• Tag Archives First Person Perspective
  • GWENT – Rank 18

    After the last post I ended up stuck at Rank 17 for like a week. Couldn’t gain any traction whatsoever against all the Butterfly and Kaedweni Sergeant decks that were suddenly so popular.

    So I built a Eithné deck specifically to fight them:

    • Smuggler x3, Trapper x2, Dragoon x3, Thunder x1, First Light x1, Shackles x1, Epidemic x1, Mardroeme x1, Lacerate x2
    • Toruviel, Ciaran, Myrgtabrakke, Braenn, Nature’s Gift, Necromancy
    • Saskia, Saesenthessis, Schirrú, Ithlinne

    Unfortunately, I was not skilled enough to make the most of it (making dumb misplays rather often) and didn’t get very far. So to hell with it I thought, I’ll go back to my roots with John Calveit:

    • Golem x3, Pikeman x3, Brigade x2, Medic x2, Rot Tosser x3, Emissary x2
    • Peter Saar, Aukes, Assire, D-Bomb, Fake Ciri, Cantarella
    • Cahir, Vilgefortz, Tibor, Letho

    Less weak to player error and far better at topdecking… and it certainly didn’t hurt that Letho plays havoc with Fogling/Resilience strategies… this deck finally broke me past the 3600 point barrier. The only change I made since putting it together was switching out Twisted Mirror for Assire (it was a dead card too often and I sometimes ended up without any cards to draw). Now let’s see if I can make it any higher.


  • GWENT – Rank 16

    I’m continuing to play this game almost religiously.

    After my earlier success with the Bran-Discard deck I hit something of a wall, winning and losing in equal measure. Changing things up I switched over to a Calveit-Spy deck following the random acquisition of the Rainfarn card in a keg:

    • Golem x2, Brigade x3, Medic x3, Engineer x1, Rot Tosser x3, Emissary x2, Ambassador x2
    • Peter Saar, Aukes, Vanhemar, Decoy, de Wett, Fake Ciri
    • Cahir, Rainfarn, Vilgefortz, Tibor

    I had remarkably good success with this and practically flew up the ranks. It has bad matchups against both Elder-Consume and Voorhis-Reveal though (two popular archetypes right now at this position; the third being Dwarf-Boost) and I’m debating whether or not to fit Letho in somehow.

    Aside from that one I have two other ‘main’ decks I switch between in ranked play. A slightly revised version of the previous Bran deck (which I saw at least two other people playing):

    • Queensguard x3, Pirate Captain x3, Pirate x3, Priestess x1, War Longship x2, Shackles x2, Mardroeme x1
    • Champ of Champs, Donar, Operator, Sigrdrifa, Svanrige, Alzur’s Double-Cross
    • Ermion, Villentretenmerth, Ciri: Dash, Decree

    I picked up Villentret for an Elf control deck, but he worked out remarkably well here as well… still might switch him out for Lugos or Coral though. The bronzes haven’t changed much but the silvers were switched around often; I may yet go back to running Johnny instead of Operator and Svanrige is still underwhelming (following the post-update nerf, Morkvarg’s no longer in the running).

    As for the third deck, well I took my own advice from earlier and saved up the necessary scrap to build a more powerful monster deck. Elder-Consume in this case:

    • Celaeno x3, Nekker x3, Ekimmara x2, Vran x2, Behemoth x3, Mardroeme x2
    • Grave Hag, Fiend, Katakan, Crone x3
    • Ge’els, Caretaker, Decree, Succubus

    It’s pretty standard, with the only real departure from the norm being the Mardroemes. I was running Kayran instead of Caretaker for a while, but playing the Kayran more often than not resulted in severe card disadvantage.

    The recent hotfix definitely altered the metagame. With weather no longer being so dominant it’s now possible to actually play decks without being forced to find space for 3+ weather-removal cards, which opens up a number of options. While it was manageable, there is no denying that weather was definitely overpowered before with average bronze weather cards being able to shift the power balance far more than average bronze unit cards.

    It’s still powerful now, you just can’t run all-weather decks anymore. So all in all I’d have to say the change was welcome. The Morkvarg and Olgierd changes are a bit more questionable though. Well, we’ll see how things go.


  • GWENT

    So, since shortly after the public beta started, I’ve fallen down the Gwent rabbit hole. It scratches that card game itch I previously soothed with first MTGO (stopping after it seemed like WotC cared more about making money than satisfying their customers; shortly after the super epic rares popped up I think it was) and then slightly more recently Duel of Champions.

    Having spent no money on this just yet, I’m at level 32 (floating between ranks 11 & 12) with pretty much all the bronze cards, some key silver cards, and a handful of gold cards.

    Starting out in ranked play I went with Henselt-Reavers (I’m missing the golds and witcher trio to make it really good), then moved on to Elder-Consume (missing all the golds) and Voorhis-Reveal (lacking the reveal golds), next to Elf-Control (missing Villentret), and finally ended up having the most luck with Bran-Discard:

    • Queensguard x3, Pirate Captain x3, Pirate x3, Priestess x2, War Longship x2, Mardroeme x2
    • Champ of Champs, Morkvarg, Donar, Operator, Sigrdrifa, Svanrige
    • Ermion, Ciri: Dash, Drought, Decree

    Primarily the deck wins with giant Pirate Captains, supported by giant Ciri, but it also has a bit of a Queensguard-resurrection backup plan (whether you use Operator on them or the Captains depends on the matchup) and I’ve also won a number of games thanks to a 20+ power Champion of Champions.

    The Mardroeme used to be Raiders, but I desperately needed more removal. Svanrige has been a bit underwhelming while Cerys, Coral, Kambi, and Lugos are all possible Drought replacements I’m considering. That said, I don’t really like playing Skellige and so may instead save up Scrap for the cards necessary to make a better Monster (Kayran, Ge’els, Crones, Succubus, Woodland Spirit), Elf (Villentretenmerth), or Nilfgaard (Leo, Letho, Vattier) deck.


  • Agarest War Zero

    While originally I had no intention of ever playing this game, when I went to try out the PC version of Agarest 2 I found that you could import a Zero save to get some free items.

    Since the GOG version of the game does not appear to have access to any of the DLC (and I obviously can’t import a PS3 save file) getting a Zero clear save appeared to be the only way to cut down on the early grinding. Which gave me an excuse to stop ignoring it.

    Honestly I wish I kept ignoring it.

    While it does show you exactly what the characters in Agarest 2 were talking about during the artifact and Chaos/Summerill conversations (and you get to see an early version of Eva) it turns out that nothing of note was omitted from those conversations. When you combine that with the large amount of required grinding and ‘unwinnable’ battles that you’re supposed to lose… well, there really ends up being no reason whatsoever to play it.

    I’ll just leave these here though in case anybody else wants to see for themselves:

    Cheat Engine Table (GOG Version)
    True End Post-Game Save (GOG Version)


  • 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).


  • 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’.


  • Agarest War 2 – Endings

    So I ended up going through all 3 endings and even wrote a walkthrough.

    First the Bad End: This ending is not as bad as its name might suggest, at least from a metagaming perspective, as while the story’s conclusion is certainly quite bad you do get access to a bunch of Guild Commissions that are otherwise only available to complete in the True End. Next the Normal End: It’s okay and you can get a couple Items that are normally only found in the True End from the final boss.

    Which leaves us with the True End. The path the story takes in this ending is remarkably dark. Quite dark indeed with a surprising amount of death, and whether the goals/conclusion justify that or not is debatable. The most surprising thing about this ending though is that Schwarz has somehow managed to become a decent person.

    Funny story:

    While on the third playthrough, my PS3’s disk drive decided to start refusing to read disks after I ejected the game once during a freeze. So I was left with a dilemma. Get a new PS3? Turns out they’re still remarkably expensive. Get the PC version? The save data won’t transfer. Fix the drive? I couldn’t find the right tool to open the case. Which left me with: Buy the game digitally from the PS Store and play it directly off the HD… which is what I did. It ended up running a hell of a lot smoother that way too and I never had another freeze.


  • Agarest War 2 – Third Generation Start

    Second generation now complete. While the protagonist never gets any better where the heroines are concerned he does show glimpses of a decently entertaining personality when dealing with opponents, so that was a bit of a help. Less helpful is the front and center brother/sister incest plotline that makes up about half the main storyline of that generation.

    The third generation looks to be a return to the first, with the new protagonist being rather subdued. A bit too subdued perhaps… and goth as fuck. All these new characters being recently introduced (the elf girl from last gen, the new hero, and the ‘fake little sister’) though is playing a bit of havoc with my skill setup. I’m not sure who exactly I want to use in the final party, I don’t have any points left to train the new additions, and there’s still apparently two more new characters that will join. I was using Fiona and Eva (the Blackhole special move is a godsend) but now they’ve become kind of redundant with one another with Eva being just slightly better overall.

    Some general things I’ve since discovered:

    • In the upper right corner of the battle screen you can see if any extra enemies are set to appear later in the battle.
    • Out of the way areas of the world map often have glowing spots that pop up when you get close which contain Attribute+ items.
    • You can press R2 to skip attack animations.
    • Reinforcing and Enhancing your equipment makes a huge difference in combat, and most Enhancing at this level is pretty cheap relatively speaking (40k gold and some Ore to max out an item).
    • The free DLC dungeons are fantastic places to train/grind since they’re mostly populated with monsters from the next generation.
    • Agility is nowhere near as useful as it first appears. It only comes into play if two characters have the same Wait value, otherwise Wait alone determines turn order. Meaning you only need it high on one character to get the first turn.
    • Strength/Dexterity (melee) and Intelligence (caster) are pretty much the only stats you should be spending level-up points on. Vitality is only useful on low-level characters (the HP gain is not retroactive) and Mind isn’t really useful at all.
    • After completing a main story mission and heading back to town through the portals, leave the town manually to see if any events are waiting to trigger at the outside entrance.

  • Agarest War 2 – Second Generation Start

    So, I made it though the first generation after all.

    Turns out that, a lot like the first game, once you get access to better combination attacks the battles become… not easy exactly, but much faster and less of a slog. There’s still quite a bit of grinding involved however, so if your console’s connected to the internet I strongly suggest grabbing all the free DLC to help with Gold and TP (and get the bonus dungeons).

    You may not want to use the free DLC items though, as they’re quite overpowered and may make it harder to pick up on the combat system’s quirks (while I used them in the first game, I avoided using them here).

    If you’re worried about missing things, I strongly, strongly suggest checking out one of the two True End guides around, as after finishing the 1st generation I took a quick look to see what events I missed, and apparently something like 50% of them never showed. It seems most require extremely specific character affection levels to trigger and are timed besides. I also tried out that Bathhouse minigame to see if it was as terrible as suspected… and it kinda is. Speaking of ecchi:

    The ecchi issue is still quite serious, with the end-of-generation ‘choose a wife’ bit being much worse than I remember it being in the first game. And then there’s the protagonist for the second generation, who’s a huge asshole and hates his predicament. He’s even worse than the equivalent in the first game, apparently being vocally misogynistic on top of it all. This generation might actually end up being more of a trial than the last if his personality never improves.


  • Agarest War 2 – Initial Impressions

    I bought this a long time ago for the PS3, after having enjoyed the collectable aspect of the first game in the franchise, and never got around to really playing it. Partly that was due to the near-complete lack of FAQs/walkthroughs, and partly because I read how the True End can only be achieved by playing a terrible bathhouse minigame.

    Recently started seriously getting into it, and it’s not very good so far (having just opened up the second two portals). It has the same issues with grinding and game difficulty as the first Agarest War does, made even worse by its rather strange battle system. Instead of being a turn-based strategy game, this uses a weird mix of turn-based and button-combo action where your movement on the battle screen grid and the characters’ turn order may as well be completely random.

    Each character gets their own turn, but if they’re in a formation then all the other characters can attack on that character’s turn as well (but only attack, they can’t use support abilities/items). This is also true for the enemies, which means any battle with more than 3 enemies can get ridiculous extremely quickly as they just unload on your weakest party members without you being able to do anything about it. Since you have no control over your movement you can’t position yourself to hit multiple enemies at once or move out of their attack range (and the game doesn’t even notify you if an attack you’re about to make will take you out of formation).

    Ultimately though, the battle system is just a sidenote to the real problem this game has: The ecchi. The first game in the series has some questionable content, but most of it is just one-off events you can skip/avoid. This rams the bouncing breasts, scantily-clad children, and questionable ‘divine vessel’ premise right down your throat. And then there’s Jainus, hitting on everything that moves.

    Not sure I’m even going to make it to the second generation here.