• Category Archives Video Game Related
  • the Outer Worlds: PERIL on GORGON

    The Outer Worlds‘ first major DLC offering, Peril on Gorgon, adds quite a bit of content to the game. Practically equivalent to the amount you find on Monarch.

    There is however a catch: Only the environments and quests/flavor text is new. The weapons and enemies you’ll find over the course of the DLC are (essentially) the same as those in the base game. Meaning it’s more of the same.

    That in and of itself isn’t necessarily a problem if you greatly enjoy the core experience (here shifted a bit more toward Bioshock thanks to the introduction of audiologs), but it ends up dampened by some technical issues. Parts of the DLC feel unfinished… as though a final QC pass or playtesting session was skipped. Relatively minor things like the club added to Terra 2 not having the loot flagged as theft, enemies on Gorgon respawning quite often, and some of the main quest dialog not being responsive to sequence breaks all stand out.

    And while exploring Gorgon itself something just felt missing/off…. As though I were walking through a setpiece, or like the companions were unnaturally silent or something. I can’t quite pinpoint it.

    Anyway, is the DLC worth the money? Absolutely. So long as, again, you don’t mind getting a whole lot more of what the base game already provides.


  • the Outer Worlds

    A combination of New Vegas and Bioshock with a No Man’s Sky aesthetic, this game takes place in a hellish corporation-first reality quite similar to our own.

    While shorter than it looks based on the navigation map (you’ll spend the vast majority of your time on Terra 2 and Monarch), there’s plenty of stuff to do (despite missing the entire Roseway section I still managed to hit max level at the start of the last area) and quests to complete. Quests which are good at giving choices (you can play as a savior, a money-hungry mercenary, a corporate bootlicker, or any combination thereof), with even combat-centric ones often being accomplishable through stealth.

    There’s not much reason to skip the combat though. It’s pretty fluid with a more active iteration of the VATS system, only really stumbling when it comes to dodging… which is not implemented well at all. The companions are also pretty good at killing things while not suiciding themselves.

    The loot situation is a definite low point however, bogged-down as it is with innumerable junk items/consumables and tied to an equipment degradation system. See, you have repair your equipment (fairly often) with parts acquired from breaking down equipment. This leads to finding a massive number of generic guns laying around which clog up your inventory until you take the time to manually break them down; they should’ve just increased the durability rather than flooding areas with dreck. The ‘unique’ items aren’t very exciting either.

    All-in-all a perfectly fine RPG worth checking out if you’re a fan of Bioshock-like messaging or/and happen to see it on sale for $20 or so.


  • Fae Tactics -THE GIRL WHO DESTROYED THE WORLD-

    A mobile iteration of Final Fantasy Tactics‘ gameplay with a bright, cheery visual theme (as well as protagonist) along with some fairly dark storytelling, Fae Tactics ends up a pretty decent tactical RPG.

    The gimmick here is that you only have 3-4 actions available at any given time; attack, assist, or wait with the possibility of casting one spell per round (depending on cooldowns). Some things can modify those base actions (Ultra attacks/assists unlock at level 10, which will replace the default action with a more powerful version), but essentially what you have at level 1 is what you’ll have at level 20. Character customization comes in the form of summon, accessory, and weapon choices (leveling simply lets you choose one of three stat groups to increase). While there are a wide range of accessories and summons acquired through combat drops, each main character only has a maximum of three weapons (unlocked through quests) and accessories usually just amount to a specific stat increase.

    So the game pretty much comes down to summons… which is a bit of an issue since you can only summon 1-2 decently powerful units per battle.

    The limited summons combined with only being able to field 3 party members at once means you’ll often be heavily outnumbered. With the universal action system on top of that battles end up fairly challenging and almost puzzle like; you have to figure out the best ratio of allied-to-enemy element types in order to maximize outgoing damage and minimize incoming damage (elemental affinity has a sort of rock-paper-scissors dynamic).

    Currently I’m conflicted: I don’t like the visuals/protagonist or overwhelming simplicity, but the storytelling is pretty good (albeit heavy on loading screens). I like the non-linearity of the quest selection, but find the implementation overly haphazard/disjointed. I want to keep playing to see where the storyline goes, but I also don’t want to have to re-arrange my party every single battle to take advantage of element synergy.

    I guess the safest thing to say is that it’s an acquired taste.


  • Mordheim: City of the Damned

    Whereas Warhammer proper has you building armies to face off against one another, Mordheim narrows the focus down to skirmishes between two groups of 10 individuals or less.

    Visually, it’s pretty dire. Mechanically… it’s not much better.

    The concept of building/managing a warband is solid and the roguelike elements (Veteran achievements give bonuses across all warbands) are decent enough. The integration between the combat and exploration aspects however is sorely lacking; you basically have to focus on killing the enemy (since numerical superiority is essential) which means you won’t have time to loot anything notable from the battlefield. It’s almost like you’re being punished for success. The winning warband getting to loot everything in their direct line of sight or receiving an extra turn or two after a win to loot would’ve worked far better.

    The other, more significant, issue is that the combat isn’t any fun. Since all offensive actions draw from the same resource pool most of the time you end up standing in place trading basic attacks until someone misses once too often (which is often just once due to the similarity between enemy and ally health/damage totals). It’s incredibly dull and the spellcasting system being actively antagonistic certainly doesn’t help.

    In a sense the game is reminiscent of Darkest Dungeon in that you probably have to be a masochist to get any significant amount of enjoyment out of it.


  • WARHAMMER 40,000: GLADIUS – RELICS OF WAR

    After thinking about why I disliked 4X games so much nowadays despite having formerly loved them, I came to the conclusion that it was the way most grouped all production into a single queue. Why should I have to choose between building a factory or an infantry unit (or a worker and an infantry unit for that matter)? It makes no sense.

    I mentioned Gladius while talking about Mechanicus earlier, and it got me thinking that maybe I should give it chance instead of dismissing it out of hand. That maybe it wouldn’t be just another Civilization reskin and instead do something innovative. Shockingly enough… it does.

    Imagine my surprise when I discovered that the game just so happened to have multiple build queues; each building type has its own queue, similar to a turn-based StarCraft. Not only that, but the various factions (although there’s only 4 of them by default) play notably differently from one another. Some can only build a single city (Space Marines), some can only build cities in very specific locations (Necrons), and they all seem to have different resource requirements. It’s immensely refreshing.

    My only complaint at this point is that you have to pay an exorbitant amount of money if you want a decent number of army choices: Additional factions will cost you $15 each. Meaning to get the full game you’ll have to fork over $100. So… best wait until it’s on sale for like 70%+ off.


  • WARHAMMER 40,000: MECHANICUS

    I’ve never had much luck with digital versions of Warhammer games so had put off picking this up until it was exceptionally cheap (which it recently was). All I ever wanted was an adaptation where you could build an army and fight turn-based battles just like the tabletop version, ideally with some form of leveling or upgrade system.

    Yet every PC version features either real-time combat (most of them), 4X elements (Total War, Gladius), or has extremely limited army selection (Sanctus Reach). And unfortunately, this game falls into that last category.

    You don’t really have many options here and all of the challenge lies in avoiding bad event choices until you have your first 3 Priests at about Rank 12 or so with access to an AOE weapon (like the Flamer or Grav/Torsion Cannon). Save scumming works, as does referencing someone else’s run. If you want to do things naturally, then make sure to listen to the other characters’ advice (if they suggest acquiring something, acquire it) and choose options that fit the mission objective (assuming everything’s a trap is a good rule of thumb).

    After that point you can pretty much roll every encounter and clear missions with 0-1% awakening rates. Then once those Priests hit Rank 19-20 there’s little reason to bother looking for Blackstone any longer and battles just become an annoyance. I ended up upgrading two additional Priests into pure troop-summoners just for the hell of it; instantly summoning a flame-spewing battle robot anywhere on the field is mildly amusing.

    So yeah, the game’s fine for one playthrough… but at this point I can’t imagine ever replaying it.

    Some Stuff:

    [Builds]

    Tech 9, Lex 5, Explor 3, Dom 2
    Tech 1, Lex 9, Explor 3, Dom 5
    Tech 9, Lex 9, Dom 1 || Tech 1, Lex 5, & (Explor+Dom) 12
    Tech 1, Sec 9, Dom 1

    [Armor Stats]

    Head
    Explor = 2 HP, 1 P.Arm
    Sec = 2 HP, 1 E.Arm
    Tech = 2 E.Arm
    Lex = 1 Arm
    Engine = 1 P.Arm
    Dom = 2 HP, 1 E.Arm

    Arms
    Explor = 1 P.Dam
    Sec = 2 HP, 20% Crit
    Tech = 1 HP, 20% Crit
    Lex = 2 HP, 20% Dodge
    Engine = 2 HP
    Dom = 1 E.Dam

    Torso
    Explor = 3 HP, 1 P.Arm
    Sec = 4 HP
    Tech = 4 HP, 1 P.Arm
    Lex = 4 HP
    Engine = 3 HP, 1 E.Arm
    Dom = 3 HP, 1 E.Arm

    Legs
    Explor = 2 HP, 3 Mov
    Sec = 3 HP, 1 Mov
    Tech = 2 HP/Mov
    Lex = 2 HP/Mov
    Engine = 2 HP, 1 E.Arm
    Dom = 3 HP/Mov


  • Assassin’S CREED: VALHALLA – Conclusion

    Oxenefordscire ended up more like the beginning of the midgame rather than the midpoint of the game itself.

    While exploration and combat never changes from that point, the main questlines take a hard turn into railroad central. Early main quests are good at giving you the illusion of choice; later ones not so much. This works on a thematic level (the whole unchangeable fate/destiny thing) but it’s not a lot of fun to experience. Oh, I guess there was one change in the exploration aspects: You’ll want to clear all 10 Anomalies before completing the Norway quest that sends you to the far northeastern point of the map.

    Ultimately ended up at 142 hours with 94% completion, all areas cleared, and 65 Mastery points. I never did find any Black Bears or Wolf Fangs for the hunter requests though (or small Sturgeons and big Redfish for the fishing requests), and had to look up the location where to use those various Mysterious Tablets (the area is instantly recognizable, but also easily overlooked since there’s no treasure chests there).

    One final thing:

    If you’re experiencing random freezes, try installing the “Visual Studio 2015, 2017 and 2019” C++ update. The x64 one fixed the issue for me.


  • Assassin’S CREED: VALHALLA – Midgame

    With roughly 50% of England cleared (Oxenefordscire, Lunden, and everything lower level), 7 zealots killed, 11 Order members killed, all non-feast buildings constructed, silver equipment, and 205 skill points this seems a decent enough place to mark as the midpoint of the game.

    With ~55 hours invested so far it’s quite large, larger than it seems because there’s also an Asgard ‘dream world’ map (cleared that too) along with apparently a Vinland area (haven’t gone there yet). What’s really remarkable about this is that each area so far has felt pretty distinct in both the landscape and questing departments, all of which was enjoyable until the bizarre Odyssey-like change in the Eivor/Sigurd dynamic that occurs in Oxenefordscire.

    Combat-wise I’ve been using heavy dual-wielding. Started with a greatsword & dagger combo, switched to a spear & dagger combo, and then finally settled on a greatsword & spear combo (using the Dual Swap skill depending on whether it’s a boss fight or not). It’s extremely effective for plowing through enemies I can’t assassinate/headshot ahead of time (I do however still miss the 3-enemy chain assassination ability quite a bit).

    There’s no shortage of skill points (and you can respec whenever you want) so there’s not really any need for skill breakdowns, though Brush with Death and Advanced Assassination are godly, Explosive Corpse and Battlefield Bolt are garbage, Counter Roll is kind of sketchy since you need to dodge into attacks for it to work, and Auto-Loot is just plain nice to have. Abilities are a bit trickier. I’ve been rolling with Valkyrie Dive (great quick stun), Rage of Helheim (you have to hold the button to connect), and Throwing Axe Fury (crowd control). Bow abilities I’ve mostly been ignoring apart from Powder Trap (to blast through weak walls).

    As far as settlement buildings go, some are certainly more useful than others. The Blacksmith (equipment upgrades), Hidden Ones Bureau (quests, targets, rewards), Hunters’ Hut (quests, rewards), Seer’s Hut (quests), Museum (quest, rewards), and Fishing Hut (rewards, at least one Mystery event requires the fishing line) are probably the most important. The Barracks (cosmetics), Tattoo Shop (cosmetics), Shipyard (cosmetics), Stable (cosmetics, don’t have to travel for horse training), and Trading Post (don’t have to travel to other cities to shop) meanwhile are all nice to have. The feast-buffing ones are obviously situational (although the Bakery has a couple quests), and the Cartographer is completely useless if you happen to be the exploring type.

    At some point you’ll also get an Opal Shop for free. This serves as a method to buy Cash Shop items with in-game currency rather than actual money. On the positive side of things this currency is renewable through simple daily quests… on the negative, these quests award 5 opals a piece and you only get two a day (a new piece of equipment costs ~130 opals). So while you ~can~ technically get these pseudo-DLC items for free it’s not exactly something worth obsessing over (and besides, there’s plenty of equipment/customizables already in the game).

    All in all a very impressive showing so far even with the recent main plot hiccups. The only other thing I can really complain about is the inability to assassinate zealots the same way you could assassinate mercenaries in Odyssey. Oh, and I guess it’s also a bit annoying that the most efficient path forward is to complete the main questline in each area before exploring; it reduces backtracking and some items don’t appear until a quest triggers them (if you see a chest marker on your map that doesn’t have a related item for instance, chances are it’ll appear later during a quest).


  • Assassin’S CREED: VALHALLA – First Impressions

    The follow-up to Odyssey, Valhalla trades ancient Greece for medieval Europe (specifically Norway and the Viking invasion of England).

    The exploration aspects remain pretty much identical, though points of interest have been streamlined/condensed for a far less cluttered experience and it doesn’t appear to be possible to highlight enemies while in Bird View any longer (I suspect the ranged ability which automatically highlights enemies replaced it). You also now have to manually click on a chest marker if you want it shown on your compass rather than that happening automatically.

    Combat on the other hand is a bit different, with boss fights now being geared toward counters/parries and slower deliberate fighting instead of hectic hack & slashing (random trash mobs can still be attack-spammed into oblivion though). A particularly interesting choice is the implementation of a stamina system which drains when you dodge/block, use a power attack, or miss with an attack, but refills when you connect with normal attacks or just move around normally. This encourages a more engaged, hybrid playstyle and avoids the trap Elex fell into.

    The biggest change though is the equipment system: It’s been drastically simplified so that there’s only one or two varieties of a particular weapon or armor piece. Rather than continually finding new randomized variations with slightly better stats, you instead directly upgrade whichever particular weapon/armor type you want to use. I’m not sure how I feel about that just yet considering my fondness for collecting things, but it does make sense from a gameplay perspective and makes finding a new weapon something of a special event.

    All-in-all, at this point with Rygjafylke cleared (make sure to periodically check your map at its most zoomed-in setting to catch any resource chests; they show up as faint gold specks), I’m pretty well satisfied with this incremental upgrade so far. We’ll see how things progress when the assassination ability is finally unlocked and the action shifts to England.


  • Kingdoms of Amalur – Endgame

    Yeah, the game really falls off a cliff once you break the siege.

    I avoided the maxed level problem this time around by ignoring the two (formerly) DLC areas and not using Reckoning Mode at all, but that doesn’t solve the issues plaguing the second continent. Chiefly among them being the abundance of enemies that appear out of thin air and absolutely garbage sidequests. If you do decide to keep playing post-Siege, I’d strongly suggest sticking to the main questline while ignoring all distractions. Then just go and clear the Pirate area afterward (maybe the Teeth of Naros as well, though I’ve never bothered with it)… or just do the first continent and bonus areas while skipping the second entirely.

    It was kind of nice being effectively invincible thanks to the semi-overpowered armor crafting system while having the ability to kill 3-6 enemies at a time with a single Mark of Flame. But then again there was no reason for all those enemies to keep appearing out of thin air to begin with; throwing hoards of trash mobs at the PC is a hallmark of bad design.

    So is the end result worth paying full price for? Hell no. Not when it was first released in 2012 and certainly not now. If you want to play it, best to wait until it’s $20 or less.

    Some tips for if/when you do:

    • Weapon abilities max out at 3, while all other abilities max out 2 over their stated limit.
      • Meaning, combined with the rewards for completing the 3 main Faction questlines, you only need one piece of +Skill equipment.
    • Once prismere equipment starts to drop it’s time to switch from selling excess equipment to salvaging any green/blue pieces you find.
    • Nearly every location on the map has a quest tied to it. So, pre-Siege, avoid exploring areas before you find the relevant questgiver to reduce backtracking.
      • Post-Siege, the questgiver is often located inside the location.