• Category Archives Video Game Related
  • Wildermyth

    Picked this game up around the same time as Gordian Quest.

    It’s more of a conventional tactical RPG with multiple storyline campaigns (featuring branching options) along with a randomized campaign function. That said, it also has a roguelike feature in the ‘legacy’ system. Basically, every time you clear a campaign the heroes used get saved and you can upgrade their ranks. Then you can re-use those heroes in legacy campaigns (storyline campaigns apparently require making new characters).

    The storytelling and questing aspects are extremely well done (if a bit odd in their comic panel presentation) while the combat is perhaps unfortunately a little simplistic with only three classes to choose from. I do like how the mystics can interact with the terrain though. That was an inventive touch.

    Basically what it comes down to is if you’re in it for the roleplaying then this game has quite a bit to offer you. If you’re looking for tactical complexity however you’d be better off looking someplace else. It may also be wise for those with a strong aversion to time limits to avoid, as time plays a fairly large role here… though I personally didn’t fine it onerous.


  • Gordian Quest

    Picked up this game on sale sometime last month, and it turned out to be a pretty good deckbuilding tactical RPG reminiscent of Slay the Spire.

    While that game’s a pure randomized roguelike, this has an actual story mode to it that plays out like a conventional tactical rpg. It’s also got tons of characters (each with three different decks to mix and match skills from), a wide variety of equipment (both randomized and static), and a ‘relic’ feature which lets you unlock permanent buffs to use across playthroughs.

    Finished the main campaign with a team of Jendaya, Alphonse, and Bertram. Artificer Jenda basically just set things on fire while the golem punched them and wasn’t particularly impressive aside from the Seismic Wave card. Headhunter Alphonse on the other hand is a beast if you go with his Assassin deck; Swift Kill and Assassinate with card draw and a 10-12 card deck results in a non-stop wave of death. I had Bertram go with Artillery, and that seems to have been a mistake. By the time the turrets got a turn Alphonse and the Golem had basically already killed everything.

    Some things to keep a look-out for are low level attribute, power, and resistance runes. Once you get to Act III they can be upgraded with Magic Dust (keep an eye out for this as well). Don’t forget about using your various maps to trigger exploration minigames either (visit Kyreal), as that’s basically the only place to find wandering vendors with otherwise rare/inaccessible upgrade items like Soul Sparks and Chromatic Shards. And don’t forget about Camping, since you can get 2 ‘free’ card upgrades per instance.

    Only other thing of note is that the last boss is pretty damn nasty. You’ll want to have as many buffs as possible along with high Chaos resistance and/or a bunch of health potions to deal with her waves of damage that trigger every 10 cards you play.

    So all-in-all it was an enjoyable experience, even if I did start to get a little burned out at the start of Act II.


  • Wasteland 3 & Triangle Strategy

    I picked up Wasteland 3 quite some time back on a whim, despite not being particularly fond of its prequel. Played up through clearing the Bizarre location, then put it down to potentially continue later… which occurred around the time I was playing Cyberpunk. So at this point I can safely say I’m not going back to it.

    It’s okay I guess? There’s just this weird balancing issue where you kind of have to max out a couple unique skills on each character as quickly as possible to progress smoothly, while your attribute progression will basically be identical across all characters. I’m not really a fan of the midwestern flavor either.

    Another game I was playing at that time was Triangle Strategy, which I ~think~ I heard about on some forum or other. And as with Wasteland my interest just kind of drained away one day for a similar reason: While the game boasts non-linearity in its storyline decisions it has extremely rigid character upgrade options. You can’t change a character’s equipment and their ability upgrade trees are ~75% generic attribute increases, which gets boring real fast.

    It’s damn near criminal that Final Fantasy Tactics continues to remain one of best examples of a complex, large-scale tactical RPG.


  • Cyberpunk 2077

    Picked this game up about a month ago when it was on sale for $30, since I figured that was an acceptable price for an overly ambitious/flawed large-scale RPG.

    It’s kind of weird. They’ve apparently got most of the bugs and glaring oddities ironed out by this point, yet there are still issues with general balancing, vehicle handling, and really the actual city itself.

    In regard to balancing you’ll very quickly start to overpower all your enemies if you bother with sidequests at all (or focus on quickhacking), but if you try and stick to just the main missions to give yourself a challenge you’ll end up broke.

    As for the city, the issue here is that despite being respectably sprawling and full of NPCs… it feels empty. Just a series of barren corridors lined with flashy wallpaper and inaccessible storefronts. More strange is that there’s a pretty massive amount of sex-related content on display, yet the player can’t interact with any of it beyond a single (yes, just one) prostitute and a ‘sex shop’ which sells unusable junk items with sex toy names. It’s bizarre.

    Despite those issues I managed to make it to the second act and complete all the various fixer side gigs which became available (level 40 aiming for this build), which range from extremely simple to mildly interesting. Although it did take awhile because I kept burning out. Only did two main missions so far in this part of the game (the two Goro ones), so can’t say much about how the plotline plays out just yet. Maybe it will make sticking around worth it.


  • FINAL FANTASY XIV – 5th Character & Patch 6.1

    Originally, the plan had been to create the 5th (and final) character on the new Oceania data center. The lackluster connection quality unfortunately made that option unviable though, leaving the remaining choices of creating one on the European Light data center or waiting for the upcoming data center expansion. A choice I put on hold.

    Then along came Patch 6.1.

    In addition to making some rather significant changes it just so happened to mark the Light DC’s Lich server as ‘preferred’ (meaning new characters get double XP for an extended period). Making it the perfect opportunity to round out my character selection. This dovetailed nicely with the revisions made to various early-game dungeons, giving me the opportunity to play through them naturally.

      Said changes range from minor to pretty major:
      Copperbell Mines seems shorter than it was and now the bosses are pretty straight-forward. They got rid of the annoying loitering bits, but the end result feels unfinished.
      The Thousand Maws of Toto-Rak was also shortened (by quite a bit), but the bosses remain basically unchanged. This results in being painfully aware of how half-assed the first two are.
      Haukke Manor only had its final boss altered (aside from the welcome addition of a new teleporter) and the change merely makes it slightly easier. Presumably because NPC party members wouldn’t be able to turn off the lanterns.
      Brayflox’s Longstop also had a final boss change for the easier; no more poison pools that let it regen health. Again presumably because the NPC tank wouldn’t be able to pull it out of them. It also has less roaming enemies in the swamp section.
      – A trait it now shares with the Stone Vigil dungeon, which in addition got a mid-boss overhaul. This change I have to say is unequivocally for the better, since the old fight was weird in that the tornado attack could make it impossible to interact with the cannons.
      – The formerly repeatable Cape Westwind trial meanwhile has been transformed into a one-off single-player duty. What was once the fastest trial is now a 3-phase slog. At least it makes all those comments about him being one of their best warriors have a bit more weight.
      Castrum Meridianum meanwhile has been massively shortened; in literal size, quantity of players, and number of unskippable cutscenes. Frankly, I think it’s been cut far too much. Only having one shield generator to destroy just makes it feel incomplete.
      – Finally we come to the Praetorum. What was once a nearly hour-long stop & go affair has been chopped up into 3 pieces. The first ends with the Gaius fight and for the most part feel decent enough. The only real problem being that the armor-riding sequence feels much too abrupt/unfinished. The second consists of the 2-phase Ultima Weapon fight which isn’t much different from the previous version. The last piece is the Lahabrea fight, which has been spun-off into a single-player duty with a really dumb ‘death’ scene thrown in for no apparent reason.

    All-in-all I can’t really say the changes were mostly for the better. Though I do suspect a few were necessary to get the new NPC party option to work efficiently.

    The other noteworthy addition in this patch (besides the new alliance raid, which is notable for not having any trash-mob pulls) is the PvP overhaul. Every class now has a completely rebalanced (and reduced) assortment of abilities while crowd control resistance has been removed.

    What this means for Frontlines is that battles are even more random then they used to be, with it now being possible to wipe out an entire team with a couple limit breaks. Not sure how Rival Wings is affected since I’ve never played it and never plan to. As for the Feast, it’s been completely replaced by new Crystalline Conflict matches.

    I’ve played quite a few of these by now (2 characters at gold rank, 3 at silver, 4 have the archfiend armor) and it seem like they generally go one of two ways: Either you utterly crush the enemy in the first minute or so, or your team can’t damage a fly and you lose horribly. Teamwork is important, but not exactly crucial like it was for the Feast. So long as you know basic things like ‘focus on the white mage’ and ‘retreat when heavily outnumbered’ you can generally do well.

    A pretty eventful patch all things considered.


  • Elden Ring – Mountaintop of the Giants & Sidequest Areas

    Noskella ended up pretty much the same as Nokron, just with a much easier boss fight. Deeproot Depths, similarly, doesn’t have much of note danger-wise (although the boss fight is tougher since you don’t have access to your horse).

    After those two areas it seemed I’d been worrying for nothing… but then I arrived at the Lake of Rot. This location is extremely unpleasant. Both because of the unavoidable scarlet rot soup you have to wade through (which will trigger rot in ~10 seconds even if you’re in full mushroom gear with double Immunity talismans) and because the enemies hit quite hard. The area’s pretty small though and the Dragonkin boss can at least be drawn over to the cliffside where you can safety pelt it with ranged attacks from above (good luck fighting the Tree Spirit though; I ended up skipping it).

    The last sidequest location at this point happened to be that formerly unreachable plateau in southwest Liurnia. Not much up there really besides a pretty nasty evergaol fight. That one took awhile, though not as long as the Crucible Knight one since at least this enemy could be easily staggered.

    Once all that was done I was level 121 (Vig 40, End 25, Str 12, Dex 50, Fai 23, Arc 30) with Reduvia +9, Great Knife +20, Eleonora’s Poleblade +8, Nightrider Flail +20, Serpent Bow +8, Dragon Communion Seal +7, Mimic Ashes +10, Fanged Imp/Greatshield Ashes +9, and Ancestral Follower/Jellyfish Ashes +8.

    Now it was time to tackle the Mountaintop of the Giants, which I’d heard was where the game took a nosedive. Personally I don’t see it. The area’s pretty unique and apart from the oddity of seeing a bunch of enemies from Caelid here nothing felt particularly phoned in. In terms of danger the only location that stands out is Castle Sol, which features spectral versions of those windy knights found in Stormveil. The boss fight features them as well and stalled my progress for some time (Greatshield summon reliably distracts the shield knight and boss, but the twin-greatsword knight kept murdering me).

    Once the Fire Giant fell (don’t see why anyone would have trouble with him, he’s just a 2-legged dragon) I was level 131 (End 30, Arc 35) and now using Rivers of Blood +9, Wakizashi +23, Dragon Communion Seal +9, Mimic Ashes +10, and Fanged Imp/Greatshield/Ancestral Follower Ashes +9.

    After a quick trip to kill Rykard (who is in fact quite hard for a melee character if you don’t use the special spear it wants you to use) and before moving on to the the penultimate area, there was one more sidequest location to visit: The Consecrated Snowfield, which in turn allows access to Mohgwyn Palace and the Haligtree.

    The snowfield comes across very much like a DLC area with all the endgame materials strewn about alongside the bizarre palette-swapped bosses. It’s pretty bad and half-assed really. Surprisingly not all that dangerous though so long as you don’t try to fight everything you come across head-on (or at all in some cases). Mohgwyn Palace meanwhile is extremely dangerous since its basic enemies hit quite hard and the giant crows in particular will chase you forever. Fantastic place to grind for Runes though, if that’s your thing.

    With those cleared it was finally time to visit the Haligtree. Heard lots of horror stories about this location… and it absolutely lives up to them. This is just a real dangerous location all-around, whose only saving grace is that most of the trash mobs are easy to kill. The boss in particular is nastier than most in that she can both heal-on-hit and has a brutal 3-second, staggered, multi-hit combo that will basically kill you if any part of it connects. Allegedly there’s a fancy way to dodge this with 100% reliability… but you’d need bullet-hell reflexes to pull it off in the given timeframe. Better to have her use it on your spirit summon, or hit her with a Freezing Pot when she starts floating, instead.

    Then the second phase starts.

    She gets her health back and starts off with a meteor strike that, incongruously, you have to run toward to avoid. After that it pretty much plays out the same as before, except she might do one of several instant-kill moves after floating upward. It’s real unpleasant overall. Took about 10 or so tries to beat her at level 156 (Vig 60, Arc 40) with Mimic Ashes +10, Rivers of Blood +10, Wakizashi (Arcane) +25, Dragon Communion Seal +10, Swarm of Flies, and Freezing Pot & Raw Meat Dumpling on my item wheel. Also had Nightrider Flail +25, Serpent Bow +10, and Fanged Imp/Ancestral Follower Ashes +10 by that point.

    All that’s left now is Farum Azula and the final boss rush.


  • Elden Ring – Alteus Plateau & Leyndell

    After clearing Nokron, which took a surprisingly long time thanks to the dual Gargoyle boss fight (ended up having to trick the first one into jumping off the waterfall edge right next to the entrance), the next stop was the Alteus Plateau/Mt. Gelmir area.

    These two areas are basically one and are overall quite a bit easier than Caelid. The strange thing is that to get here properly though, you have to either pick up the Medallion half from Caelid’s Fort Faroth, or defeat a Magma Wyrm boss tougher than the Gael Tunnel version. The only things really worth noting about this area, difficulty-wise, are the Full-Grown Fallingstar Beast (which is tricky since the battle takes place on a mountaintop) and the Shaded Castle location… although I did skip Rykard for quest-related reasons.

    I also ended up killing that previously skipped Crystalian trio while finishing Sellen‘s quest. Mimic Ashes +7 with Nightrider Flail +13 was enough, particularly after I realized that the mage could be backstabbed to interrupt its spells. When all that was said and done I was level 102 (Vig 39, End 25, Str 12, Dex 50, Fai 15, Arc 20) with Reduvia +9, Great Knife +17, Eleonora’s Poleblade +6, Nightrider Flail +14, Serpent Bow +6, and Fanged Imp/Jellyfish/Ancestral Follower Ashes +7.

    Leyndell was up next since I’d assumed it would be easier than the Noskella or Deeproot Depths sidequest locations.

    There isn’t much of note in the outskirts besides the dual Crucible Knight boss fight. Notable mostly because it was far easier than I thought it’d be: Summoned the Greatshield Soldiers and Rotten Breathed them mostly to death on the first try.

    Inside the city proper (which is lain out similar to a legacy dungeon) there’s quite a bit to discover, but nothing all that challenging to defeat as far as combat goes. The challenge here mostly lies in both not getting lost and completing a platforming puzzle in the Subterranean Shunning-Grounds if you want a particular ending. Was level 113 (Vig 40, Fai 20, Arc 25) at the end of it all with the following upgrades over the previously listed equipment: Great Knife +20, Eleonora’s Poleblade +7, Nightrider Flail +17, Fanged Imp/Greatshield Ashes +9, and Mimic/Ancestral Follower/Jellyfish Ashes +8.

    So now I’m on my way to (hopefully) clear out those aforementioned sidequest areas before heading through the Forbidden Lands.


  • Elden Ring – Liurnia & Caelid

    Liurnia turned out to be a pretty easy area with no difficult enemies of note, though I also ended up having to clear Siofra River since I accidentally skipped it earlier. Which turned out to be a fortunate occurrence since there are some pretty nasty ancestral spirits infesting that area. Anyway, after clearing everything but the Divine Tower and southwestern plateau (both of which are tied to a later quest) I was level 63 (Vig 19, End 25, Str 12, Dex 31, Fai 15, Arc 20) and still using the Reduvia/Great Knife combo (+3 and +11 at the time).

    Next up was Caelid, which is a noticeable spike in difficulty. Quite a number of nasty enemies here. The stand-outs being the Crystalian trio in Sellia Hideaway (which I decided to skip since they don’t drop anything useful to me and I had no good summons that did strike damage) and Black Blade Kindred in front of the Bestial Sanctum (had to ultimately use Skeletal Militiamen +4 as a semi-renewable decoy). Apparently Radahn was much harder in earlier versions of the game, but as of v1.03.2 at least his difficulty is roughly on par with the two previous Grand Rune holders.

    At the time of his defeat I was level 87 (Vig 31, End 25, Str 12, Dex 43, Fai 15, Arc 20) with: Reduvia +6, Great Knife +15, Eleonora’s Poleblade +5, & Nightrider Flail +12. Since then I’ve cleared the few remaining Caelid areas (besides those Crystalians) and have started exploring Nokron.

    While I don’t dislike the game at this point, it as yet hasn’t done anything to change my initial impression. So… it’s okayish as something to intermittently play while taking breaks to do other stuff.


  • Elden Ring – Legacy Dungeon

    Just cleared the first of the game‘s Legacy Dungeons (Stormveil Castle), two of which apparently have to be completed in order to beat the game.

    Did it at level 45 (17 Vig, 25 End, 12 Str, 22 Dex, 15 Arc) after having cleared the rest of Limgrave (aside from the Divine Tower) and all of the Weeping Peninsula. Dual-wielded Reduvia +2 and Great Knife +6 for the majority of the dungeon, with a bit of help from the Serpent Bow to peel stragglers off the bigger packs. It took a surprisingly long time but the only really difficult parts were not getting lost and dealing with the murder birds. Though I guess the knights with their apparently unstoppable windy homing attack combo were also pretty nasty.

    The Tree Spirit in the basement would have been hard if I hadn’t already defeated the tougher version in the Fringefolk Hero’s Grave. Neither of them hold a candle to the Crucible Knight however, who is easily the toughest enemy you’ll find in these first two zones. I ended up having to use the Spear +7 a certain NPC drops to finally beat him (the range on the charged attack is perfect for hitting him after a roll) since he’s immune to Bleed and poison arrows weren’t doing anything… besides being blocked more often than not.

    Apart from the stuff noted above, another key offensive item is the Fanged Imp Ashes I chose as a starting item. Choosing them was the best decision I’ve ever made blind. There’s two of them, they dodge, are resistant/immune to poison, have a ranged attack, and cause Bleed. Just incredibly powerful against single targets and great for evening the field against multiple targets. That said, I’ve also used the Jellyfish Ashes against the Erdtree Avatar and the Rotten Stray Ashes against that aforementioned Fringefolk boss battle.

    Now to clear Liumia next, where there’s apparently an insanely overpowered weapon waiting in one of dungeons. Which will be nice to have the next time I run into another Crucible Knight situation.


  • Elden Ring – First Impressions

    With the whole ‘open world’ thing I was kind of hoping that this was going to be more like Dragon’s Dogma than a classic Souls game.

    It’s not. It’s extremely Dark Souls in terms of gameplay (albeit with Sekiro‘s stealth system), which I consider notably inferior balance-wise to DD. The exploration/discovery aspects on the other hand are far, far better. Exploring the various nooks and crannies of the map actually feels legitimately rewarding, with plenty of unique or unusual things to find scattered about… which puts me in a bit of a bind.

    I want to keep playing to collect stuff, but don’t really want to deal with bullshit enemies or the ‘dodge 10 attacks, strike once or twice’ style of boss fight the game seems especially fond of. Well, I’ll play it by ear I guess with a focus toward a Dex/Arcane build targeted toward weapons like Eleonora’s Poleblade, Rivers of Blood, Reduvia, Ripple Blade, and the Serpent Bow.

    Some extremely important things to do right at the start which aren’t immediately obvious:

    – Clearing the Tutorial area rewards a gesture.
    – Once you get outside, head north to find a ruined church.
    – Inside is a merchant and a weapon upgrade location.
    – Follow the road northeast to reach Gate Ruins (the small cross on your map).
    – Activate a save point just north of it to unlock the leveling system and horse riding.
    – Clear the ruins to find a map and an item which unlocks the weapon enchantment system.
    – Farm levels/Smith Stones if you want, then rest until nightfall and warp back to the church.
    – A new NPC will be there who’ll unlock the spirit summoning system.

    Now all the basics are available to explore as you please.