• Tag Archives First Person Perspective
  • Talisman: Digital Edition

    The appearance of this game caught me by surprise, as I certainly wasn’t expecting a board game I used to play decades ago to have (relatively) recently been digitized.

    The adaptation as far as I can tell is flawless from a mechanics perspective with the AI behaving remarkably intelligently even when faced with alternate win conditions (you can also play with multiple human characters either on the same computer or through online servers). Visually though it could certainly use some upgrading: Animating the character movement and/or the encounters wouldn’t be unwelcome. Then again, it has a certain retro charm to it as is, it’s far from expensive (on sale for $2 at the moment), and no animation can occasionally be preferable to lackluster animation.

    You may notice that the game has quite a number of available DLC. They are in no way necessary; you can play the game perfectly fine without any of them in fact. They mostly just give you additional options or make winning harder. I’ll briefly go over the ones I’ve played with:

    • Blood Moon adds a situational new mechanic whose usefulness will depend on how many Event-adding DLC you have installed. The new characters are notable for being less situational than most.
    • The City extends the game board with a new Gold-centric region to explore. If you commonly find yourself with nothing to spend your Gold on, or have trouble finding equipment, it’ll be worth picking up (when on sale).
    • The Dragon DLC can make the game harder in two ways. Either by overriding the default encounters with powerful dragon-related encounters, or by making it harder to traverse the inner area with two of the three alternate win conditions (if this DLC is activated, I strongly suggest activating the ‘No Respawn’ house rule as well).
    • The Dungeon expands the game board by the same amount as the City DLC. Unlike that though this new area doesn’t really add anything new to the base game beyond an arguably easier win condition. The characters it includes are less situational though.
    • The Firelands will be more useful the more DLC you have installed, as otherwise its burn mechanic could seriously hinder the exploration part of gameplay.
    • I’m not really sure how useful Frostmarch will be to anyone. It basically just adds more of the same to the base game.
    • In direct contrast to Blood Moon, the Harbinger DLC is apparently more effective with less DLC installed. This is because its central mechanic mostly relies upon drawing specific events… which can end up a rare occurrence when you have a massive Adventure deck.
    • As with the City and Dungeon addons, the Highland DLC also adds a new region to the board. Basically, you’ll want to come here for the new relics to give you that last bit of advantage you’ll need at 10 Strength/Craft to challenge the win condition (assuming the win condition is combat-related).
    • The Reaper is a lot like Blood Moon, except its NPC effect is notably more useful. The instant death result can turn around what would otherwise be a hopeless situation.
    • The Sacred Pool will be most useful if you’re using alternate win conditions. If you only play with the default Crown of Command one there won’t be much point in bothering with it.
    • The fourth of the ‘board extension’ DLC, the Woodland does a number of things. Most notably it adds an entirely new use for Fate which allows you to reroll other players’ rolls rather than your own. Though occasionally useful in the default game, this new Dark Fate is particularly useful for triggering some of the nastier encounter results from other DLC.

    Ancient Beasts, Nether Realm, and the various Legendary Decks were skipped because they just add more challenge (which is not something I’m particularly interested in). Cataclysm meanwhile I’m holding off on until I get bored of the default (DLC-extended) board layout. As for Clockwork Kingdom and Realm of Souls… they’re not cheap enough yet.

    You may notice I didn’t mention any of the single-release additional characters. That’s both because they’re obvious rip-offs and because the characters in this game aren’t exactly well balanced. Their strengths are very much situational and whether one will be better than another will depend heavily on which content-adding DLC you have activated.

    As for


  • Deus Ex: M△NKIND DIVIDED & Mary Skelter: NIGHTMARES

    The sequel to Human Revolution, Mankind Divided got an extremely hostile reception upon its release. Mainly due to its monetization aspects and what at the time was considered an overly heavy-handed depiction of police vs. activists… neither of which appear to be particularly egregious in retrospect.

    Sure the existence of the Breach minigame and QR codes is immersion breaking, but it’s not like you have to play it or use them to progress. The in-game depiction of police in the face of a legitimate threat meanwhile is, if anything, too restrained when compared to the ongoing real-life police response to imagined threats. Greater issues than either of those are the general clunkiness of the character interactions/movement, and the incredibly annoying energy system. Everything needs energy and there’s apparently no way to recharge it (beyond the basic minimum ‘1-bar’ level) aside from limited consumable items.

    Unlike Dishonored 2, while you can use stealth to get past any obstacle here, you’re equally able to go in guns blazing and play it like a conventional cover-based FPS. That should be a good thing, but instead it ends up clashing a bit with the highly non-linear layout of the various maps; going from peaceful exploring to bullets flying everywhere causes enough whiplash to sort of force you into a stealth mindset in order to keep things consistent. It’s a weird combination and I didn’t end up getting very far before uninstalling out of disinterest.

    And now for something competently different:

    When I first saw Mary Skelter: Nightmares pop-up on GOG, for some reason I thought it was going to resemble the dungeon portions of Tokyo Xanadu. As it turns out, that was completely offbase. Instead it’s a dungeon-mapping game like Elminage & Labyrinth of Lost Souls with an FFT-like job/skill system and a few galge elements. There’s a lot going on here in terms of character/equipment customization, to the point that (at the start of Chapter 2) I’m really not sure learning the upgrade systems’ intricacies will be worth the effort… particularly since the character interactions are so frequently cringe-inducing.


  • DISHONORED2 & DEATH OF THE OUTSIDER

    The sequel to Dishonored plays pretty much the same way while giving more freedom in the Chaos department. You’re no longer locked into the chaotic ending after killing a certain number of people, but instead based mainly on who you kill with quantity being very much secondary. There’s also a variety of endings depending on how you resolve the main missions.

    It’s meant to be played through at least twice, once as Emily and once as Corvo (and if you want all the achievements, those playthroughs will have a no power/power and high/low Chaos split). You don’t need to have played the prequel or its two DLC to follow what happens here, but those that have will benefit from quite a number of references (the Low Chaos outcomes are canon). For those that haven’t… just be aware that this is primarily a stealth-based game; the melee combat is pretty clunky and you’re not really meant to fight foes directly.

    The follow-up, Death of the Outsider, is more like a stand-alone DLC than a proper game. It’s roughly half the size with no collectibles aside from paintings, doesn’t feature a Chaos system, has automatic power upgrades/unlocks, and there are only two endings (wholly determined by your choice in the last mission). While it too treats the non-lethal path through its prequel as canon, oddly enough the lethal ending here comes across as far more natural than the non-lethal one. So while I can certainly recommend buying Dishonored 2 (assuming you like stealth FPP games) I have to suggest skipping Death of the Outsider unless it’s on sale for like $5.


  • Wizardry: Labyrinth of Lost Souls – Conclusion

    Having just beat the the main storyline with two characters (one for each of the ‘good’ endings), and having fully mapped both the Shiin and Trials dungeons, my main takeaway from this game is that the item drop rate is just too damn low.

    It takes forever to farm the weapons you need in order to handle the notable difficulty jumps on Shiin floors 4 and 9, and even with good equipment the last two Shiin levels (and the later Deep Dungeon levels) are just a slog filled with enemies that do 200+ damage to the entire party, regenerate, and dodge a chunk of your attacks besides. It’s not fun in a conventional way… just a masochistic one.

    Good for one playthrough, but no more unless you’re in the market for a mindless timesink.


  • Wizardry: Labyrinth of Lost Souls – First Impressions

    Having only played Wizardy 8 before, my only hopes going into Labyrinth of Lost Souls were that it not be as overtly antagonistic as Elminage: Gothic. Fortunately, that is indeed the case.

    Which is not to say that it’s user-friendly… because it’s emphatically not; nothing is explained or documented. Nothing. Want to know what attributes do? What the class requirements, abilities, or spell gain rates are? Which spells affect a group, all enemies, or have a permanent duration? Well, you’ll have to just use them all yourself and figure it out. It also has similar annoyances to Elminage regarding overly complicated item-related menus, equipped items mysteriously taking up inventory space, and party members in the back row being dead-weight for quite some time.

    It is however better than that game in three ways that make all the difference in the world: An easily accessible map feature, no character aging system, and class changes not resetting attribute points. At the moment I’ve fully mapped the first three floors of both the main and Trials dungeons (alternating between them, Trials # -> Shiin #, appears to be the best way to proceed) and am at level 11-12 with a party consisting of a Thief, Lord, Samurai, Mage, Priest, & Bishop.

    Some advice:
    – The bonus points you get at character creation can allegedly range up to 40 (the highest I’ve gotten is 30, and over 20 is quite rare).
    – Everyone can use Agility & Vitality (and Luck affects drop rates).
    – Immediately buy the two available maps (later ones are loot drops).
    – Buy 2-3 short swords for your front-liners as soon as possible.
    – Be on the lookout for armor that increases magic resistance; magic deals crazy high damage.
    – You absolutely need both a Thief and Bishop in every party.
    – Save after every (successful) battle, before opening any chest, and before trying to resurrect anyone.
    – Levitation, Battle Aura, & Advanced Reflex all last indefinitely (until you either leave the dungeon or hit an anti-magic area).
    Item Drop Chart someone put together.
    Alternate text version sorted by dungeon level.


  • Fate hunters & KingdomCome: Deliverance

    Fate Hunters is a game very, very similar to Slay the Spire. A bit easier though, so long as the ‘Reinforcement’ option is turned off (which it probably should be on your first few attempts), thanks to the introduction of disposable ‘one use’ cards you can pick up without fear of ending up with an oversized late game deck.

    The Inquisitor focuses on healing & self-damage with a subfocus on discard. The deck I eventually beat the final boss with was a treasure-heavy Pot of Greed/Empress deck that focused on the combo of Seal of Repentance -> Holy Fire -> Nemesis. The Arcanist specializes in multiple-choice effects, random damage, and duplication, with a subfocus on weaponry. I ended up beating the tower with a Fireball-heavy Wheel of Fortune build with Magic Rune and Fire Rain.

    Unlike those first two characters, the Raider is somewhat more limited in build choices and you’re pretty much forced to focus on a Soul Stone-centric build… though that’s far from a bad thing since Soulstones are quite versatile. The winning deck here ended up being centered around Dark Flame, Famine, Souls Bust, and Soulstorm. The fourth and final unique character is the Berserker, which specializes in Wound creation (far trickier to handle than Soul Stones) & criticals with a subfocus in discard. This time I ended up clearing the tower with a weaponry-centric Hermit build; Feel No Pain and Deadly Swing have no downsides when only a single Wound can be in your deck at a time.

    The final character, the Spy, is a medley of the others. You can build a deck mimicking one of the above builds, or mix and match from multiple builds. The later is quite risky though and can easily result in a deck that does nothing particularly well. The winning combination I ended with was a Curse-heavy self-damaging Possession build (Cursed Sword, Philosopher’s Stone, Eviscerate, Unbreakable, Nemesis) which transformed into a Hermit deck on the last floor.

    So yeah, the game’s fun. I don’t think it’ll have as much repay value as the aforementioned StS though due to the reduced complexity. Of course, that’s to be expected since the entire installation is <300MB. Pick it up on sale sometime for ~$10 if you enjoy StS.

    Switching gears now we come to Kingdom Come: Deliverance, which at first glance appears to be an open-world RPG. While that should be right up my ally, in reality the game bears an unfortunately strong resemblance to a medieval life simulator. A hunger system, an energy/tiredness system, a cleanliness system, a food decay system, an equipment deterioration system, an overly complex real-time locational-targeting-centered melee combat system, and a highly limited ability to save your progress.

    I got to the second area and just kind of lost all will to proceed, since I most certainly don’t play games to be forced into doing things I already have to do in real life. The visual quality is quite impressive though. If you want to give it a shot, make sure to grab the KCDTweak utility to reduce/eliminate some of the inherent annoyance.


  • Shadow Warrior 2 & The Bureau: XCOM Declassified

    While Shadow Warrior 2 may at first glance look like an FPS, in reality it’s an action RPG with quite a few character progression options. Unfortunately (and similar to Cosmic Star Heroine) it also has an overwhelmingly unconventional sense of humor made worse by some notably lackluster voice acting. The actual gameplay though is pretty good once you accept that you’re expected to get hit and take damage (there’s no dodge/block ability apart from a specific Katana move).

    The Bureau: XCOM Declassified on the other hand is a more conventional FPS, albeit a squad-based one with cover shooter gameplay similar to Mass Effect 2. Squad tactics are very important here if you’re playing on the higher difficulties; a style of play facilitated by a ‘bullet time’-like mechanic that lets you give orders in relative peace. There are some notable negatives however: Saving is restricted to checkpoint autosaves, the character interactions are pretty terrible, and the PhysX graphic options are broken by default (while they can be fixed easily enough, doing so results in extreme slowdown at certain points).


  • Hand of Fate 2 & Shadowrun: Dragonfall

    The second Hand of Fate game is essentially a slightly refined/expanded version of its predecessor. If you’ve already played that then you’ll know whether or not you’ll like this, and if you haven’t then you may as well just start here.

    As for its recently released DLC… well, you might as well grab that too. While the new cards aren’t really anything to write home about, the new companion is remarkably useful.

    Similar to the above, Shadowrun: Dragonfall is mechanically just a refined Shadowrun Returns and you’re basically paying for the base campaign. Which, granted, certainly does feature more roleplaying opportunities and choices than the earlier game. What’s a bit odd though is how most of the various NPCs in your central hub have evolving storylines which don’t actually go anywhere; they’re pure flavor text.

    A few quick things about it:
    – Your PC has to be a Decker to access everything.
    – Decking and Charisma don’t need to be higher than 6 for dialog checks.
    – The Security and Corporate etiquettes are both useful for avoiding annoying fights.
    – Bonuses (such as those from cyberware) can’t raise your stats above 11.


  • LEGEND OF GRIMROCK II

    Unlike the first game (which got kind of annoying with everything being underground), I actually managed to complete this one at character level 14.

    While I’m not a big fan of puzzles, most of the ones here are thankfully logic-based and can be solved with enough trial & error. There are only a couple that require the use of specific items or codes based off obscure messages (and for those I suggest consulting a walkthrough). The biggest puzzle is really what sort of party composition to make and to determine that I strongly suggest reading through this character creation guide. Classes play much differently than you would think and you absolutely must have someone with a maxed out Alchemy skill.

    As for combat, some of the encounters can be a bit tricky but none of the enemies ever come across as unfair or require obscure and/or unintuitive tactics. Really the worst I can say about the combat aspects are that when/where you acquire injuries seems to be completely random. Another complaint would be the hunger system, as I unilaterally hate all hunger/thirst systems, but that’s easy enough to disable using a Save Game Editor (simply set the “food_rate” CHAR STAT to 0).

    So all in all it ends up an enjoyable experience with only a handful of occasional annoyances.


  • Elminage: Gothic

    There are two kinds of difficulty, fake difficulty (primarily arising from having the adversaries cheat) and real difficulty. This game unfortunately includes both varieties in a particularly tedious and hassle-filled combination.

    On the one hand it features enemies that can do all the same things your characters can (including instant-death attacks) in great numbers (encounters range up to groups of 18). This is real difficulty. On the other… it also gives enemies abilities your characters can’t possess (even if you Summon Contract them; such as formation switching), gives them infinite spell casting, resets your attributes to the racial (not class) minimums if you multi-class, has equipped items reduce your free carry space, completely disallows resting outside of town, and restricts having a basic map to a specific spell/item (L1 Mage/Magic Map). That’s all fake, artificial difficulty.

    The two real deal killers are the map system, since the environmental graphics are incredibly bare-bones and floors are filled with miles of identical walls and doors which inexplicably auto-close behind you (more fake difficulty), and lack of a dungeon-based resting system which makes primary spellcasters dead weight most of the time… unless you had the fore-knowledge to make them Dragonewts for the Breath attack. It also doesn’t help that leveling is unexciting; apart from gaining new spells (which you’ll rarely use in normal encounters) the only other useful level-up abilities come from ‘mastering’ a class at level 26+.

    If all that wasn’t enough though, there’s also the technical issues. Sometimes left-clicking won’t work as a selection command (such as when transferring items between characters) and you have to use the relevant keyboard command instead (Enter by default), using the ‘repeat last round commands’ function does not repeat the character ordering if you set it, the identify/disarm traps menu is a clunky mess, and the town menus are an unintuitive labyrinth.

    So no, I don’t think I’ll be playing any more of such a highly random and deliberately antagonistic game. Some resources if you decide to attempt it:

    Useful Information and Walkthrough
    Cheat Engine Table (GoG Version)
    Age Stat Growth and Spirit Pact Information (GoG Version)