• Category Archives PC
  • Gothic II Gold – Finale

    The 4th chapter seems to give Mages the short end of the stick. While Paladins get a bunch of Orc warchiefs to kill and Mercenaries get hoards of Lizardmen and the Dragon Eggs they guard, Mages just get a ‘Find the Possessed’ quest which results in an amulet that protects against stifling. It’s a bit useful, sure, but the Dragon Eggs or combat XP would have been better. All classes get a ton of new spawns in the add-on world (Dragon Snappers, Trolls, Skeletons) and Valley of Mines (Orcs, Dragon Snappers) which combined with the Dragons equals quite a bit of XP to be gained.

    Chapter 5 once again seems to give Mages the shaft. Here Paladins and Mercenaries get their best armor while Mages get a potion that gives +5 Str & Dex. I could understand Mage armor having the lowest Weapon/Arrow/Dragon resistances… but it also has the lowest Magic resistance. Respawn-wise there’s only a relative handful of new Seekers wandering the main area, so the XP gained here is rather paltry. My naked stats at the end of this chapter looked like this.

    The final chapter takes place in a new area infested with Orcs, Lizardmen, Undead, Seekers, and even a couple Dragons. 4/5-on-one battles here are rather common so if you have access to Fire Rain or Wave of Ice Runes/Scrolls now’s the time to use them. Make sure to save two Wave of Ice castings for the Dragons though. Lots of XP and stat-boosting potions here.

    In the end there only really ended up being 3 notably useful spells: Ice Block (incapacitates most things), Ice Wave (incapacitates multiple things at once, even Dragons), and Fire Rain (kills everything around you). There’s no point in spending LP on Runes for any other spells when scrolls will suffice.

    I kind of want to try a replay with a Dex-focused Mercenary now, but I think I may wait a bit and instead go right into Gothic 3. I’m a bit worried that there don’t seem to be any comprehensive walkthroughs for it, but unlike with this game it’s supposedly extremely difficult to cripple your character in the 3rd game with unoptimized LP usage… so maybe I’ll be okay doing a ‘blind’ playthrough.


  • Gothic II Gold – Halfway Point

    About to start chapter 4 now with the main area, add-on area, and Valley of Mines (except the dragon lairs) all cleared. Naked stats at level 39 are: 84 Str, 88 Dex, 81 Mana, 59 1H, & 38 Bow with 71 LP currently available. In case it isn’t obvious, I’ve been saving all the permanent Mana bonus items/rewards. Initially I wasn’t going to use them until I hit 124 (which is when raising it would cost 5LP per point)… but I don’t think I’ll gain enough levels to make it that far, and so will instead use them once I hit 94.

    At this point a few things have become clearer and I’ve had to revise my earlier plan. Learning Ice Lance was a mistake (it’s faster and cheaper to kill things in melee) and I’m going to skip learning the Awaken Golem spell since there are plenty of scrolls lying around. I think I’ll also skip Destroy Undead since the only thing it seems to be really useful for are Shadow Warriors (Skeleton Mages turned out to be very easy to kill in melee), which are rare.

    Seekers ended up being a joke since their direct damage spells are the same as yours (i.e. bad). Sure they might cast Rain of Fire, but you can clearly see when the spell switch happens and they should be long dead before then. Compared to the hoards of Orcs and Lizard Men I’ve had to clear out so far they’re a walk in the park. Speaking of Lizard Men, I find it odd that they die quicker than Orcs.

    One last thing to note is that the Gold/NotR version of the game has removed most of the stat-boosting items from the Valley of Mines. Elixirs that used to be in remote locations are gone, Dragon Roots appear to be gone, the lone King’s Sorrel is gone, and most of the Goblin Berries are gone (I found two; there used to be 9). So keep that in mind when planning your build.


  • Armello & Gothic II Gold

    Armello is a remarkably fun board game with pleasant visuals and a few different ways to win: Combat, prestige, or by collecting enough of a specific item. Each method has its own strategy involved, but there’s enough overlap so that you can usually fall back on a secondary method if your primary one ends up unfeasible for whatever reason. The only real issue it has right now is that there is no multiplayer matchmaking (you can only join a game lobby if you know its passcode), and the CPU AI isn’t particularly challenging once you get a hang of the game. Oh, and there are very few ways available to reduce corruption.

    So I mentioned Gothic II Gold earlier, saying how it wasn’t really grabbing me in the beginning. Well, it finally did once I was able to actually kill things somewhat reliably (with a Fine Short Sword, 34 Str, and 34 1H). I’ve been playing more or less nonstop since and now I’m about to start the 2nd Chapter with all of the Island areas cleared except the Skeleton Crypt, the Skeleton Cave on the mountainside behind Dexter’s camp, and the two armored Skeletons guarding the Dragon Slicer sword. I’m going for a Fire Mage build, currently wielding the Master Sword and a Composite Bow, and my naked stats at level 19 are 57 Str, 60 Dex, 42 1H, 26 Bow, and 35 Mana (Skills: Sneak, Lockpick, Pick Pockets, Skinning, Ancient Language 1-2, and all Mana Potion Alchemy recipes). The plan now is to put all my LP from this point on (20 available at the moment) into Mana, the last Ancient Language level, and a few key spells: Ice Lance (5LP), Ice Block (10LP), Create Stone Golem (15LP), Destroy Undead (10LP), Summon Demon (20LP), & Rain of Fire (20LP). Speaking of spells, I had a hell of a time finding a site that listed the game’s spells with their updated NotR/Gold statistics.

    Magic, at this point, seems incredibly underpowered. It’s slower than melee and, unlike Str/Dex in regards to melee/ranged attacks, Mana does not increase your spell damage. The 1st level damaging spells do a whole 25 damage for 5 mana. 25 damage is nothing… can that even kill a goblin? It’s not until you get to the 4th circle that magic damage looks to actually be a viable alternative to melee/ranged damage, and of course you don’t get access to them until the 4th chapter. Which means if you’re trying for a ‘pure Mage’ playthrough you’re going to have some serious trouble, though I suspect it may be doable if you rush your way into the Monastery (by running past enemies until they give up chasing you) and then rely on Summon Goblin Skeleton (Goblin Skeletons are very quick and hit surprisingly hard).

    Melee seems the most effective strategy at this point (the problem with ranged is that hitting something will aggro everything near it, so unless you’re standing on a ledge it’s very likely at least one enemy will make it into melee range), though melee is a bit weird. There is of course the whole ‘janky movement’ issue, but the main problem is that enemies always seem to have a significant advantage over you where damage is concerned. If you wield a Heavy Branch (10 damage) you’ll have severe trouble killing anything bigger than a Rat or Young Wolf, yet Black Goblins and Goblin Skeletons wield just that and can completely murder a PC with 300 HP and 30ish Armor in short order. I’m not sure whether the inequality stems from enemies having too much Strength or too much Weapon Resistance.

    Due to the above, the prevailing melee strategy for everything other than trolls is to simply wait for the enemy to attack, hop backward (you’re invincible here), then attack. Against creatures you’ll want to do your full melee combo before jumping back again, but against humans and skeletons (sometimes also orcs and wolves) you’ll want to do only a 2-hit combo at most before hopping back. That’s because those enemies have quick attacks that they’ll often be able to hit you with during the split-second breaks between your swings; getting hit in melee is like playing Russian roulette and you need to avoid it at all costs. As for trolls, just run behind them while they’re doing their initial roar and you can strafe against their back faster than they can turn to face you (2-attack combo and tap right/left in the opposite direction that they’re turning, repeat).


  • Random GOG Games

    Back during GOG‘s Insomnia Sale I picked up a bunch of games, then grabbed some card-related ones on a weekend sale a bit later. Due to the winter Anime season recently ending I didn’t really have much time to mess around with them. Some first impressions on the ones I did get a chance to play are listed below.

    Card City Nights: A card battle game where you build your deck from booster packs from various sets like a physical card game. It seems fun from the two matches I played, it’s just going to require a decent time investment to deal with all the variables like set variety and deck building strategy. I definitely plan on coming back to it later.

    Gothic 2 Gold Edition: Playing this reminded me of Risen, which turned out to be from the same developer. I’m only at level 2 at the moment (having cleared out most of the quests in the starting area), but it’s not really grabbing me so far. The main problem is the awful combat/movement controls; moving around is finicky and it’s difficult to tell if you’re close enough to something to hit it (or for it to hit you). The secondary problem is that, considering there’s a finite amount of XP and learning points all go toward increasing the same skills/attributes, I’m unsure what’s the most efficient way to go about building the character. I suspect it will get better once I get to a high enough level where boars can’t 1-shot me.

    HuniePop: I was under the impression this was a puzzle game with dating sim aspects when I grabbed it. It’s actually the reverse. The puzzle aspects are fun, but they’re really not worth dealing with all the dating sim crap.

    Icewind Dale: Enhanced Edition: While it’s certainly nice to have all the BGII kits available to choose from, the lack of certain basic configuration options really hurts it (not being able to set your fullscreen resolution is complete bullshit) and the GUI seems to have less options (in the original you could right-click an ability slot to change it to a different ability, here that doesn’t seem possible). I can’t speak of any other additions/changes just yet since I’ve only cleared the few quests in the starting town so far.

    King of Dragon Pass: There’s a lot of stuff going on here, and it will take quite some time to really grasp what does what and how to best manipulate the various options. After getting attacked by 100+ bandits on the second turn (the village started with 10 dedicated warriors) I decided to put it aside until I get a chance to read through a FAQ or 3.

    Renowned Explorers: International Society: Only played through the tutorial and the first mission so far, but this seems fairly inventive and like a lot of fun. The only issues I see at the moment are that it’s a bit difficult to choose how to spend your resources, and that while there are indeed multiple ways to win the conflicts, there is a clear best way to win them (winning in one of the other ways gives you a lesser or no reward) which can discourage particular playstyles.

    RuneStone Keeper: This has been compared to Minesweeper, and while that’s not a bad comparison it’s somewhat misleading. This is a lot less strategic than Minesweeper. What you get when you click a particular tile is completely random and you rarely get any sort of hint/indication as to what may be on it. A tile might be a monster, it might be empty, it might be a trap, it might be a shop/spell/tool. You never know and it’s very difficult (potentially impossible depending on what tools you find) to prepare for. The game may be good as a time waster, but I would not consider ever trying to play in a serious attempt to ‘win’.


  • Dragon Age: Inquisition – DLC

    Jaws of Hakkon: This one adds a new area to explore (that looks a bit like a cross between the Arbor Wilds and Crestwood) that contains a ton of tier 3 materials (some new some old), a few new tier 4 materials, a new ability for the Inquisitor that deflects projectiles, various new schematics slightly more powerful that what’s found in the default game, Astariums to unlock, skull shards to collect, a few War Table missions and agents, more Fade Rifts to close, and new Skyhold decorations to buy. It’s got a lot of stuff and for the most part fits into the rest of the game seamlessly, with the only real oddities being the tons of loot you find when closing Rifts and there being silverite scattered around instead of stormheart. Word of advice: Don’t take Sera with you when doing the quests here, as many are spirit-related and she does not like spirits.

    The Descent: This adds a new underground area to explore that’s not really anything like anywhere else which just so happens to have two immediate annoyances. The first it that using some (any?) texture mods causes the cutscenes that happen here to freeze the game, while the second is that to actually start exploring the Deep Roads Cullen cannot be assigned to any current War Table mission. That’s because there’s a special War Table in this area you have to use to unlock areas and do missions down here, and only Cullen can be assigned to the first one (you’ll need 64 power to eventually open all the side areas). Other than the new War Table, the area has some new enemy types, new schematics more powerful than the ones in the previous DLC, and a series of mugs to collect (like the main game’s bottle collecting). It does not have any new materials though, with just the same resources that you’d find in the Storm Coast scattered around spiked with a bit of silverite.

    Trespasser: The storyline portions of Trespasser remind me quite a bit of the Witch Hunt DLC for the first Dragon Age game (i.e. a sequence of somewhat forced events that ends rather abruptly). Thankfully, there’s more to this DLC than just the epilogue it tacks onto the main game (the new ending slides aren’t even narrated). The actually useful additions are the new ability upgrades you can switch between, the new Sigil loot that can be attached to most armor, and the extremely welcome upgrades to various quest and Wartable rewards; all of which have been inserted into the main game. Also possibly of note is that the ending makes it appear the next game will take place in Tevinter.

    So, are any of these worth the $15 price tag? No, not really. Jaws of Hakkon comes the closest probably due to sheer amount of content (repetitive though it may be), but you’re best off just buying the Game of the Year edition which comes with all three (along with some weapon/armor packs) for $40.


  • Fable III

    I’m not sure why I picked this game up after so long deliberately avoiding it. Somewhat unsurprisingly, it is indeed not very good. At the moment I’ve finished the Masquerade main quest and all of the side quests from before that point (except the Demon Doors), and the annoyances have begun to outweigh the fun parts.

    The game’s first and foremost issue are the visual effects, which are badly implemented enough to cause motion sickness. To fix that you have set the Effects slider to ‘reasonable’ or lower, turn off VSync (forcing it via graphics card instead), kill the mouse smoothing and reduce its sensitivity to about a quarter or so, and then save and exit the game. After that, open up the VideoOptionsConfig.xml file in the main game directory and change all the Blur/AA/DepthOfField lines in the first section to 99, then save the file and set it to Read Only. After all that it becomes tolerable to play; though the FoV is still an issue there doesn’t seem to be an easy way to alter that.

    Once you get past the technical issues, on come the gameplay and storyline issues: Combat is simplistic and gets old fast (particularly since there are tons of enemies in many encounters), the ‘side quest’ moral choices are set to extremes that I haven’t seen since Jade Empire (sign the petition or punch the petitioner; there is no middle ground), the main quest choices (when you get any choice) are ham-fisted, the quest progression in general is incredibly heavy handed and each and every one so far railroads you into a specific course of action, and of course there’s essentially nothing to spend the tons of infinite money you get from owning businesses on (there’s no armor and weapon augments are free; I currently have 10 million gold).

    That’s a lot of negatives. So why have I played this long? Exploration and collectibles mostly, which is to say silver keys, gnomes, books, and different outfit parts. While the areas are comically oversize and don’t really have much of use to be found in them (most chest and dig spot contents appear to be somewhat random, which is a bit of an issue in some cases since they don’t respawn), running around them looking for hidden treasure is still fun… or rather it was, it’s since lost its appeal now that all the main continent locations have been explored. The quest dialogue is also sometimes amusing.

    Not sure whether to keep pushing until the post-ruler portion of the game. Might instead go back to Dragon’s Dogma and finish the only unfinished quest (collect the last 2 Bitterblack armors), or perhaps start on Trails in the Sky‘s second chapter.


  • Dragon’s Dogma

    I first played the demo for this game way back when it first came out for PS3. I didn’t get very far at the time because the controller keybinds were awful (all of them). Now that it’s finally been released for PC, and has almost-fully customizable keybinds, I picked it back up.

    At the moment I’m at the Wrym Hunt part of the main quest with most sidequests completed (working on the last Bandit one and holding off on Search Party), and somewhere around 34th level. So far it reminds me of Witcher 3 (the open world, the RPG elements, the primary/secondary weapons) crossed with a bit of Assassin’s Creed (the running/jumping/climbing on rooftops/ledges, that ‘find the medallions’ DLC content).

    The class variety is nice, and being able to switch around nearly at-will and share certain abilities between them reminds me of Final Fantasy Tactics. It’s unfortunate though that Pawns don’t have access to all 9 of them. I’ve mostly been playing as Strider/Warrior so far (to get certain Augments, while leveling as Assassin). The idea was to end up with Assassin, but I’ve been kind of annoyed by that class’ seeming lack of Magical Damage options and so may go with a dagger-focused Mystic Archer instead.

    Mage/Sorcerer honestly doesn’t seem like much fun to play so my pawn has been filling that role. Warrior, which I’ve sort of been ‘forced’ to play, also doesn’t feel very fun: The attacks are slow and it has a very one-trick-pony vibe to it. Fighter, Strider, and Assassin are pretty fun though; a mix of blitzing small creatures and climbing around on big creatures to stab them in the face (the pommel smash while climbing is the real deal-killer for Warrior) while using the bow against flyers or as a preemptive attack. Mystic Archer and Ranger are presumably similar, though heavier on the archery, while I have no idea what Mystic Warrior is like at all.

    Difficulty hasn’t been much of an issue. I wouldn’t say it’s all that different from Witcher 3‘s system, but the limited fast-travel options are a bit of a pain. Being able to zip back and forth between the main hub, Bitterblack, and the starting town is nice… but that still leaves huge swathes of territory to the north and west full of annoyances to repeatedly plow through. Once I’ve cleared an area I don’t really like being forced to re-clear it. I hear that’s not an issue in NG+ since you can buy new portable and re-usable Port Crystals, but I’m obviously not in NG+ right now and have only found two in the game world (in that cave with the old Arisen on the hillside and in Everfall).

    It’s definitely been fun up to this point, but I have the nagging sensation that it’s going to start feeling repetitious very shortly. Some brief notes:

    • Don’t sell anything other than Sour Beast-Steaks (let regular steaks sit in your inventory for a day or two).
    • Save everything else in the Inn’s storage because you never know when a quest or weapon/armor upgrade will need something.
    • The best way to quickly gain Class ranks is to kill low-experience (100 or less) creatures. Goblins and passive wildlife are both nice and plentiful.
    • You can go to Bitterblack Isle to change your class as soon as you get your main Pawn.
    • The first 100 levels provide the highest stat gains on level-up.
    • Check around for sidequests before advancing the main quest, as some of them are time-sensitive.
    • Avoid the optional Escort quests until you’ve both found the location they mention and have a portable Port Crystal to place there ahead of time.
    • Related to the above: There are actually multiple Healing Spring locations.

  • Grandia II – First Impressions

    Bad. The first impressions evoked by Grandia II‘s Anniversary Edition are not good at all.

    First, there’s the controller issue. If you’ve got an Xbox controller you have to fiddle with some windows settings to get the game to recognize it correctly, and if you don’t then x360ce is required. Next are the audio issues. There are no volume settings. None. There is no way to raise/lower the volume of the BGM, effects, or voices either individually or all at once (besides opening up and re-mixing the .ogg files in a sound editor). This would be bad enough on its own, but ends up compounded by the fact that the effects are louder than the music which is in turn louder than the voices.

    What else is bad? The camera. While you can rotate the camera at will, you cannot manually zoom in or out. That appears to happen at random, with the default being ‘zoomed in as close as possible’. And speaking of things that you don’t have control over, here’s another: Storyline dialog. You can’t make it appear/scroll faster. Think ‘unskippable cutscenes’ except the scenes take place in the normal game field.

    One positive thing I can say about it is that it gives you the option to use the Japanese voices… but that’s all so far. Well, I guess I can also say that the battle system seems to be slightly interesting. Time will tell I suppose, though if either the storyline or characters aren’t at least decent I don’t think I’m going to get very far with this one.


  • Tales of Zestiria – Conclusion

    Unfortunately, the main storyline never gets any better. It actually gets worse as it progresses and the inconsistencies in the timeline start to really make themselves known (the dragon-creation segment and final confrontation are both pretty good though). The exploration aspects also start to lose their luster around the point you reach the desert area, making the final stretch something of a slog.

    Note that if you plan on doing a NG+ it would be a good idea to get all the Lords of the Land up to level 11 or so (the increased treasure rarity boon) so that you have enough Grade available to cover all the item/skill/stat importation options and have a decent amount left over for some enhancements.

    As for the Alisha DLC… well, it mostly consists of a lengthy ruin exploration (12 floors) that would be completely insufferable were it not for the Increased Movement Speed Boon. It’s still pretty annoying and the experience is capped off with a gimmicky boss fight where you have to kill both creatures at the same time to win. Storyline-wise it’s less an epilogue and more a continuation, seeing as how it goes and resurrects someone only to leave their plot-thread dangling with a ‘to be continued’. At least the character interactions it contains are pretty good.


  • Tales of Zestiria – Delayed Impressions

    Having now cleared the miasma from the second town I may have finally settled into a decent control scheme. Keyboard/mouse was a complete failure it turns out, so I ended up going with Y -> Merge, B -> Hidden/Seraph Arte, A -> Arte, X -> Blast, L1 -> Target Change, and R1 -> Guard. I also figured out why the system wasn’t clicking: I was treating it like an action game where each button press immediately executes an action. That’s not how it works. Instead, each button press queues up an action. That’s an important distinction. If the game would only stop arbitrarily switching around my battle party for plot-required battles the combat system might actually become enjoyable.

    Unrelated to combat, the storyline and cutscenes are still a bit of a problem. The former is almost painfully straight-forward (if a bit on the dark side) while the latter tend to be filled with these weird delays between character interactions that throw everything off. At least the characters themselves are still almost all enjoyable (the exception being that seraph that shoots himself in the head).

    Exploration is still a lot of fun as well, and there’s even some more things to collect now (Normins). Hell, even the equipment fusing system has become more or less transparent with time and experience. Now if only the available types of equipment were clear upgrades instead of Stat upgrades combined with different base abilities. In a sane game Void Rings and Fire Rings (for example) would both give the same bonus to magic defense while having different inherent abilities… yet here the Fire Ring not only gives a higher defense bonus, but it gives a magic attack bonus as well. But you can’t just whimsically replace the Void Ring with the Fire Ring because one resists non-element attacks and the other resists fire attacks. It’s annoying.