matters.
    – Why is there so much powerful loot just lying around?
    – I guess it’s there for new characters.
    – Oh good, there’s more to this than endess red-lit tunnels.
    – Harpies huh… guess they didn’t want that female demon model to go to waste.
    – Panthers! Guess this wasn’t a total copy/paste job after all.
    – What a bizarre city layout.
    – I wonder if there are any merchants in this expansion.
    – If the antagonist never sent so much free XP at the hero, do you think they would win more often?
    – Ah, the ol’ “collect a bunch of crap scattered across the area to continue” quest. Yay.
    – A trader! Who sells… nothing but bandages and arrows. What the hell.
    – Playing as other pre-made characters as a change of pace is pretty gimmicky at the best of times.
    – This is not the best of times.
    – Oh, two more silent traders. I’m starting to think it would’ve been better without them.
    – I liked my old armor better. The things I do to kill enemies with a single Firebolt….
    – Possessed enemies can apparently melee attack through walls. Spooky.
    – A spoiled rich girl… can this day get any worse?
    – Rhetorical question; of course it can.
    – Lester’s voice acting has taken a major dive.
    – Actually, all the character’s personalities have taken hits as well.
    – Maybe all those people complaining about VA and characterizations were confusing this with the main game?
    – So. Many. Tunnels.
    – At least the trader in this mine sells something (potentially) useful.
    – So. Tunnels. First red tunnels, then gray tunnels and now… green tunnels. Such variety.
    – Why is it, again, that all these temple guardians are attacking the goddess’ chosen one?
    – Oh, it’s because a demon has corrupted them. When/how did that get down here?
    – Through the perfectly accessible back entrance staffed with two silent vendors of course!
    – “Is it my hair!?“. Maybe this was worth playing after all.
    – What color tunnel will it be this time? M-multi-colored!?
    – Traps! How unexpected.
    – Nice to see that Slay still works on trolls.
    – Sure am glad I maxed out Inferno damage. Nothing like killing 5+ enemies from across the screen.
    – What, no villain monologue? Weak.
    – It uses the same moveset as the last endboss! And the ending is just as abrupt!

    Yeah… so… don’t buy this unless you really like the combat system.


  • ArcaniA: Gothic 4

    If you’ve heard anything about this game, it’s probably something along the lines of “It’s not a real Gothic game!“. That’s a lie, as it absolutely is a successor to Gothic 3 in just about every way… albeit a simplified one.

    Leveling-up has been reduced to raising combat abilities alone (as non-combat ones have been removed); three each for melee/magic and two for ranged. The spell system has also been simplified into three 3-tier main spells and four or so rune varieties, which act like infinite-use scrolls. While these changes are drastic, they’re perfectly in-line with the simplifications made between Gothic II & 3 (and nothing much is lost with the spell count reduction besides summoning, as only a handful were ever any good anyway).

    Two less severe changes are the switch from giant open maps to a mix of large maps and dungeon/corridor-like areas, and the flattening of the difficulty curve. The map change will be an issue of personal taste, and personally I felt Gothic 3‘s huge map quickly wore out its welcome while the sequential large maps to explore in here ended up more manageable (though the dungeon sequences are pretty bad). The difficulty change is what I suspect caused the most wailing and gnashing of teeth, as no longer can you wander into an enemy that will one-shot-kill you with no warning (unless you’re playing on the hardest difficulty with a glass canon equipment setup). However, melee is still king at early levels while magic still ends up more efficient late-game.

    Things that haven’t changed, despite some of the baseless complaints that I’ve seen to the contrary, include the protagonist personality (still sarcastic), the character depth (the side-characters are exactly the same as they were in the two prequels… Lester might actually have more of a personality here), and the voice acting quality. Some other things that haven’t changed are the quests (decently varied and most of the main ones give you multiple ways of completing them) and the combo->dodge->combo melee style.

    Notes:
    – Use a guide to find the collectibles, as some are hidden maliciously.
    – Don’t sell anything that doesn’t have ‘Loot’ in its description; keep a scythe if you want the Belial reward.
    – Sold items disappear the moment you close the dialog.
    – Oddly enough, the Belial Scythe is only useful for Ranged builds.
    – There does not seem to be any sort of respec option.
    – Once you hit a Magic Power of 85+ you can switch over to a Firebolt-first strategy.
    – Inferno deals the best magic damage while Slay-enhanced lightning is a good finisher.
    – Raising both Ranged and Magic is somewhat redundant.
    – Blocking is pointless.
    – Locked doors are tied to quests, and some of the tunnels in the North Stewark area will remain inaccessible depending on which main path you choose.


  • Divinity: Original Sin II – Endgame

    Eh. Much like the prequel it stays pretty much the same from beginning to end. If the gameplay of the first two acts doesn’t grab you, then the concluding two will be something of a slog. It is commendable that there are several callbacks to your earlier quest choices though.

    An addendum to the earlier list of things to be aware of:

    • Lucky Charm loses its usefulness the moment you start out-leveling the areas you’re exploring.
    • Try to only sell equipment to non-equipment vendors.
      • This makes it far easier to browse the new vendor re-stocks.
    • Immediately after getting off the boat in Act II, head straight for the northern graveyard entrance.
      • Tarquin’s quest has some sort of built-in timer that can cause it to become missable.
    • Get Spirit Vision as soon as possible (first main quest off the boat) and keep it active at all times.
    • Many quests have obtuse solutions, so be prepared to look up answers.
    • If you complete the majority of the quests, and don’t kill off the various neutral characters, expect to reach level 21 in Act IV.
    • Expect your quest journal to be a mess, as objectives can and will update out of order.

  • Divinity: Original Sin II – Early Game

    There’s honestly not much to say about the sequel to Divinity: Original Sin. At this point, having escaped the first island and explored a bit around the first town, apart from the size of the areas it comes across as essentially just a refinement of the previous game.

    Which while certainly not a bad thing does make you wonder why it was ‘in dev’ for so long. Some things to take note of:

    • Once off the first island, at about level 8, you’ll gain access to a repeatable and completely free respec option.
    • Due to the ally-enemy-ally turn ordering, only one character needs high Initiative.
    • Lucky Charm is extremely good.
    • Polymorph is more effective for mages than going above 3/5 in the specific elemental schools (if the bonus point is added to Intelligence).
    • When using Thievery, it’s more efficient to buy a bunch of items and then steal the gold rather than directly stealing the items.
    • There is no highlight key for interactable objects, like containers, so you’ll be doing a lot of manual scanning for stuff to click on.
    • Don’t play above Classic difficulty unless you know exactly what you’re doing.
    • Unless you notably out-level your opponents do not fight them ‘fairly’.
      • Most ambushes will engage a character in conversation first, use this opportunity to have the other characters set up death traps or teleport the speaker far away from its allies.
    • Unless you’re going with a pure-physical or pure-magic party, make sure all characters have some method of dealing with both physical and magical armor.
      • The existence of Evasive Aura makes going pure-physical dangerous.
    • Movable/interactable objects (including doors) do not block line of sight.
    • Useful, searchable, crafting guide: www.irodemine.com/divinity2/divinity2.php.

  • Diablo III – Update

    Found out was wrong with the bombardment build mentioned earlier after running through the game with a newly created hardcore character to snag that version of the 50-mil gold conquest: While I had the raw equipment, the stats were notably subpar and not enough of them were ancient. After addressing those issues it was able to handle T13 easily enough… but not fast enough to clear the last two seasonal hurdles (Urzael in 20 seconds and T13 Rift in 4 minutes).

    So, I made a Vyr’rasha Wizard. Though the Lightning Hydra version melted Urzeal quite effectively, the 4-minute T13 rift took much more time to clear due to the glass-cannon and luck-heavy nature of the build. Two things which make it not all that much fun to play honestly. Now that all the season rewards are won I’m going to test out the Spectral Blade build instead, as that seems less twitchy.

    Something else I tested out earlier was a way to make the Corrupted Ashbringer, a 2H-sword with quite a bit of flavor, effective. The only thing that came to mind (other than a Diablo II style dual-wielding Barbarian, which apparently isn’t possible here) was to adapt a Crusader Hammerdin build. And it didn’t take much adapting. Simply replace Fervor with Heavenly Strength, J’s Argument with Ashbringer (moving the former to Kanai’s Cube), Sacred Harness with Blessed of Haull, and Falling Sword & Provoke with Justice (Crack) & Shield Glare (Divine Verdict). Bane of the Trapped can also arguably be swapped out for Zei’s Stone of Vengeance, and with a Ring of Royal Grandeur Aquila Cuirass can be rotated in for higher survivability if necessary (the bracers can stay as either Nemesis or Gabriel’s).

    It’s not exactly a fast build, but it can handle T13 without issue and it’s kind of fun to have Hammers flying everywhere without having to constantly worry about finding groups of enemies to jump into or resource concerns; it’s more laid-back and measured.


  • Diablo III – Season Journey

    Despite my earlier misgivings, the facts remain that I both love collecting loot and don’t much mind mindlessly clicking things. So I went and bought the game+expansion (not the Necromancer though… not yet).

    Seeing a new season had started and that there were item rewards for participating in it, I went and made a Crusader and started playing through the campaign. Only at the end of Act 1 did it become apparent that the Season Acts do not match up with the Campaign Acts; you’re supposed to play seasonal characters in Adventure Mode (which was helpfully auto-unlocked). So that’s what I did.

    Despite wanting to make a Hammerdin, the loot table was having other ideas (Ancient Gyrfalcon flail) and I first ended up with a fire-based Blessed Shield build which was used to clear the first few seasonal hurdles and get the free loot. Seeing more ranks awaited and wanting to get to Greater Rift level 70 to unlock ancient primals I decided to keep going.

    Eventually the Hammerdin drops appeared, which let me switch to that and quickly hit GR70 at about Paragon level 512 with only 3 pieces of ancient equipment. There progress stalled a bit as further ranks required completing conquests, with all except the GR75 seeming out of reach. But then I realized there was a trick to completing the 50 million gold one: Just open 46 Horadric Chests at once, since each contains 1.1 million on Torment 13 difficulty. Since they were needed anyway in order to extract more legendary powers (awesome feature) and upgrade my gear enough to reach GR75 it wasn’t even a hassle.

    So here I am now with the season’s Conqueror rank completed at Paragon 643. The last rank requires completing three conquests and clearing a T13 Rift in under 4 minutes, so I’m pretty sure this is the end of the journey (while I do have the equipment for a speedy Bomber build, for some reason it only seems to be able to handle T10 easily). The last reward is only a portrait frame anyway, so it’s not like I’m missing anything. Now it’s time to go play the campaign and find out the answers to all these questions that have been raised by jumping around from area to area out of order.


  • Diablo III – First Impressions

    After ignoring this game for many years I decided to see where it was currently at… for reasons I don’t recall. After seeing that a trial version was available in addition to new DLC having recently been released, I said to hell with it and installed it.

    After nearly exhausting the trial with the Monk and playing a bit with the Demon Hunter and Wizard I’ve come to the following conclusion: If you want an immersive experience go play Titan Quest instead, if however you just want to mindlessly click on things while collecting loot then this game has you covered.

    The problems here (cartoony zoomed-in visuals, limited abilities, non-existent leveling options) all seem traceable to having a ‘console-first’ strategy. There’s some severe oversimplification, to the point that I don’t see much reason to play different classes beyond experiencing the specialized voice acting and flavor text (which, admittedly, is a nice touch). Regardless of the class you pick the combat cycle is going to be the same: Use one skill a bunch to build up resources then a second to spend them, while maybe tossing off a cooldown skill from time to time.

    Compounding matters is that skill damage is based on weapon damage. All skill damage. Use a skill to punch someone with a monk while wielding a club? That’s fine; the club’s damage will be used. Playing a Wizard? Go right ahead and equip a longbow or sword since your spells all use their base damage for some reason. A Demon Hunter? The arrow-based skills require wielding a bow at least… which ends up being not much of a requirement since the other skills (Throw Knife for instance) have no problem using bow damage. Moreover, what’s even the point of having all these different weapon types when you can’t make basic attacks in the first place? Cosmetic concerns I guess?

    The entire experience just leaves a bad aftertaste.


  • GWENT – Rank 19

    After switching through a bunch of decks, and falling all the way down to 3400, the realization hit that I simply was no longer having any fun playing the game. A fundamental change was in order. So rather than thinking about what would be good against the current metagame (which is a crapshoot to predict with the blind matchmaking) I instead just put together a bunch of cards that would be fun to play.

    Ironically, I ended up with a variation of Dagon-Butterfly:

    • Foglet x3, Celaeno Harpy x3, Ekimmara x2, Earth Elemental x2, Arachas x3, Lacerate x2
    • Grave Hag, Fiend, Katakan, Water Hag, Decoy, Monster Nest
    • Ge’els, Triss: Butterflies, Woodland Spirit, Succubus

    Now this is not an optimized deck; it has only two methods of calling fog, the Arachas seem orphaned, the consume aspects come across as half-baked, and you can get an awful draw with multiple Foglets/Arachas. Yet its variety, and flexibility (Weather, Butterflies, Succubus, Resilience, Grave Hag, Behemoth/Foglet via Monster Nest), is exactly what I ended up liking most about it and the only real complaint is a lack of card draw.

    It brought me up to 4050 in rather short order considering I only played enough each day to reach the first daily reward (a countermeasure against burning out again). Assuming nothing changes I’ll probably stick with this for the foreseeable future, though I’m curious about a Dwarf-Resilience deck I saw a few times that takes a similar approach (it ran Sheldon, Blue Mountain Elves, and even a couple Skirmishers).