• Tag Archives Third Person Perspective
  • THE: TECHNOMANCER

    The followup to Mars: War Logs (chronologically they take place concurrently and there’s a few retcons, so you don’t need to play that first) manages to improve upon almost every single aspect and adopts more of a Deus Ex feel.

    The previous technical issues (keybinding, refresh rate, FOV) have been addressed, environments are much larger and varied visually, combat’s far more fluid, companion commentary has been greatly expanded, many quests now have multiple ways to resolve them, and the dialog and voice acting are both much better. So what hasn’t improved? The backtracking. There’s still a ton of it (particularly if you want to do the side quests) and there’s no fast travel system to speak of.

    The combat difficulty has also been increased a bit. The name of the game now is disruption… also avoidance. You do not want to get hit under any circumstance because it will hurt. Badly. So you’re basically left with two paths to choose from: A strength build that switches between Warrior (multiple enemies) and Guardian (1-on-1) or an Agility build that specializes in Rogue. Rogue is insanely good since it has a ranged attack and you no longer take damage while dodging… but it lacks an AOE attack and has comparatively limited disrupting abilities until/unless you unlock the relevant passive handgun skills.

    As far as Talents go you’ll want at least one point in Lockpicking, Crafting, & Science (whether you need a second point depends on your companion bonuses; the third can be gained by specific armor). Max Charisma if you want to resolve quests that way, and put at least two points in Stealth if you’re playing on any difficulty higher than Normal (using headgear to get the third). The one point in Exploration you can get from either headgear or a companion is plenty. Attributes are straight-forward with Warriors & Guardians focusing on Strength/Constitution (or Strength/Power) and Rogues on Agility/Power while Skill choices depend on what stances you prefer to use. Expect to reach level 34-36 before heading off to the last area.

    All in all I’d say the game is definitely worth picking up on sale sometime if you’re a fan Deus Ex-y RPGs.


  • MARS: WAR Logs

    Mars: War Logs brings to mind three particular games; Gothic, Deus Ex: Invisible War, and Dishonored. Mostly Gothic though.

    The very first thing you need to do is check out the PCGaming Wiki entry on the game in order to address a few technical issues. Keybindings can only be changed by modifying the relevant configuration file, and the same is true for the refresh rate (which defaults to 100 for some bizarre reason) and field of view (the starting value allows you to see basically nothing).

    The game itself resembles the Gothic/Risen games in combat style, leveling system, dialog, and plot developments while being structured a bit more like Invisible War. The Dishonored similarity is minor, with just the morality system bringing it to mind. It’s an… interesting combination that’s playable enough despite some exceptionally cringe-worthy aspects (such as the potential romance with a childlike and somewhat deranged half-naked abuse survivor), and though relatively short and heavy with backtracking ends up decent enough to justify buying on sale.


  • BATTLETECH & The Banner Saga

    Sometimes when people make a really big deal out of a particular part of a game being bad, the majority of the game actually turns out to be decent to good. Unfortunately, in Battletech‘s case all the complaints turned out to be 100% accurate.

    The bones of an entertaining tactical RPG are there and combat on the face of things is engaging. The problem lies in the number of enemies arrayed against you, the number of sudden/random reinforcements they get, the limits on how many mechs you can field, and the X-Com-like resource management elements. You’re always going to be taking damage while heavily outnumbered, and trying to avoid battle (by, say, traveling a side path instead of approaching an enemy directly) only leads to being even more heavily outnumbered when crossing an invisible threshold suddenly triggers the appearance of more units. It’s simply not fun.

    The Banner Saga, which I finally got around to giving a second chance, suffers from a similar problem. While you don’t have to worry about resources as much (running out of supplies and having everyone starve to death apparently doesn’t actually affect much of anything beyond Morale level) the issue of facing nothing but battle after lopsided battle while traveling along a straight line is a real one. Ash of Gods gives you actual choices that felt like they had meaning/impact on the progress of the story; the few choices provided here are laughable in comparison.


  • The Legend of Heroes -Trails of Cold Steel II-

    With the way the prequel ended I had feared this would turn into some kind of Gundam ripoff. If only. Instead what it delivers is purestrain cringe worse than DQ11.

    It’s especially fond of forcing you to lose or ‘lose’ battles: In addition to a couple battles that literally cannot be won it features battles you win but the story acts like you lost, and battles you win but some random event occurs immediately afterward that requires a 3rd party to magically appear and rescue you. It’s a real bad look. Speaking of battles, the combat remains mostly unchanged (physical attacks miss more often, magical attacks are slightly faster, a new limit-breakish feature has been added) and just as tiresome as ever. Bosses are still massive damage sponges and this time around most of them have access to some kind of healing ability as well, making abuse of the Delay system pretty much mandatory.

    Structurally there’s been a huge change however as the Tokyo Xanadu elements have been mostly removed to be replaced with some Suikoden elements instead; namely the whole wandering the countryside to pick up people to populate your base with bit. This results in most of the game being somewhat non-linear and far more engaging than the prequel from an exploration perspective (though do be aware that the second epilogue returns to that previous ‘explore school’ -> ‘explore old schoolhouse’ format).

    That’s right: Second epilogue. The first has you controlling characters from the Crossbell games and feels incredibly disconnected from everything else. So yeah, content-wise this game may actually surpass the prequel… making the painful plot developments and monotonous combat a real shame.

    Is it worth playing? If you’ve already completed the first then you may as well resolve that cliffhanger. If you haven’t played it though then you’re likely best off avoiding both of them (avoid the DLC regardless, as II‘s is even more worthless than the first’s). If you do decide to play (the GOG version of) it though, take note that the older 1.4 version has to be installed in order for achievements to unlock.


  • The Legend of Heroes -TRAILS OF COLD STEEL-

    A follow-up to the third Trails in the Sky game, this one takes place in a different location and features a mostly new cast. So you don’t need any familiarity with the earlier games to understand what’s going on (though knowing who Oliver is and what Bracers are will help).

    It took me this long to play it due getting burned out on the constant combat (not this series’ strong suit) of the aforementioned 3rd Trails entry. Which ended up being a good thing since it meant I got to play Tokyo Xanadu first. As it turns out, ToCS is half Legend of Heroes (the combat and field trips) and half Xanadu (pretty much everything related to the school).

    The characters are stereotypical for the most part and thankfully display only a minor amount of cringe-inducing behavior while event developments are just what you’d expect from Trails game. The combat as mentioned is pretty much the same as previous franchise installments, as is the ease in which you can miss optional content. Using a guide is pretty much mandatory if you want to see/collect everything and even then you’ll need at least two playthroughs. Only want to get the max bonuses for an import into ToCS II? That’s also going to require two playthroughs (unless you do an insane amount of grinding).

    And while at first glance that can seem daunting with the massive amount of dialog the game has, if you make good use of Turbo Mode combined with holding down the ‘Cancel’ key to fast-forward cutscenes a second run through the game shouldn’t take nearly as long as the first. Incidentally, if you happen to have the Japanese audio enabled you may notice that the translation trends toward the liberal side of things. Not enough to character assassinate anyone mind you… but enough to be noticeable at times. Oh, and avoid the various DLC since they’re completely worthless (unless you really like the costumes I guess).

    Anyways, it’s a decent enough game with a lot of content (60+ hours if you talk to everyone), but if you’ve recently played those other games mentioned above I’d strongly suggest holding off on this since it’ll likely come across as a tiresome retread if you don’t have some distance between them.


  • DRAGON QUEST XI: Echoes of an Elusive Age

    I sincerely wish they would do something about this franchise‘s character/enemy design. The quality of the animation and visual effects is top notch yet consistently ruined by hideous and/or cartoonish faces, with the contrast being especially glaring in this most recent installment.

    Visuals aside the gameplay is standard JRPG turn-based battles combined with semi-linear area exploration. So nothing to complain about (or praise) there. Leveling is a mix of ‘classic’ automatically unlocked abilities and skill points that can be spent to unlock additional options or stat boosts in a manner similar to the systems found in FFX and FFXII (though greatly simplified). It’s an interesting choice and fortunately there’s a repec option available to promote experimentation. There’s also a crafting system… which is cute but sort of extraneous.

    As for the storyline and a good chunk of the character behavior, sadly they fall in line with the character design issue. Which is to say they’re godawful. Painfully so. As of the start of the second half of the game only one or ~maybe~ two plot developments didn’t involve hardcore railroading and/or illogical deus ex machina. It’s been a real struggle not to just look away and button-mash through any cutscene dialog. Oh, speaking of buttons, the PC port of the game is pretty decent as far as control schemes go (though I do wish you could bind both the movement and D-pad commands to the same keys) and doesn’t appear to have any glaring issues or system settings-related omissions.

    So can I recommend playing this game? No, not really. It doesn’t do anything new and some of the things it decided to revisit were better off buried.


  • Tangledeep & Slay the Spire

    Tangledeep is a roguelike in the vein of ToME, just notably less complex… more mobile-gamey. If you haven’t played that yet then this may be worth checking out so long as you make sure to activate Mana/Stamina regeneration (the respawn rate heavily punishes the default no-regen setting). If you already like that though then there won’t be much for you here.

    Another roguelike, Slay the Spire is closer in structure to FTL. The combat is quite different however and resembles a card game, albeit a somewhat 1-sided one since the enemies don’t play cards. The gimmick here is that every replay (a run through the Spire lasts about an hour and a half if you make it to the endboss) requires rebuilding your deck based on what reward options happen to pop-up, with each playable character having different cards to choose from. It’s certainly fun if you can handle the massive amount of deckbulding-related randomness (make sure to prioritize card removal events since you can’t do that manually) and I ended up eventually beating the Spire’s Heart with all three characters:

    Continue reading  Post ID 7660


  • Grim Dawn – Elite, Ultimate, & Hardcore

    Playing through the game in Elite difficulty is pretty much identical to Normal: Enemies have higher max levels (ranging from the high 60’s in Act 1 to low 90’s in Forgotten Gods), enemy HP is given a boost (generally only noticeable where bosses are concerned), the PC’s upper resistances (elemental, poison/acid, & piercing) take a 25% hit, and the item drop rate is notably improved (with some bosses dropping completely new items). Aside from the addition of two new smiths and a couple Devotion Shrines the maps and quests are completely identical (you do get the option of changing which factions you’re aligned with, but that choice is retroactive for the Kymon/Order, Outcast, and Barrowholm factions; return to Normal and your alliances will now match the Elite choices).

    Meaning there’s little point in playing through Normal once you have access to Elite… which is where Forgotton Gods comes back into the picture. One of the less obvious additions it makes to the game are a set of ‘Difficulty Merits’ which you can purchase from the new non-faction vendor (when playing on Elite/Ultimate) and then transfer to other characters. Not only do they automatically unlock the higher difficulty levels for that character along with all inventory bags, but they also grant the bonus skill/attribute points you’d normally get from certain quests on lower difficulties and, far more importantly, activate all fast-transit portals on lower difficulties as well. So once you get a single character through Act 1 Ultimate, all future characters can get a massive head start to cut out all the busywork in Normal:

    Make a new character, clear the Burial Cave to get access to your Stash, use the Ultimate Merit and pick up a +XP potion (sold by the Malmouth faction vendor at max reputation), jump into Ultimate difficulty and use the potion, talk to the gatekeeper and spirit guide for a massive amount of experience (wear the Explorer’s Hood for an additional boost), leave Ultimate and enter Elite, talk to the gatekeeper and spirit guide here for a less massive but still large amount of experience. You’ll now be level 18+ with several bonus skill/attribute points and full access to nearly all areas in Normal and Elite. From that point you can do a speed run of Normal, just focusing on the shrines and main quests to hopefully hit level 50 (the point Legendaries start dropping) before jumping into Elite and playing normally.

    But what about Ultimate? I saw a lot of talk about how Ultimate was ‘the real game’, ‘totally different from Elite’ and so on, building it up to the point I was hesitant to try it. Turns out that was all bullshit. The difference between Ultimate and Elite is almost exactly the same as the difference between Elite and Normal, it’s just that your lower resistances (bleed, vitality, aether, chaos) take a 25% hit now as well and a set of unmarked bonus quests get added. As long as your resistances are near maxed and your total DPS (not weapon DPS, the total from all damage sources) is 40k+ you won’t have much/any trouble with Ultimate. As an example look at this character.

    That is certainly not endgame equipment and the damage output is pathetic and yet… I’ve been steamrolling Ultimate so far straight through Darius. The other character I’ve played in Ultimate with was the much earlier mentioned Purifier (slightly modified with FG additions), which breezed through Act 1 Ultimate annihilating everything in its path.

    But wait you say, why are you even bothering with that comparatively lackluster Warder? Because that’s a Hardcore character. While the Purifier may deal out insane amounts of damage, it’s less adept at taking insane amounts of damage. Since a single death means the end for a HC character, my attempt to grab the various related achievements by necessity was made with a heavily defense-focused build. And death can come at any time, even for a character that seems to have God Mode enabled while playing it.

    The Warder you see isn’t my first attempt at an HC run. It’s the second, with the first being a Shieldbreaker which died in Act 6 Elite. How, oh how did I manage to get such a theoretically unkillable build killed? Player error of course. In Mourndale I ran across Grava’Thul at level 88 and was promptly hit by his dispel attack. This being completely unexpected (I did not know there were two different Cthonic Nemesis enemies and had killed the first with no issues earlier) I was thrown into a state of shock and promptly fumbled around with the hotkey bars trying to reactivate the buffs (misclicking and deactivating the ones just reactivated) and was ultimately killed while trying to use a health potion which had not been bound to the secondary hotkey bar. Ironically, my first D3 hardcore character died in a similar manner.

    So yeah, that was totally my fault and not the build’s. The important lessons learned there were A) Keep essential modal buffs on the primary hotkey bar, B) Make sure the health potion is bound to the same key on the secondary hotkey bar, and C) Be extremely careful when engaging Nemesis monsters.

    As a bit of a post-script, an incidental lesson was learned while playing the Warder: Armor Piercing does not reduce enemy armor effectiveness as I had long assumed, instead it converts physical damage into piercing damage. Which depending on build may actually result in less damage being dealt.


  • Grim Dawn – Forgotten Gods

    Forgotten Gods is the second Grim Dawn expansion, being mostly notable for adding a number of new Devotion options along with a new class option. The Oathkeeper has a very Paladin-like feel to it and specializes in shields, fire (or alternately acid) damage, and adding retaliation damage to attack skills.

    So far I’ve played through Vanilla+Malmouth with 4 Oathkeeper blends (and through FG with 1):

    A Sentinel was the first, handily replacing my earlier concept of a retaliation build. Aegis of Menhir and Righteous Fervor are great and the Guardians are fantastic. Meanwhile, Ascension and Presence of Virtue (for this build anyway) offer a wonderful mix of offensive and defensive support. It’s practically a pure Oathkeeper, though the healing and added retaliation from Blood of Dreeg is not to be underestimated. At the moment (post-Malmouth, pre-FG) they look like this; note that I have to reset the Devotions because Dryad wasn’t as useful as I thought it would be.

    With storage space getting a bit tight at this point (1 extra tab isn’t really enough for an expansions’ worth of content) it seemed a good time to finally get rid of all the poison-focused gear I’d been collecting for some time now. So I decided to make a Venomblade Dervish (in contrast to the above, this is practically a pure Nightblade). While they certainly kill things quickly enough, they’re remarkably squishy and I think I’ll have to alter the Devotion setup to include Behemoth and maybe Chariot for some more health restoration; the Ancient Grove boss killed it more or less instantly with that multi-eruption thing it does.

    Becoming somewhat focused on the Corruption of Gargabol pistol while scrolling through the item database the next character ended up being a gunslinger Oppressor. I had forgotten how effective dual pistols were at efficiently killing things and anything that survives the barrage gets a Bone Harvest to the face. The build was a lot of fun before the recent patch that changed the Terrify effect to Confusion, and will probably be even better now.

    Which brings us to the fourth character, a Cyclone Archon, the only one I’ve so far taken through the FG storyline content. Vire’s Might and Eye of Reckoning are both pretty great and synergize well; rush into the middle of a hoard, pop Ascension if it’s a hero/boss, and just start spinning around. It’s such an effective tactic at melting enemies that I’ve often forgotten I even have Wind Spirit. Briarthorn on the other hand is more of a mixed bag. Against most stuff it serves as a perfectly fine damage boost, but against things with AOE death effects (Malmouth’s aetherials for instance) it just dies constantly and the points may be better off in Presence of Virtue.

    And what’s that storyline content like? Well, the first half is much like Act 2 visually with an assortment of mostly Beast-faction enemies; dinosaurs, grobles, basilisks, beetles, scorpion-men, gryphons (fat harpies). There are also a few undead (basically just larger zombies) and some ‘Eldrich Spirits’ (repurposed wendigo spirits), which serve as the new enemy faction. The second half in contrast is much more unique visually (lava-flavored interior ruins aside), being mostly populated by Eldrich-faction creatures (poison-flavored Bysmiel mongrels, reskinned ryloks, stuff that looks like the animats from Pillars of Eternity) including re-designed Kymon enemies who prefer fire magic and crossbows to their earlier rifle/lightning setup.

    Though it forces you to side with one of the three new factions, doing so does not make the others hostile (all the choice does is change which series of quests you get offered). So there’s no reason not to side with a different faction in each difficulty level (for bounties stick to the Sister Crimson and Brother Segarius ones). You can do the Shattered Realm content immediately or wait until after everything else is finished, and I suggest the latter to make things as smooth as possible. Even then however it’s not really worth going past the 5th Shard with any builds that can’t quickly dish out a ton of damage (the Archon build above at level 72 cleared the 1st-25th Shards without notable issue… although the levels with floor hazards were a pain).

    So is the expansion worth buying? Depends on how much you like the Oathkeeper, want/need the new Devotion options, and if you’re interested in the new class of movement abilities (which, granted, fill a much needed mobility hole). If you just want more storyline areas to explore though it’ll probably end up quite disappointing (particularly when compared to Malmouth).


  • Pillars of Eternity II: Deadfire – DLC

    All three of the large DLC released for the game are roughly the same size (more or less equivalent to the full scope of one of Neketaka’s districts) and geared toward an endgame party. Which is a bit of a problem since the level cap has not been increased… meaning you’ll spend even more time than before gaining tons of wasted experience.

    The Beast of Winter is the first of them and is best tackled with a level 15-16 party, depending on difficulty (though if you want to face either of the two endbosses in combat you’ll probably want to be 17+). And make sure to pack weapons/spells that can do fire and/or crushing damage to have a slightly easier time clearing the opposition. Combat aside it’s notable mainly for adding an additional henchmen option and giving a number of interactions to Ydwin, raising her up to the status of companion during your time spent in the related areas.

    Seeker, Slayer, Survivor is a very different sort of DLC and cannot be accessed until after completing the game’s main He Waits in Fire quest. So while the ‘recommended’ level is 16 you’ll almost certainly be closer to 20 unless you’re doing a low-level challenge of some sort. That’s a good thing though since the difficulty level varies wildly between fights, which can fortunately be triggered as many times as desired (a feature extremely useful for leveling the clutch of new DLC-added soulbound items), and you’ll definitely want the breathing room granted by the extra levels. SSS also enhances a particular henchman for the duration, but otherwise the only other notable feature is that the arena feels kind of empty and unfinished. The merchants in particular stand out with their low-level/generic equipment and the ‘guiding spirit’ is pretty annoying.

    Depending on your choices in the prequel, the Forgotten Sanctum can be a bit tricky to start. Like SSS it requires He Waits in Fire be completed, but the Giant Wave event that triggers it doesn’t give you any information beyond ‘somewhere in the south’ and no quest gets added to your journal. A second event involving Llengrath is what points directly to the DLC content, but if you didn’t meet her in PoE 1 that event won’t trigger (having killed her dragons may also cause it to not trigger) and you’ll have to find the location yourself. Which, admittedly, isn’t very hard considering a large number of unexplored points of interest will have appeared on the relevant island.

    Triggering it aside, you’ll absolutely want to be level 20 before exploring the new content considering the difficulty of the encounters inside and gimmicky bosses you’ll be forced to face. And as with the previous DLC, one of the available henchmen gets some expanded focus. Unlike those however this adventure is more… wordy I guess you could say. Atmospheric as well. It very much gives the impression of being a throwback to Baldur’s Gate II actually and fits in seamlessly with the default game.