Valheim Complete

After a very long and otherwise boring final fight, I have been welcomed into the halls of Valhalla. I logged 47 hours in Valheim back in the pre-Mistlands Early Access dayd, so that puts me at… 118 hours played in 1.0 from a fresh start to the victory lap home at the end of (in-game) Day 250.

The gang’s all here.

To provide some necessary context, I played Valheim with zero mods. However, I did change resource drops to 1.5x, the Death Penalty to Casual (keep equipped items), and Portals set to allow all items (which includes metal). Per the game notes, that last option “circumvents the progression and exploration of the world as it is intended.” Which is kind of hilarious in the context of the game already taking 118 hours to beat, let alone how much more time it would take having to sail across the world with a ship full of iron ore every time.

Actually, this is something I want to talk about in finer detail.

In case you haven’t played Valheim… well, why the hell are you reading this post? Anyway, here’s the deal: fairly early after you defeat the first boss, you unlock the ability to craft portals. Plop one down, give it a unique name, then go exploring wherever and plop down a second portal, give it the same unique name, and bam. Instant teleportation between those two points. The rub is that both metal ore and metal ingots cannot go through the portal; if either of those things are in your inventory, the portal simply does not work. If you commit to a single mega-base, that means every ore run requires you to travel by cart or boat all the way back the hard way. Alternatively, you could theoretically set up a series of forward operating bases (FOBs) in each biome, smelting and crafting any new ores onsite. Ore/Ingots are bad, but finished weapons or armor is fine.

My final base.

Back in Early Access, I did play the “intended” way, largely because I don’t think there was another option. It works to a point. The logistical trouble comes later on, when you are no longer on the same continent as your primary base. As the tiers progress, you can’t just slap down a Forge or Workbench and build the latest gear. Instead, you are going to need to craft ancillary furniture like Forge Bellows or a Grinding Wheel to “level up” the Forge and unlock new recipes. And this furniture requires older resources like Copper or Chain (etc), which means you either need to bring some with you from your stash, or go raid earlier biomes on the new continent, which means potentially more FOBs, and so on.

What you will notice is that none of this is particular hard. Or tricky. Or mentally challenging whatsoever. There is the constant fear of death, as by default you drop literally everything on your person. Were you deep in hostile territory and not yet plopped down a destination portal? Well, good luck! You can attempt the classical corpse run to retrieve your gear, and Valheim actually throws you a bone with a massive damage reduction upon picking up your stuff… but it does so mostly because it still requires you to equip the gear, which is not instant.

I can’t imagine having to find your corpse in the Mistlands without the Wisp.

I actually played with the default Death Penalty in this 1.0 run, up until I got to the Mountain biome. Up there, the cold deals damage every second unless you have Frost Resistance from a cape or Mead consumable. So, I died and dropped all my best gear, did a corpse run with a belly full of Mead and second best gear, died again, and… realized that I had nothing else. No more gear, no more Mead. I would either have to continue making corpse runs in the hopes of luring away the mobs loitering around my corpse – which is totally an extra “fuck you” the devs put in – or practically start back over with sticks and stones. Eventually, I did “corpse hop” enough to get my original gear down the mountain, but I thereafter reduced the penalty to the lowest setting. Which still does drop everything but your equipped armor and whatever you were actively using in your hand, but at least it is not as (emotionally) devastating.

Nevertheless, even a default death penalty is a solvable problem: by outrageous, repetitive, mind-numbing grinding. Unlock that newest tier of gear and craft a set? Great! Now craft another full set or three. Pepper the landscape in FOBs and portals until you need an Excel sheet to document your portal naming conventions. You can type stuff on the map itself, if you can stand the clutter.

Pictured: the clutter.

The bottom line is that the “intended” way of playing Valheim is apparently only for those who enjoy spending 500 hours playing the equivalent of an extraction shooter.

Or, hear me out: playing with other people.

Bosses gain more HP when multiple players are around, but know what doesn’t scale up? The fact that more players equals more carry weight, more inventory slots, more simultaneous boats, more help defeating mobs guarding your corpse. Sure, technically more players means twice as many meals and ingots need to be farmed as normal. But you probably don’t need each player to have 2+ suits of backup gear because the odds of both (or all) players go down is lower. Also, division of labor means that someone else can be crafting or cooking at home while others are out gathering resources. Everything is easier.

That is a whole lot of words to seemingly justify my difficulty slider decisions, in what is technically a single-player game. What I wanted to point out is that I actually appreciated the design vision the Valheim devs had for the game. I just don’t think the execution landed well in a solo world.

Devs missed the opportunity to do something funny, but I guess ARK devs did it first anyway.

And, well, exploration kinda sucks in Valheim too; there are not very many unique POIs in the biomes, or secret biomes, or special gear, or any particular reason to suspect a particular Black Forest is any different than the last six Black Forests you walked through. You do technically get XP for killing mobs with specific weapons, but the practical effects each of each level up are hard to divine, and hardly matter anyway until you reach certain (invisible) breakpoints.

Anyway, I do give Valheim credit for some its systems, like keeping food/cooking important from Day 1 all the way to the endgame. The soundtrack is excellent, even though there is only like 1 song per biome. Combat feels weighty and important. There are a large variety of weapons and playstyles possible. The building system is fantastic and coherent. The Grappling Hook and Feather Cape combo is immensely satisfying.

At the same time, the survival crafting genre has gotten a lot more crowded in the intervening years. The old guard continue to get updates, and the newcomers bring genre-based Quality of Life improvements that practically poison the well. It’s 2026 and you can’t automatically pull mats from your chests? Or auto-sort them? There is something to be said about immersion, but conveniently no one is talking about going back to checkpoint-based saves or how you can repair gear for free even in Valheim. It all just feels very silly to ask the player to waddle across the floor with 1000 pounds of metal in their inventory just to preserve… what, exactly? The Viking magic? Meanwhile, I’ll be over here zipping around like Spiderman because it’s faster than traveling by boat, before getting to my Greydwarf spawner/Blood Magic farm outpost because actually raising the skill any legitimate way is almost impossible.

So, yeah, Valheim. It’s worth trying out if you’re a genre fan, but don’t feel bad if you don’t like it.

End of BioWare

EA is straight-up shutting down BioWare. From the farewell letter (source):

For more than 30 years, BioWare has been more than a studio. It has been a home for storytellers, developers, and the players who brought our worlds to life.

Baldur’s Gate. Neverwinter Nights. Star Wars: Knights of the Old Republic. Dragon Age. Mass Effect. Anthem.

Now, after more than three decades of shared adventures, BioWare is closing and early development on the next Mass Effect project is ending.

There is nothing easy about writing those words. Our focus right now is on our incredibly talented team who put their hearts into these games, and supporting one another through this transition.

What generations of BioWare built together is something to celebrate and remember. These games became so much more because you played them, debated your choices, fell in love with the characters, and made these worlds your own.

From all of us at BioWare, thank you for being the most meaningful part of our story.

So, yeah, no more Mass Effect 4. Chances are that we never see entries in these franchises ever again.

There is a lot of blame to go around. The immediate villain is EA and their new private equity masters, as they were the ones to pull the trigger. At the same time, BioWare’s last three releases were Mass Effect: Andromeda, Anthem, and Dragon Age: Veilguard. How many studios could survive a string of three commercial failures in a row? If BioWare was independent, they would already be dead.

“It was EA’s focus on live-service and monetization that ruined BioWare.” That sort of thing doesn’t help, but have you read anything about how BioWare was “developing” these games? Andromeda had 4 years of wildly varying design direction where anyone struggled to find the fun, and then was crunched into its final form in 18 months. Anthem? Even worse. Veilguard? Wouldn’t you know it, crunched in 18 months. When I read these stories, it’s hard to blame EA at all. If anything, I came away with the thought that EA should have stepped earlier in with a firmer hand.

To be more fair to BioWare, in the post-mortem, everything may actually have been a slow death from Frostbite, e.g. the game engine EA mandated all its studios use. In every BioWare story, including the successful Dragon Age: Inquisition, design and iteration was constantly stymied by Frostbite bugs, lack of knowledge, and general inappropriateness as an engine. If you have to “hack together” an inventory or save system in your RPG, what are you even doing? It’s still possible that the game directors and executives in charge dither for years on the final design, but at least it may have been easier to bring the final vision to life with something else.

Alas.

Someone else did get it wrong.

Ashlands and the North

Still playing Valheim. I fully completed the Ashlands, and am on the final stages of the, er, final stage: Deep North. My original plan was to just simply wait until I finished the game before making this post, but I have been struggling to find the motivation to do either of those things.

Welcome to Hel

The Ashlands, as the Mistlands before it, was not nearly as bad as everything I heard about it. Which is because they subsequently nerfed it. Back in 2018 I wrote a post called The Internet is Forever… Wrong, and that remains relevant today. Whenever I go out and search for Valheim information on whether X weapon or Y staff is worth creating, nearly every search result or Youtube video is from 2 years ago and referring to stats or functions that have changed half a dozen times in the interim. There are filtering options available, yeah, but precious few search results afterwards.

That said, the Ashlands is definitely still hostile territory. The seas are boiling, all wildlife is hostile, stuff will catch fire randomly. And then there is the lava. Good lord, the lava. I actually appreciated the challenge of the lava at first. You can clearly see buildings suspended in the lava, so I tried to build pillars made of the same material. Nope, they crumble instantly. Then I tried to terraform the ground up. Nope, now there is a raised pillar of lava. It would have been rather silly if you could defeat the Ashlands with a hoe, but you never know with survival games.

By the next session though, the Ashlands was basically over. Trying to get the Flametal Ore from the spires in the center of lava fields is an engineering challenge. And it used to be harder, with the spires sinking after a few minutes! Just stealing entire chests full of the ore from forts with big green beacons highlighting their position? Much easier. Then it was just a matter of defeating the next iteration of the devs’ latest attempt to get you to quit the game from their bullshit boss design: Fader.

Hokey Pokey Boss

Fader is an exercise in deep boredom and frustration. Every 30 seconds, the boss creates multiple 11m zones of fire under your feet. If you are in melee range, the fire prevents from hitting the boss anymore, so you have to move out. Every 25 seconds, meteors rain down from the sky. Every 45 seconds, the boss calls adds, some of which are ranged bow users. There are more abilities, but those three themselves often meant the following loop:

  • Hit the boss once
  • Run out of the fire
  • Dodge the meteors
  • Kill the adds
  • Start to run back to the boss
  • Repeat

I eventually figured out that if I just kept running around at range, I could bait the fire to drop at range, and then maybe possibly get 3-4 melee hits in before some other bullshit happened. Bullshit being getting staggered by meteors, adds I didn’t kill, random other Ashland mobs who wandered into the boss area, getting launched into the lava by an Askvin, etc.

Your pain is just beginning.

And props to the devs for making corpse retrieval as painful as physically (and emotionally) possible, even on the “easiest” difficulty. I’m not just talking about getting your corpse from the lava right next to a boss fight. I’m talking about how all these attacks create a lot of rock debris, which your character automatically picks up. So, when you run back to your corpse and try to hit “collect all”… you can’t do it. Or when it does work, you are overburdened and are desperately chucking things out of your inventory while under literal fire so you can move at normal speeds.

In any case, once my inventory and outside adds were taken care of, Fader eventually dies like the boring boss it is. Onward to the North!

Peekaboo

…in which I am fighting Greydwarves and skeletons again? The upgraded troll is indeed upgraded, but nothing there is remotely at the same level as what I just got through. Which is kinda weird, right?

Thinking about it though, I started to realize something that had been bothering me since Mistlands. Specifically, how disjointed the newer biomes have felt in comparison with the originals. The Mistlands felt like a feature-rich biome, with more things than average: new enemies, new ways to get older resources, an entirely new item type (Eiter-fueled), the Grappling Hook, neutral NPCs, and so on. Ashlands? Not so much. The Deep North is similar, with recycled enemies, and random schematic grinding for some reason. Want to get the Vanguard set? Buckle up and kill certain Jotun for your 3% chance of a random one dropping!

Great night views, at least.

I dunno. Maybe it is just me being done with the game way before the game is done. I have one more McGuffin to grab before I can summon the final boss, and then however long that takes to defeat. I’ve crafted like two items from this final tier, being in no particular hurry to make more as the enemies are dying just fine. In the Plains and Mistlands, I was fighting for my life for every upgrade. Not so much in Ashlands and Deep North.

Onwards and upwards, I guess.

Disappearing Features

Tim Cain has a new video out titled “RPG Features That Are Disappearing” (link below).

To save you 12 minutes, Tim is largely talking about how RPGs 20+ years ago used to have a lot of hidden, unexplained, and/or missable content. The disappearing features are:

  • Non-linear stories
  • Unguided exploration
  • Strong opening, middle, and ending acts
  • Companions that can be missed
  • “Dumb” dialog (e.g. low INT builds)
  • Full character creation
  • Focus on combat
  • Undefined progress (don’t know how many acts remain, etc)

Towards the end, Tim says:

“I’m being told that those things I like, don’t increase sales. Or the things that do increase sales, like a fully voiced player protagonist, preclude the inclusion of things like dumb dialog or specialized dialog for certain [vampire] clans would be too expensive.”

There is a ongoing zeitgeist that gaming executives across the industry are, in fact, destroying the industry. Chasing trends, designing by committee, general enshittification, and so on. For a large part, I agree. How many subscription MMOs battle royales hero shooters extraction shooters do we really need in 2026 and beyond? How anyone with an MBA expects to be able to chase a trend with a product that takes six years to produce, I will never understand.

At the same time though… are the managers always wrong?

The original Fallout was made in 3.5 years and cost $3 million to develop. Even if we assume 1993 money, that’s still just $7 million after inflation. Fallout 2 was basically completed nine months later. How was that possible back then, and not today? Well, have you seen Fallout 1 & 2? Of course it is going to be easier to slap a few extra companions and unique endings when everything is a 2D sprite, a prerendered background, or some text.

Games are not really made that way anymore. Hell, Tim used Vampire: the Masquerade – Bloodlines as one of his examples of “dumb” (e.g. alternative) dialog features that are disappearing, specifically the Malkavian clan. If you never played Bloodlines, the vampire clan choice during character creation really can change the entire way you approach the game. Pick Malkavian and you will get all kinds of unique, crazy dialog through the entire game (because they’re crazy). Pick Nosferatu and all of a sudden you can’t interact with regular human NPCs. Having such radically different options is (conceptually) good!

Unfortunately, a conceptual good is no match for an objective bad, which was Bloodline’s commercial failure. The game was overbudget, underdeveloped, and its limited sales was the last nail in the, ahem, coffin for the entire studio, which shut down shortly afterwards. Would things have been different if the Malkavian and Nosferatu options did not exist or were watered down? Maybe, maybe not. It’s possible that Bloodlines was doomed at the start for using the prototype Source engine instead of something else… like 2D sprites and just text. Then again, the developers certainly spent a non-zero amount of time working on those clans, balancing them, and so on, all in an environment in which the game was already struggling to be completed on time.

My point is this: sometimes things disappear for a reason.

It would not take me more than 30 seconds to find someone who genuinely feels like Bethesda ruined the Fallout franchise by pivoting to 3D. Counterpoint: Fallout 3 sold 12.4 million copies. OK, yeah, well Fallout 4 was an immense dumbing down of every aspect of what made the franchise great, especially the dialog. Counterpoint: Fallout 4 sold 25 million copies. I am not saying there is a 1:1 causation between sanding down the design edges of a game, and it selling better. Nor do I want to imply that Candy Crush is the pinnacle of game design simply because it made billions of dollars. But… if not proof, there’s something in that pudding. And that sure beats empty pockets.

I do feel like gaming in general is on a bad trajectory. Regardless of causes, AAA games costing $300 million and taking an entire console generation worth of time to release is unsustainable. I can empathize with executives’ desire to water down everything in a desperate attempt to broaden the potential appeal of these all-in games; it’s not going to work, but I can see the logic. It’s also very possible (and likely) that if these auteur developers (like Tim) were left to their own old-school devices, the games would still fail. Failure, in this case, meaning that the game was unable to recoup its costs.

On the bright side, we do have the continued maturation of the indie scene/AA space, the occasional Baldur’s Gate 3, and the fact that all these old games still exist. You can go play them right now, if you want. Assuming you can bring yourself to do so. I don’t know about anyone else, but whatever part of me that was fine with spending my vanishingly small gaming time aimlessly wandering around to achieve intentionally (!) vague objectives died long ago.

Mistlands Complete

Just wanted to make a quick note here that I have completed the Mistlands in Valheim.

Welcome to the Mistlands.

You know, for all the people complaining about the Mistlands, I found it surprisingly… fine.

As the name suggests, the entire region in shrouded in fog all the time. Your original access to the biome is soft-gated by your ability to craft an accessory that clears a 10m bubble around yourself to let you see where you’re going. After felling the first Yggdrasill sapling, you unlock a recipe for creating a sort of wisp-based standing torch that clears out a 20m bubble wherever it is dropped. Maybe this torch was buffed for the 1.0 release or something, but its existence – and my extensive experience playing Minecraft – meant the mists were simply a matter of spamming the torches everywhere. So, I did. And it was fine.

Light up the darkness mistness.

In fact, I would say it is more than fine: the Mistlands has been fantastic. It might even be my favorite biome thus far. You have obviously been able to see the giant roots of Yggdrarsill in the sky since Day 1 in the Meadows; in the Mistlands though, you can tap its very roots. You scavenge the petrified bones of ancient giants, cracking open their skulls to mine their Soft Tissue (i.e. brains) so you can feed it into a woodchipper-like machine to distill its essence to make magic gear. Their enormous helms and swords can be broken down for Copper and Iron too. The Gjall legit evoked a primal, Silent Hill-level of fear with its fog horn warning cry in the distance.

Look at those screenshots.

RAID works on these bugs too.

Anyway, I will say that the Queen fight was some outrageous bullshit. I have the death penalty set to the lowest level, which means I get to keep any equipped gear. Even then, it took like twelve deaths across five in-game days to make any meaningful progress. I can’t even imagine running around naked, chased by 30 bugs, trying to retrieve your corpse on the 3rd floor or whatever. Several times I got pushed into a corner with the spit attack, which then spawns a bunch of grubs, which prevented me from leaving said corner. Then I died. It is possible I should have been using the 2H hammer or whatever, but I literally had zero skill in the weapon, so I stuck with magic and 1H hammer + shield.

Anyway, I eventually won. And now onwards to the Ashlands.

Valheim “Exploration”

I’m going to come out and say it: Valheim’s “exploration” is shit.

Classic exploration.

It may come as somewhat of a shock, but I am not an Explorer. Per se. I enjoy survival crafting games, and one of the biggest decisions you make in them is where you want to build your base. As such, I will happily traverse the world in search for the perfect location, and am always reevaluating the merits of better ones. Coming across rare resources, especially ones that regenerate, tickles my fancy. Nary a waterfall escapes examination for secret caves. I do pause for sunsets.

At the same time, rearranging a room with four objects doesn’t generate an infinite amount of novelty.

Valheim will procedurally generate a world for you with appropriate biomes scattered about, and then randomly populate those biomes with progression-required resources/POIs (points of interest). It is not enough to find just any Swamp, you must find a Swamp with a Sunken Crypt, before getting access to enough Scrap Iron to build better gear. This particular aspect is annoying, but not backbreaking.

What quickly becomes backbreaking is the additional layer of RNG: locating the randomly-assigned boss-locator tablet, which only appears in certain randomly-distributed POIs a percentage of the time. It is not enough to find an abandoned stone tower in the Mountains, you must find enough to get enough dice rolls to have one spawn the tablet.

Riveting sailplay.

The variability is a problem, but not the biggest one. The problem is how you can be “done” with all the progression in a biome and yet still have to spend several real-life hours “exploring” for these POIs. Meanwhile, there is nothing new for you to encounter. Is the terrain different? Sure. But that’s it. Maybe you find a better location for reconstructing a Plains base or whatever, but are you really going to move everything right as you’re looking for the Plains boss so you can head to the next biome? Certain POIs will have treasure chests, but the contents of them are all standard resources. None of the hostile mobs you encounter will be any different than the ones you defeated hours ago with worse gear.

The initial foray in the unknown? Premium tier. Walking into a new biome for the first time is a terrifying experience. What should you be looking for? How deadly could a “Deathsquitto” really be (spoilers: very)? Progression feels good as you slowly upgrade your armor and weapons, making the dangers a little bit less so.

But then… there’s a gap. Sometimes a gulf, between you and even locating the boss you have prepared yourself to tackle. And Valheim nevertheless requires you to drudge around for… some reason. Ambiance? Hubris? Maybe they expect you to die and lose all your gear and then need to re-smelt all the ore and collect all the resources all over again somewhere else? It’s dumb.

I did not think it was possible to create an exploration system worse than Starfield, but the Valheim devs did it. Because at least in Starfield, it wasn’t required.

Unexpectedly convenient.

I’m currently in the Mistlands, and do you know how things have went thus far? The very first place I docked my boat had the POI that you need to raid for progression material. And inside that same POI was the tablet that showed me the boss location. Do you know what it didn’t have? Enough progression material to actually build the crafting tables to make the new weapons/armor/etc. Sounds like the reverse problem to what I had earlier, right? But this time I will be rewarded for my hunt for another POI with access to all kinds of new weapons and armor. Even if I have to go to a completely different Mistlands area, the carrot is still on the stick. In just about every other biome up to this point, the carrot was long gone, and it was just all stick. And that’s shit design, IMO.

I do (thus far) appreciate what the devs have been able to accomplish with Valheim given its spartan design. This does not feel like a game that only takes up 4.23 GB of space. Nevertheless, I do feel like they have hewn things a bit too much to the bone. If it goes against their design principles to have a sort of “pity timer” that will guarantee the boss tablet by the third POI or some way to spend a bunch of resources to divine the location yourself, it would be helpful to at least pepper some random useful shit across these biomes we slog through.

Valheim’s Subtle, Genius Design

I am going to complain about Valheim later, but before I do so, I wanted to get some words out in praise of some of its subtler elements of genius design. Specifically, there are two main elements: food and base-building. I’m going to talk about both as someone still in the Plains biome.

Counter-intuitively, in many survival-crafting games food is usually an afterthought. There might be a time period right at the beginning where you are scrounging for edibles anywhere you can, but thereafter hunger is just another meter you manage. Or more accurately, a meter you forget about completely until it is actively flashing at you. Certain “late-game” foods might provide specific buffs to damage or whatever, but it is clearly a bonus reward to encourage you to treat the design with more seriousness than it ever truly merits.

This is not at all the case with Valheim: your next meal is always top of mind at every stage of the game. And it achieves this, ironically, with no technical penalty for not eating. You will never starve to death in Valheim. Instead, you will… just have the default amount of HP and Stamina. Which is fine for a minute in the early game, but becomes a brutal setback nearly anywhere else.

Would you like and extra 60 stamina? Yes, please.

In Valheim, you have three “slots” for food. Each piece of food grants you some amount of extra HP, Stamina, and healing per interval. However, you can’t just eat the same thing three times, as the food slots are mutually exclusive. This automatically elevates the food/cooking system way past almost all traditional survival crafting games, into the realm of Green Hell and similar ones that track individual macros like Protein and Carbs. Unlike the super technical ones though, Valheim doesn’t care if you eat the same three (unique) dishes each day, nor does it bear the same burden of UI overhead. Food just gives the same three stats in varying amounts, for varying amounts of time. Want to subsist on just Turnips and Onions and Onion Soup? Go for it… but good luck not getting one-shot in the next biome.

As a sidebar, I also appreciate what Valheim does (thus far) when it comes to obsoletion of materials as you progress. After defeating a boss, you typically unlock something that allows you to process the next biome’s materials, which you need in order to take on the next boss. That’s pretty standard. What has been nice though, is that food/equipment still makes use of older ingredients in fairly rational ways. Some might find this grindy to have to head back into the Swamp for Iron or Blood Bags or whatever, but I appreciate the (usually) measured approach of some items requiring older mats.

Finally, I want to talk about the meat (ahem) of the genius design: the campfire.

The sometimes not-so-silent killer

Real talk, Valheim slaughtered the sacred cow that almost every survival game raised without even knowing it, e.g. fires producing smoke. In almost every other game, you start by building a 2×2 box for a base, and throw everything inside… including the campfire. After all, rain will put a camp fire out, and you cannot fast-forward the night without being within a certain radius of a lit fire. In Valheim, however, unventilated fires also produce smoke, which creates a damaging debuff which can kill you.

Don’t hotbox your survival box

And that’s it. One simple change elevates the game beyond many of its peers in the genre. Not because it’s realistic (it is), but because of what it changes about how the player approaches base design. My own progression went something like this:

  • Builds a 2×2 square box… ouch, getting smoked out
  • Builds a 3×3 box with the center tile open… and it rained
  • Get annoyed, place the campfire outside with a janky lean-to protecting it
  • Get annoyed standing in the rain to cook my own food. Hmm.
  • Put campfire back in the middle of 3×3 box, create a 1×1 elevated roof. It works!
  • Get annoyed accidentally walking into campfire so many times
  • Tear down wall in back corner, place campfire there, with a “range hood”. It works!
  • ???
  • Realize why (fantasy) Viking architecture all looks like the way it does

It may not seem revolutionary that a game with Viking-themed set pieces ends up encouraging players to build Viking-looking bases. But consider how the genre’s bar for successfully encouraging anything beyond a wooden survival cube is practically nonexistent. The closest I have felt to such an inspired synergy between mechanics and aesthetics was Nightingale, which wore its Valheim inspirations on its lanternpunk sleeve.

Insulation? NO. Ventilation? YES.

In any case, my compliments to the devs on these two, specific points.

Valheim 1.0 – It’s All Coming Back

In another distraction from Kingdom Come: Deliverance 2, I started back up the new Valheim 1.0.

Almost another life ago.

Although I had previously played for apparently 46.7 hours, it had been such a long time since then that I had forgotten everything there was about Valheim. Well, almost everything. I remembered that you can’t build a camp fire inside of your hut, but that was about it. Seriously, it was Day 3 before I built up the courage to kill a boar, as I had imagined them being some tough enemy for which I would need to defeat with a bow. As it turns out, they die in almost one hit, and drop the material you needed to craft a bow. I must have been thinking about all those blog posts about Windrose…

After defeating the first boss and heading into the Black Forest, antler-pickaxe in hand, I started to feel the familiar shape of outrageous bullshit. I was able to find Tin ore along the coastlines fairly quickly. Copper took a lot longer, as I had forgotten what it looked like (mossy boulder identical to other mossy boulders). Neither of the resources would do me any good though, without the red cubes inside the Burial Mounds. Which are in the Black Forest. Just not in any of your Black Forests.

Oh, right, I remember this shit now.

I already linked them, but in my prior Valheim experience, I had to “explore” and essentially discard five Swamps and seven Mountains before finding those biome-specific resources. So, I guess hitting up seven different Black Forests in 1.0 is still par for the course. Fantastic. I suppose I should count myself lucky that any Burial Mounds spawned on my starting island at all; I have heard tale of people having to sail to new lands on the slow, beginning raft just to smelt ore.

It’s just ridiculously frustrating in what feels like a genuinely unique way. If I’m playing Terraria or Minecraft or ARK or whatever else, I’m not expecting Copper Nodes in the very first rock I crack open, or even the first place I look. In that respect, searching forever and then finding literally five Burial Mounds within 100 feet of each other is not a completely uncommon genre staple. The key difference with Valheim then is… well, the outrageous slog of it all. Playing Terraria is fun and engaging. Running/walking through environments, avoiding all combat because it’s pointless, is not.

“The ground shakes. Drums. Drums, in the deep.”

And actually, I’m finding combat almost entirely unavoidable. Things might be different now that I have decked myself out in troll-skin armor (raises Sneakiness), but smaller mobs in Valheim don’t ever appear to leash or otherwise de-aggro. Found that out the hard way, several times, while spending in-game days looking for Burial Mounds. Nope, you need to stop what you are doing and defeat every trash mob you encounter and throw away its pointless loot, lest you get caught on some logs or stumble into a spawning nest.

Again, I’m not necessarily asking for a chicken in every pot. It would probably be a very short game if you found the dungeon at the entrance of the every new biome you walked into. But I am not exactly sure that the way Valheim handles exploration overall is especially fun. Specifically, the overland part. Sailing is it’s own thing, and I can see the fun in provisioning for adventure, setting up return portals, the tension between moving your entire base versus setting up outposts, etc. Running around by foot is just running around. That and the godawful trash mobs, which will only grow more annoying, I know.

That wasn’t from a troll, it was on purpose. Technically. I’m still working on it.

We’ll see how it goes. This initial (re-)experience was very bad, but now that I have a Smelter and am (slowly) cranking out Bronze ingots? I having some… if not fun, at least some satisfaction. Copper/Tin/Bronze opened up so many recipes that I am slowly planning out my upgrades, testing new weapons, and spending some time improving my Viking crib. Which you wouldn’t necessarily notice just looking at it, but that’s because I’m giving it the old college try before following a base build video.

I recall the Swamp being a relatively miserable experience, and that’s what I have to look forward to after defeating the boss of the Black Forest. Then comes Mountains, which I believe was fine. Then… the Plains? Mosquitoland? Never actually quested in there after finishing the Mountains, so that will be all new. Assuming I make it. Which I probably will. Maybe.

Impressions: Kingdom Come: Deliverance 2

I have been playing Kingdom Come: Potion Delivery, er, Deliverance 2 (KCD2) pretty solidly since last weekend. In fact, Steam is showing 31 hours, so… basically like another full-time job. A job in which I almost exclusively spend time in a dimly-lit alchemical shack, destabilizing the Bohemian economy one potion at a time.

Pictured: your first 20 hours of the game.

Nah, but seriously, my Alchemy is level 28 (of 30) and I’m not even out of the first Dragon Age: Inquisition-esque Hinterlands area. It’s a problem.

If you have never played the series, Kingdom Come: Deliverance is basically a medieval immersive sim. You control Henry, the peasant son of a village blacksmith, who is thrust into the middle of a war and political intrigue. In the first game, Henry had almost zero fighting capability, social graces, or ability to read. In this sequel, Henry has a more competent baseline, but circumstances in the tutorial area have reset Henry to almost-peasant. You can still read and are still associated with a lord, but the game proper leaves you practically naked in the middle of a village that isn’t too fond of your shenanigans.

I’m starting to suspect this may be one of those timed quests…

Six years ago, I was not particularly enamored with the original game being so gleefully obtuse. Now? I’m kinda for it. Well, to a point. Combat is still largely nonsensical, presenting itself with four different attack zones and combo abilities (left-right-left, up-left-right, etc) nevertheless devolving into a one-click unbeatable counterstrike. I’ve heard that maybe the counterstrike can be counterstruck later on, in which case you presumably have to counterstrike that? We’ll see. I am also getting weary about how bandits are already starting to show up with half-plate gear while the story quests have me facing wolves. This probably has something to do with how many levels I’m gaining while putzing around.

In spite of that, I am enjoying myself thus far. One of the things I loved most about The Witcher 3 was how much certain backwater villages felt truly backwater, with the mud and muck everywhere. KCD2 truly takes those same emotions and dials them all the way up. The roads between villages meander over hills and streams, narrowing down to almost overgrown game trails. There were a couple of times I felt nervous riding a horse down a switchback path, despite intellectually knowing the game did not include a loose gravel and/or horse-breaking-its-leg mechanics. Puttering around in the small villages for a while and then rounding the bend, seeing a proper castle looming on the tallest hill in the distance? In these moments, I feel like a peasant. Or thereabouts.

Castle on the Hill

We’ll have to see whether my time in KCD2 unravels as it did with the first game. It feels like Skyrim in that you have a lot of freedom to explore the map, talk to people, and do a lot of miscellaneous, unrelated things. Unlike Skyrim though, KCD2 (and the original) has a lot of very linear main quest plot between you and the credits. It’s very possible to explore yourself into full suits of the very best armor in the game, leaving you with several dozen hours of story quests to slog through with now-obsolete rewards. That’s how I got to 51 hours in the first game, feeling a bit done, and then finding out I was only halfway through the main quest.

For now though, I’m doing whatever I want. Speaking of which, I just unlocked proper poisons, which likely means I’ll be able to effortlessly defeat every enemy in the game if only I spend another couple of days in the alchemical shack. I could also… not do that. But it’s there in the game, so… ¯\(ツ)/¯.

7 Days to Die – Undead Legacy

Undead Legacy is a complete overhaul mod for 7 Days to Die (7DTD) that got a massive update after about four years of radio silence. Much like with Darkness Falls or Rebirth, the goal of overhaul mods is to take the very solid (zombie) bones from the base game and actually do something worthwhile with them. In the case of Undead Legacy though… well, I’m not exactly certain what is worthwhile here.

If you have never heard of it, Undead Legacy’s schtick is greatly slowing down the rate of progression within the game. That’s… basically it. This is achieved in a number of ways, including the introduction of a lot of intermediate crafting steps and additional item pieces and so on. For example, it took me six in-game days before I was able to craft a wooden cube. This does add a layer of immersion, as you can’t immediately go from punching trees to scaling the sides of buildings with wood frames you hand-crafted out of raw wood in your backpack like in vanilla. Doors also needing hinges to craft, etc.

The problem is that this feeds into the overcorrection The Fun Pimps have been taking for years.

Most of the steps needed to make a Blacksmith Forge. Still missing a few.

Once upon a time, 7 Days to Die is/was a survival crafting game. At some point though, the devs decided they wanted the game to be more of a looter shooter. This is why almost 100% of the Points of Interest (POIs) are no longer just buildings or houses, but micro-dungeons with defined paths and invisible triggers that spawn in zombies. In the past, you could be almost entirely self-sufficient in the forest somewhere, digging for Iron ore and building a castle out of cobblestones. Today, you have to find enough magazines from active looting to unlock any technology at all. It is technically possible to find a balance in the craft vs loot debate, but it is a fine line to walk.

Unfortunately, Undead Legacy’s principle design of “slowing progression” specifically pushes it even more into looter shooter territory. Making crafting the most basic wooden house a painful grind simply means you are encouraged to take over an existing POI instead. Is crafting anything beyond a Primitive Bow too difficult? Don’t worry, just randomly loot an AK-47 in any of the several dozen POIs you are raiding. Being able to repair these weapons may be a challenge, but you almost don’t care, because by spending 100% of your time looting, the crafting progression will almost passively take care of itself.

Looks great… but so does the base game nowadays.

Was this the intention? Did the overhaul’s author really just have it out for players being able to turn cars into machetes instead of praying for RNG loot gods to smile upon them instead? There is indeed less cheese in the game, such as nerd-poling and throwing hatches in doorways to confuse the zombie AI. On the other hand, there is still plenty of cheese, like being able to pick up most every object, including cardboard boxes… that you can nerd-pole with instead.

Anyway, there are other changes Undead Legacy brings, but they are largely irrelevant. Level-ups let you select nodes in a Path of Exile-esque skill bush, but almost all of them are extremely boring +5% to whatever. “Learn by Doing is back!” If by “learn” you mean eventually unlocking +5% to whatever by using Polearms a bunch. Research looks like a tech tree now, but it just hides the fact that instead of reading magazines, you scrap them for Research Points that you spend – along with a bunch of other resources! – to individually unlock recipes.

There are about five-ish skills that aren’t just +X% damage with Y weapon. Good luck finding them.

Undead Legacy just feels like a giant drag. Which, I guess is what the author was going for?

Give it a whirl if you want, but this overhaul is a 0/10 for me. Play Darkness Falls or Rebirth instead.