• Category Archives Video Game Related
  • 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.

  • Book of DEMONS – Archer & Mage

    Once you reach 5th level with the starting class you can play as the other two classes (note that nothing carries over between classes), both of which seem notably better.

    The archer has the distinction of being able to attack off-screen, greatly reducing the annoyance caused by ranged attackers and letting you mow down the hoards before they’re even aware of your presence. Equip a Quiver and Splitting Arrows and she just rains down utter devastation with little effort. The lower starting HP is an issue though and she can’t use arrows if enemies get too close.

    The mage doesn’t seem to have any distinguishing features at all beyond an abysmal starting HP pool. I guess you could say he excels at crowd control thanks to his lightning/ice spell options… but a split-arrow archer can accomplish something similar while attacking at far greater range. So I’m rather underwhelmed at his pre-Cook performance. Maybe later spells are more devastating?

    At this point I doubt I’ll ever touch the starting class again, but the archer is enjoyable in small bursts (due to sidestepping a lot of annoying enemy abilities) and I’ll probably keep playing on-and-off between doing other things for a while yet.


  • Kingdoms of Amalur: RE-RECKONING

    I remember playing Kingdoms of Amalur years ago and enjoying myself quite a bit, only burning out after reaching max level somewhere in a badlands/desert area after having completed the Pirate-themed DLC and building a Keep… or something like that. The memories are vague and looking through Wayback Machine snapshots for what I posted about it at the time (pre-server merge mishap) hasn’t turned up anything.

    This remaster, as far as I can tell from those fuzzy memories, is effectively identical.

    I’ve seen people complain about technical issues regarding slowdown, but since I generally don’t play with extraneous bells and whistles like AA/AS I haven’t noticed anything beyond occasionally long loading times when moving from an interior area to the main map and some choppiness when running through multiple groups of enemies who end up attacking each other (forming a 10+ mob). I suspect that if you disable the advanced graphic options in-game and enable them directly through your graphics card instead it might sidestep some of the more severe cases that people have reported.

    Regardless, I’m having fun so far and will hopefully actually complete the game this time around.


  • Book of DEMONS & Some Other Games

    Book of Demons is a hack & slash game with some minor roguelike elements modeled on the first Diablo. One greatly simplified into a mobile game format where you walk along rails while clicking on anything in your ‘light radius’ to interact with it, and equipment/skills are represented by upgradable cards that you can assign to unlockable action bar slots.

    Despite its simplicity and lack of depth (leveling up gives a choice between +1 Health or +1 Mana), it ends up a pretty fun diversion in the vein of Candy Crush for when you have a few minutes to kill. Not sure what sort of longevity it’ll have though since the levels are so far are all pretty similar (up to the Cook quest boss) with the abilities of various enemies occasionally crossing over into ‘bullshit’ territory.

    As for the titular “other games”:

    • Sword Legacy: omen – I installed this ages ago, played the first battle or two, and then put it aside out of general disinterest. I can safely say now that I have no intention of ever touching it again.
    • MONSTER HUNTER: WORLD – Got through the opening, messed around in the training area for a while… and then promptly uninstalled when I discovered all the hunts have time limits.
    • The: QUEST – A game styled after classic first-person RPGs (think Might & Magic X: Legacy), it felt to me both empty and overpopulated. Leave town and there’s a whole bunch of nothing in every direction, yet there’s also an inexplicably large number of scantily-clad archers waiting to kill you. There’s just a pervading sense of unease about the whole affair.
    • DEEP SKY DERELICTS – After spending a minute or two wandering around the first ship finding a whole lot of nothing, I ran into a battle. There I discovered that every action you take in combat reduces your Energy level (run out of Energy and you die; moving also costs energy). I have no interest whatsoever in dealing with such severe resource management bullshit.
    • Celestian Tales: OLD NORTH – The characterizations are all pretty painful and the visuals are notably lackluster.

  • Children of MORTA

    A roguelike with actual (albeit heavily sentimental) plot/character development along with gameplay quite similar to Diablo‘s, Children of Morta expects you to run through the same semi-randomized levels multiple times with different characters hacking and slashing through hoards of enemies.

    In addition to standard unlockable upgrades such as increased drop rates, stat boosts, and additional playable characters, the game also features specialized universal buffs that automatically unlock as a character spends skill points. I presume this is to make it less of an annoyance that you can’t just play one character exclusively (your maximum health takes a major hit if you use the same character 3+ times in a row). This results in something of a middle ground where you have to grind to progress, but the variety in the characters’ playstyles makes it less onerous than it would otherwise be.

    As mentioned the gameplay is like Diablo’s, just somewhat compressed (and lacking an equipment system). One key difference that greatly affects the difficulty is that health potions here are both far less effective and completely random; sometimes you get 3-4 from a single enemy group, sometimes you’ll go an entire floor without seeing any. Being lucky enough to find a charm/blessing that grants regeneration or increased healing is often the difference between success and failure… although it’s not like there’s any penalty for failure, so while annoying I guess it’s not really all that big an issue.

    At the moment I’ve only just completed the first zone with one character at level 9, two at 8, and one at 6 (I haven’t used the recently unlocked fire mage yet). My strategy so far has been to run through the first level until a character hits level 4, the second until they hit 6, and then the third until they hit 8. It’s been working pretty well progression-wise and I haven’t had to run through the same level with the same character more than twice (though not all have successfully beat each boss).

    Hopefully that trend will continue in the later zones.


  • STAR RENEGADES

    Structurally, this game is similar to Slay the Spire: Traverse three semi-randomized branching paths capped by a static boss fight, fighting turn-based battles and collecting items along the way, concluding with a much smaller endboss level.

    As a roguelike, you’re expected to play through multiple times with different characters in order to unlock various features such as new classes, class variations, individual character bonuses, a larger pool of possible equipment spawns, and a few relatively expensive general ease of use buffs (e.g. additional merchants). Like StS it manages to avoid feeling like these unlocks are a grind or the main purpose of playing; it’s perfectly possible to win with the starting characters on your first playthrough. The endboss changing after every win is a particularly nice touch that provides a remarkable amount of variety.

    Combat is a pretty straight-forward affair with everyone (usually) getting one action a turn and each action having a different speed value which determines the action order. Where the strategy comes into play is that if you attack before your opponent, that attack will end up a guaranteed critical hit. Whereas criticals in most games are just a simple +% damage, here each attack has its own specific bonus and each critical hit also refills the equivalent of your mana pool (used for free actions or combo attacks). Which means making sure you attack before your opponent is essential to success. A task assisted by a stagger system which lets you delay an enemy’s action a certain number of times.

    All in all it provides a remarkably well balanced mix of randomization and skill. Oh, but do be aware that the style of humor is extremely irreverent (think Cosmic Star Heroine).


  • Atelier Lulua: The Scion of Arland

    Breaking with tradition, the 20th Atelier game is a continuation of a previous trilogy rather than the start of a new one. Fortunately, familiarity with the events there isn’t required to follow along here (though Ficus’ character arc won’t make any sense if you aren’t familiar with Atelier Totori).

    Mechanically speaking there’s nothing to complain about. The Alchemy system is solid, the combat is engaging, the exploration areas aren’t over/undersized (and subareas can now be traveled to directly), and it doesn’t take hours of grinding to acquire the best traits to put on your equipment.

    The game’s problems revolve entirely around its plot developments and character behavior: It features some of the most extremely cringey cutesy Anime bullshit you can imagine. Every other line of dialog is delivered with an exaggerated expression, a dumb pose, or both. It’s full of friendship power, event battles that act as though they were hard/dangerous when they weren’t, and extraordinarily dense idiocy. The character design is also uneven; Lulua/Ficus are purestrain Shoujo, Aural/Niko are purestrain Shounen, and Eva looks like an escapee from The Nightmare Before Christmas (also, the assorted generic merchants’ appearances don’t match their voices).

    I made it to the end despite all that thanks to a fondness for collecting things and crafting overpowered equipment… but it was a real struggle that I wouldn’t recommend to anyone who doesn’t happen to enjoy watching generic daytime magical girl shows.


  • Atelier: Mysterious Trilogy

    The first of this trilogy (apparently a sequel to the Dusk Trilogy if Logy’s appearance is any indication) is Atelier Sophie ~The Alchemist of the Mysterious Book~. It starts off very laid-back and slice of life-y, which isn’t really a problem. The problem is that the combat system and gathering areas feel unfinished and are kind of a chore to engage with. Combine that with having to grind requests to advance the plot and I ended up dropping it shortly after the previously mentioned Logy appearance.

    The second, Atelier Firis ~The Alchemist and the Mysterious Journey~, reintroduces the time limit found in earlier Atelier games (you have a year to complete the ‘main’ quest; there’s no limit to continued exploration afterward)… except now time passes constantly. Simply walking around the map causes time to pass. That’s a hard no from me.

    Atelier Lydie & Suelle ~The Alchemists and the Mysterious Paintings~ is the third game, and much like Shallie it brings back a large number of characters from both previous games. The plot here is more self-contained though and not having played through those doesn’t seem to result in missing much here (Alt will be a mystery until his last friendship event triggers and the couple mentions of Oskar won’t make sense if you haven’t touched Sophie). There’s no time limit (aside from the repeatable/ignorable requests and one particular, very simple, main quest) and it doesn’t require any grinding to progress the storyline (though unlocking the True End does, effort I feel is wasted due to the conflicting messaging). The only problems are that the gathering areas are much too large (not lifelessly so however… with one notable exception which was presumably intentional) and pretty much everything relating to the Ice Palace painting is pretty bad.

    So the first two are skippable depending on your tolerance for, respectively, lack of direction and feeling rushed, while the third is quite good and has nearly all the elements of Ryza already in place.


  • Talisman: Origins

    This game is essentially just a limited version of the main game: There’s no multiplayer and you can’t create your own games.

    What it offers in exchange are a number of puzzle-like scenarios that incorporate both the default setup and the City, Highlands, Dungeon, Firelands, and Dragon DLC. Different scenarios involve different setups. So in theory you could use it as a demo to decide whether or not you want to buy those… but I just don’t see much value to be had there. As for its own clutch of DLC, they feature scenarios that involve content from some of the other base game extensions. So unless you’re an achievement hunting fiend those aren’t worth buying either (I briefly tried Beyond the Veil, which uses content from the Reaper DLC; it’s awful).

    Considering that you can demo the various DLC in the main game simply by playing multiplayer (only the host needs to have bought them; I got to play Cataclysm, Clockwork Kingdom, Ancient Beasts, and Realm of Souls that way and quickly realized I never want to interact with the latter two again), the only reason to bother with Origins is if either multiplayer isn’t an option or you simply don’t have the time to play full-length Talisman games.