• Tag Archives Fantasy
  • Witcher 3 & Pillars of Eternity Expansions

    Finally got around to playing though the expansions for Witcher 3 (Hearts of Stone & Blood and Wine) and Pillars of Eternity (The White March), after having touched neither game since shortly after they were released.

    Pillars‘ expansion is essentially more of the same sort of content/gameplay that you’ll find in the base game. Aside from the Soulbound weapons, which are extremely powerful, and some of the new vignette sequences, which are a bit more elaborate in that they can check for specific spells/abilities, you’ll still be exploring/looting/fighting same as always. Which if you enjoyed the base game will probably be welcome enough. If you didn’t however, then it won’t really offer anything that might change your mind about the game.

    The Witcher 3 expansions on the other hand do add something a bit different to the base game.

    Hearts of Stone extends the Novigrad half of the main world map a little to the north and a decently large amount to the east. It fills this newly explorable space with mostly the same points of interest found in the base game, the only real difference being that bandit camps actually contain useful loot here and have their own little story linking them all (and that all enemies in the area are leveled to the mid 30s). It also adds two new types of enemies (boars and giant spiders) and of course plenty of quests… which is where the trouble lies. The sidequests are fine, but the main expansion questline (which features an old friend from the first Witcher game) is filled to the brim with extremely forced sequences and questionable content. I did enjoy the Dragon Age: Inquisition reference though.

    The second expansion, Blood and Wine, adds an entirely new world map to the game (which seems to be roughly the size of the post-HoS Novigrad half of the Novigrad/Velen map). This new location is filled with both familiar and new varieties of interest points, with the most notable change being that locations near each other are often directly related. If you raid a bandit camp for example, you may find a note describing a danger lurking in a nearby abandoned location. You may even stumble into a full-blown sidequest/contract while doing a simple hidden treasure search. There are new enemies to be found here as well (banshees, barghests, a spiked drowner variety, armored moles, evil plants, panthers, vampires of all sorts, and a few of the same enemies introduced by HoS), ranging in level from the high 30’s to high 40’s, along with quite a number of new quests.

    These quests should really, really be done after you finish the main game. It doesn’t seem to matter when you do HoS, but there are quite a number of reasons to not start Blood and Wine until after the Wild Hunt is no more. Similar to HoS the main questline here re-unites Geralt with some old acquaintances, though this time around it’s characters from the books rather than the games (though a couple characters from the first game show up in a particular sidequest). Pleasantly enough these quests do not force you into arguably lore-breaking situations and give a decent amount of leeway in how you can go about resolving them. Honestly, the only negative thing I can say about Blood and Wine is that the English voice acting is extremely uneven; I suspect it may be related to the accents, but a good majority of the ambient dialog just sounds incredibly half-assed/jokey.


  • Blackguards: Special Edition

    Two of the main comments I’ve seen regarding this game are that it’s hard, and that it’s full of bugs. Well, perhaps the earlier versions were, but the only bugs I’ve come across in the Special Edition (with DLC installed) are occasional random freezes… which completely disappeared after adding -force-gfx-direct to the shortcut’s target line. I’m only a little over halfway through the third chapter though, so maybe that will change later.

    As for difficulty, yes there are some sidequests that are notably hard (the Dwarf Games and Heart of the Forest quests come to mind). The majority of the main quests up to this point however aren’t particularly difficult so long as you pay attention to the battlefield (always look for interactive objects), don’t neglect buff/debuff spells, and don’t screw up your character(s) builds. That said, it is very easy to screw up a character’s build.

    See, the thing about this game is that its statistic system’s a bit overly complicated. There are 8 Attributes and every action except attacking/defending rolls against 3 of them. If any of those rolls fails then the action as a whole fails, and spells in particular rely on all sorts of different attribute combinations. This means that an effective character will tend to only focus on at most 4 attributes and then 3-4 abilities related to those attributes; trying to be a jack of all trades just flat-out does not work here. ‘Dual classing’ (there are no actual classes) is certainly possible though and in fact happens to be a pretty good idea since you don’t get any permanent party members explicitly built for handling archery/traps.

    You get two pure mages (the latter of which can be turned into an archer relatively easily) and two pure fighters (the latter of which, again, can be turned into an archer fairly easily). The archer you get toward the end of the first chapter only sticks around until near the end of the second. Why even bother with archery? Because the Triple Shot ability is insanely powerful. Of course, you won’t want more than two archery characters (one for bows and the other for crossbows) as otherwise you risk running out of ammo; merchants have limited inventories and don’t restock. Something else to keep in mind during character creation is that the flashback sequences no longer force you to wield an axe, so the rampant advice to always put some points into axes/maces is no longer valid.

    But what about the game itself? Is it fun/interesting? It’s okay. The dialog and quests have been pretty simple so far, but there are hints that the plot might take an interesting turn, many sidequests give you multiple ways to resolve them, and quite a few of the battles have impressively elaborate constructions (the optional and not-so-optional arena battles in particular stand out). While I certainly wouldn’t pay $40 for it, it’s well worth the current $4.49 sale price.


  • Heretic Kingdoms – The Inquisition & Hand of Fate

    I have not played much of Heretic Kingdoms – The Inquisition (originally titled Kult: Heretic Kingdoms), just the opening Monastery map. Basically it struck me as Diablo with much fewer character building options. Allegedly there’s more to it than basic Action RPG mechanics, and hopefully that’s true because without Diablo‘s skill system the combat looks like it will get real old real fast.

    The reason I stopped playing the above so quickly was because Hand of Fate grabbed my attention. This game is not quite like anything I’ve played before; it’s half board game (composed of cards you collect and build decks from) and half arena-hack&slash. While the combat is for the most part fairly simple (enemies basically attack you one at a time, you can dodge/counter/attack), it’s also remarkably well detailed and the arenas are nicely varied. The board/card game part is the real draw though, where you get to travel a series of paths made out of encounter cards pulled randomly from a deck you build beforehand while managing various resources and the protagonist’s equipment. Most encounters provide a choice and can result in combat, a pick-a-card minigame, or resource trading/acquisition. Traveling the randomly generated paths is interesting enough on its own, but combined with the unlocking mechanic (where landing on one card will unlock another related card if you meet certain requirements) it becomes quite addicting.

    At the moment I’ve defeated the King of Dust and have unlocked all possible cards at this point except the Merchant Guard Fate’s (while the Iron Hunger cards can theoretically be unlocked at this point, I don’t think it’s likely in practice). Something I realized very late, shortly after defeating the King of Dust, is that you should replay each story point until all available cards are unlocked before moving on. This is because as you progress your deck size gets larger, making it less likely you’ll draw the card(s) you need to unlock the further you progress. It was a real pain unlocking chains like Blood Auction/Charity and the various Fate’s cards halfway through the story… although this turned out to be the perfect time to unlock the Lion Prince’s.

    So far my favorite Fates are Shadow Agent (easy pick-a-card segments) and Lion Prince (the health gain mechanic), though Iron Hunger may make the list once I get the hang of building a deck around it. The least fun have been the Nomad (sketchy start), Monk (no gold gain is a real pain), and Apprentice (easy mode is really easy). Quest-wise the Kraken chain stands out for its set-piece end battle (killing the lizards is a trap), The White Minotaur stands out for the insane number of pick-a-card segments you have to win, Decent Into Hell stands out for the unexpected requirements of the second-to-last card (a high-damage weapon and at least three rings in your inventory) along with its rather unfair final battle, and The White Council stands out for how anticlimactic it ends.

    Starting out I suggest unlocking the various Fate’s cards (most added by the Wildcards expansion), particularly Apprentice to teach you the basics of combat, Soldier to give you practice building combos, and the first two Warlord cards to unlock a fantastic helm and solid artifact card. Then play with the Shadow Agent Fate for a bit until you get the hang of how the pick-a-card minigame works (it took me an embarrassingly long time to realize the card shuffling wasn’t random). After that point just try out each of the Fates until you unlock all their cards to figure out which ones are the most enjoyable for you. Note though that Shadow Agent can’t be fully unlocked until after the Jack of Skulls, Nomad until after the King of Dust, and Warlord/Monk until after the King of Skulls. Also, while theoretically possible earlier, to unlock the Lion Prince & Iron Hunger cards you’ll probably want to wait until after defeating the King of Dust (Lion Prince) and Jack of Scales (Iron Hunger).


  • Gothic 3 – Endgame

    Well, Gothic 3 is now finished. Went with the neutral ending and didn’t bother with any of the ‘Destroy the Rebels!’ or ‘Liberate the City from the Orcs!’ quests. Ended up with the following naked stats:

    Gothic 3 Stats

    The snow area is a pain in the ass, both because there are tons of enemies and because it’s set up vertically as well as horizontally. I actually stopped looting things here and switched over to a magic-first attack strategy because there’s just far too much stuff to kill and melee is such a crapshoot. It’s very grindy. Not helping matters is that the neutral ending requires you to walk across literally half the world map (from the northeast corner of the snow area to the far west midlands area). At least the Hailstorm and Time Bubble spells are both pretty good. Some things to be aware of if you decide to play this game:

    • General
      • Do not turn on the Community Patch Alternative Balancing option if you do not know what to expect; being stuck with a subpar build can really ruin your day.
      • The Alternate AI option is fine though.
      • If you load a saved game, NPCs will have both lost HP and stolen weapons restored (this includes summons).
      • Raising Endurance is a waste.
      • You shouldn’t bother raising HP until the very end of the game, once you have everything else you want.
      • Raising Mana is useful, but you’ll want to get Mana Regeneration first.
      • The Resistance to Cold/Fire skills are useful in the relevant areas, but you can get those free from armor.
      • Resistance to Poison is useful if you keep getting hit by Bloodflies.
      • Acrobatics and Resistance to Disease are both completely unnecessary.
    • Strength
      • Melee is really bad compared to magic.
      • You can apparently only learn Regeneration from two characters, and only once you’ve resolved the Rebel/Orc war.
    • Hunting
      • The three animal part skills are necessary for a number of quests.
      • Bows are pretty good, but the hit detection is weird sometimes.
    • Ancient Knowledge
      • If you run from town to town you can get your Ancient Knowledge fairly high by reading books and buying Stone Tablets.
      • The Mana Regeneration and Quick Learner skills are fantastic and you should try to get them as soon as possible.
      • The Druid skill is basically useless, but the other 3 ‘Mage’ skills are essential if you plan to use damage spells of the relevant type.
      • The basic Ice Lance spell is pretty godly since the charged version freezes most targets solid.
      • Summon Demon is good, but note that anyone not in your party will attack it on sight.
      • Frost Wave and Ice Explosion are too slow to be good for much of anything.
      • Poison and Terror are good utility spells for when you need to single out a particular target.
      • Amnesia is a panic button spell for when you’ve accidentally attacked an ally and don’t have a recent save.
      • You can only learn the highest level spells once you’ve chosen a god to support in the endgame.
    • Thieving
      • The Pickpocket skills are worthless.
      • Master Thief combined with the Sleep spell basically breaks the game.
      • The Lockpick skills, the first two at least, may as well be essential.
      • If you ever see a chest named something other than ‘Metal’, open it. You don’t have to take what’s inside, but the more you open the better the treasures get.
      • The Knockout skill is inferior to the Sleep spell.
      • The Murder skill is kind of cool but ultimately just a novelty.
    • Smithing
      • Prospector allows you to complete a number of quests much quicker.
      • Sharpen Weapon is good if you use swords.
      • The weapon-creation skills are only really worth it if you use 1H swords.
      • The Pure Ore skill isn’t worth it at all.
      • The Heavy Armor skill is decent, but not really good enough to spend points on.
    • Alchemy
      • There’s no need to ever spend LP on Alchemy.
      • Brew Permanent Potions is good.
      • Poison Arrows is decent, but Poison Weapon is pretty bad.
      • You’ll rarely need Mana Potions once you get the Mana Regeneration skill.
      • It’s doubtful you’ll ever need Transformation Potions.

  • Gothic 3 – Midpoint

    Calling this the ‘midpoint’ is a bit disingenuous, since this is an open world game similar to the Elder Scrolls series and doesn’t have specific story chapters like its prequel. However, I do have 6 Fire Chalices and equipment in the middle/high-middle range of effectiveness (twin crafted/sharpened Bastard Swords, Ranger Bow, & Light Assassin Armor). So, having just unlocked and reached Ishtar I figured this is as good a place as any to mark as the halfway point.

    When I first started out I tried to ‘clear’ the area around each new populated area before moving on. Due to the static leveled nature of the game this turned out to be quite inefficient and I switched to getting from town to town as quickly as possible while only really exploring the specific areas quests sent me to. Picking up the Quick Learning skill as soon as possible was in fact a very good idea; waiting so long was a mistake and you can get it even earlier than 9th level if you rush from town to town to collect all the Ancient Tablets being sold. I ended up making three more mistakes though. The first was learning the Pickpocket skills, the second was learning the Frostwave spell, and the third was learning both Sleep and Knockout (Sleep is exponentially better if you have the Master Thief and Water Mage skills).

    Pickpocket works similarly to how it did last game, except success is based on your Thieving level and you don’t get experience for succeeding. This isn’t so bad on its own, what makes it worthless is that with the Master Thief skill and Sleep spell you can can steal everything a target has on them with no chance of failure. 15 LP for a chance at stealing small amounts of Gold is quite obviously far worse than 10 LP for being able to steal a target’s entire inventory essentially at will. As for Frostwave, the damage is considerably reduced the further away the targets are, and the Freeze effect doesn’t last very long and ends immediately if the target is attacked. So it’s basically useless.

    Aside from those issues and the Russian roulette nature of melee combat it’s been more or less smooth sailing through the desert area in my self-appointed quest to unlock Ishtar. In retrospect I’m not really sure why I wanted to unlock it since I planned to use a Master Sword rather than learn Master Two-Weapon Fighting… but then again maybe I will learn it since making a Master Sword is incredibly difficult; while the recipe can be easily bought, one of the ingredients apparently only shows up in sequential rare chest loot. Character stats at this point are as follows (Big Game Hunter and Resist Heat are from equipment):

    Gothic 3 Stats

    My path from here is murky. I need to try out the Ice Explosion and Hailstorm spells to see if either does decent damage at a decent range, and if so then I’ll probably try to get Ancient Knowledge up to 300 for Mana Regeneration. Otherwise I guess I’ll pick up the Bless Weapon spell, raise Dex to 200 for Master Two Weapon Fighting, and then try to find some better swords.


  • Gothic 3 – Initial Impressions

    Started this game up shortly after finishing the prequel, with the only modifications being the Community Patch (with both alternative balancing and AI off, though I may turn the AI modifications on later).

    Three things immediately become clear after the opening cutscene: The mouse sensitivity is insane, the movement is much improved, and the melee combat is still pretty unfair (albeit in a different manner). In the second game you had to make quick attacks and then back off against humanoid opponents to avoid their lightning fast counters, here you can just keep swinging until they’re dead; once you hit someone it’s incredibly rare they can get a hit in if you just keep attacking. Some creatures on the other hand (e.g. wolves) are now far more deadly, being able to do the same thing you can do to humanoids to you. As for ranged combat… it’s pretty damn effective once you get the hang of aiming the bow.

    Character advancement is also a bit different. You still get 10 LP per level, which is once again used to learn everything from attributes to skills, but LP costs now appear to remain constant at all skill levels and you no longer gain free HP per level. Strength, Dexterity (which has been renamed ‘Hunting’), and Mana are still the same while weapon styles have been streamlined into sets of skills. Hunting has also been streamlined; you no longer spend LP on each specific creature item, instead only having to learn three universal skills. There are also some new things to spend LP on: Endurance, Ancient Knowledge, Health (mentioned earlier), Thieving, and Alchemy/Smithing.

    Endurance affects how often you can sprint and… that seems to be it. I thought running out would have some sort of detrimental effect in combat since attacking depletes it, but my attacks at 0 Endurance seem to be just as effective as the ones at full Endurance. Maybe you take more damage when hit at low levels? If it really only affects Sprint time, then there’s really no point in ever raising it (and that Transfer Disease spell will be utterly useless). Ancient Knowledge affects both what spells you can learn and how effective they are when cast, which is to say that it does what the Mana stat should have done last game. Health is your HP of course (which no longer increases automatically when you level up), while the three thief skills in the last game have been split off from Dexterity and expanded into a Thievery attribute with a bunch of related skills. In contrast, Alchemy and Smithing have been somewhat condensed so that you no longer have to learn each item individually. Instead you just learn the required core skill for a general group of items and then buy whatever recipes you want with gold (speaking of gold, all attribute/skill learning now costs gold in addition to LP).

    Having cleared most of the area around the first three towns (except the Ogre/Dragon infested cave and the large wolf pack roaming around near the starting point) I’m close to level 13, with stats looking like this:

    Gothic 3 Stats

    The original plan was to go from here to 150 Str for Dual Weapons, then max out Thievery for Master Thief, next aim for 240 Str for the best craftable 1H sword, and finally put whatever points were left into getting a spell or two for crowd control (either a summoning spell or maybe Fire/Frost Wave). Miscellaneous skills to pick up when relevant being Resist Fire/Frost, Smith Ore/Pure Ore weapons, Brew Permanent Potion, and possibly the Sleep spell if it synergized with Master Thief.

    However, I’ve been thinking I made a mistake in not rushing to pick up Quick Learner (+1 LP per level) as soon as possible. The common endgame level seem to be in the 60s for most people, so that’s at least 45 free LP assuming the skill is picked up at level 9 and you plan to use at least one spell (30 AK from items in the first 3 towns, 70 AK from LP, 5 LP for the skill itself). Which is no small amount. So I may frontline getting that skill now, before level 20, since 35+ free LP is still pretty attractive. Well, we’ll see how things go in the 4th town.


  • 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’.