Monthly Archives: June 2020
Impression: Outer Wilds
I started playing Outer Wilds this week.
So far, I’m only 22 minutes in.

…five or six times. You know, because the solar system explodes and time loops back around.
I don’t think I’ll be talking much about the experience of Outer Wilds as I go along, because a lot of people have gone to great lengths to not “spoil” anything. Not that I have encountered anything in-game that might constitute a spoiler yet. Supposedly the game can be completed in 20 minutes if you know the right place to go, but… of course it can. The sun explodes every 22 minutes of game time, so by definition it has to be solvable within 22 minutes.
What I will say though, is that Outer Wilds has not thus far been anything approaching peaceful or idyllic or an explorer’s dream or anything of the sort. That seemed to have been the impression I gleaned from reading other posts about it.
In my first foray in space, I brought my spaceship over to some interesting orbiting debris, took a space walk to explore, and when I turned around I realized that my ship had floated away. Or rather, was in a rapidly decaying orbit around the goddamn sun. So I chased after it, damn near skimmed the surface of said sun, and then was slingshotted out into the abyss of space where I eventually suffocated in the darkness, alone.

That was the “first death” too, so I had to watch it play out in its entirety. Kind of fitting, I guess. On all subsequent screw-ups, you can use the menu to manually reset the time loop at will. But that kind of starter experience really sets a tone.
After that, I started exploring an ocean planet with constant, horrific tornadoes that are so strong that they LAUNCH THE ISLANDS YOU WALK ON INTO SPACE. That was a fun second experience. After surviving re-entry somehow, I died walking off a cliff, not having realized a jetpack at full thrust was unable to overcome the planet’s 2.0x gravity. The next few deaths were “only” due to sun explosion as I tried exploring some other ruins. Fun times.
So, yeah. Outer Wilds. Fun in the way I imagine Alien Isolation or the Chemical Plant level in Sonic 2 can be considered fun. But I’m getting the hang of things, and hopefully the experience will improve as time goes on. And loops again. You know what I mean.
Fell Seal Complete, plus tips
Just beat Fell Seal: Arbiter’s Mark after almost 60 hours.
Quality of the gameplay remained high throughout the campaign. I could probably have shaved ~20 hours or so off the time to complete, but I enjoyed getting most of my team to a point where they had OP combos and synergies. The plot itself is nowhere near Final Fantasy Tactics, but the dialog is surprisingly humorous and there are some slight twists. The main thing that could be improved was the lack of different battle music, but luckily what exists is not annoying.
There is some “post-game” areas and New Game+ options – and some DLC just dropped – but I do not anticipate coming back. I got my fill of the systems and progression; anything else would be going through the motions, like grinding out the rest of a Civilization match.
Gameplay Tips
I would not consider the following to be “spoilers,” but if you want to know nothing else about the game systems, you should probably skip this part. This is merely the text I wish I was able to see as I started playing the game.

Units gain AP after battle in two ways. Everyone who participates in the battle get a large chunk (110ish for random encounters, twice that for Story) of AP for their primary class. There is a second, smaller “Vicarious” AP gain (~40) that is doled out to each battle participant based on the primary classes of the other participants. So, for example, if you have a Knight, two Wizards, a Mender, a Mercenary, and a Scoundrel in a battle, then the Knight will get some AP towards its own Wizard, Mender, Mercenary, and Scoundrel classes, and so on with the other 5 people.
The above is useful to know because some of the best-in-slot Passive abilities comes from Classes that are only unlocked after some esoteric prerequisite classes. For example, if you want to unlock the Assassin, the chain goes:
- Assassin
- Gunner 4
- Mercenary 4
- Knight 4
- Ranger 4
- Scoundrel 4
- Gunner 4
That doesn’t actually seem that bad for a martial class, aside from the ranged portions. But something like the Warmage or Fellblade will require some Mender and Wizard levels, which can be awkward for some of the story characters. Luckily enough, all you really need is for there to be A Wizard or Mender in the party for 10-15 battles, and you’ll have enough AP to level the class to the minimum to unlock the higher classes. Characters get that Vicarious AP even if they have not yet unlocked the the class in question; it will be waiting for them once they do.
It’s not immediately obvious, but Kyrie is the main character of the game – she will be required for the vast majority of story missions. The other story characters can be unavailable for 1-4 missions.
Debuffs are very important throughout the whole game (including the final boss). Some boss-esque characters have 999+ HP that is much easier to chew through when you give them Bleed/Poison (% HP loss), for example. There are very deadly characters that are NOT immune to Sleep or Berserk, which means you can essentially delete their turns while you mop up the flunkies.
At the beginning of each battle, before deploying units, you can actually go into the unit screen and re-equip or change up abilities or whatever else based on what it looks like you’re facing. Is there water on the map and enemies who can move your units around? Equip some Flippers on your guys that can’t swim. Poison water around? Equip the rings that give immunity to Poison. And so on.
The most useful classes I found were Knight, Fellblade, and Assassin, surprisingly in that order.
The Knight’s Defensive Hit is probably the most damaging attack you will have for the early game, especially if you stack armor. Knight also has Taunt, which inflicts Berserk 100% of the time from two squares away, which can turn an enemy mage into an ineffectual melee attacker or make an enemy bruiser kill his own team. Life Font (gain HP when moving) is something I slotted into all of my characters, which pretty much removes the need for a dedicated healer.
Fellblade was pretty much my “default” class for all my characters due to versatility and debuffs. Sleep Slice to delete enemy turns, Poison Slice for high HP targets, Evade Magic as a counter-ability to ignore magic-users entirely, and Black Blade as a backup attack that deals magical damage and inflicts Blind. Plus, the Malice passive makes sure your debuffs have a good chance to stick.
Assassin is pretty much a splash class. What you’re really going for is Dual Wield, which enables some crazy damage. The ranged Blind and Sleep abilities are nice, but usually only have a coin-flip chance to succeed. Sabotage can be incredibly powerful in certain situations though. Specifically, if there is water in range and an enemy unit who cannot swim – Assassin hops in water, use Sabotage to switch places with enemy, instant death for them.
The sort of ultimate damage combo is a character with Dual Wield passive and Warmage class. Use Infused Edge, and your character will get two attacks plus an elemental bonus attack (or other spell). Personally, I was fine with Dual Wield + Attack Expert (Scoundrel’s passive +Attack based on level) and two weapons that had debuffs on hit. Indeed, I strolled into the final battle with story characters having primacy classes of Scoundrel and Knight.
Don’t forget the lowly Rock. It has a 100% chance to hit and always deals the full damage (50 when maxed out). This is useful for monsters that have crazy defense values like those jellyfish spellcasters, or even enemies with 30% evasion.
The crafting system is… annoying. Always go to Component View to see what your other crafting options are before using a resource you don’t think you can easily farm back. SAVE YOUR QUALITY THREAD. It’s a mid-tier Component used in an endgame armor (light helmet) and is supremely difficult to get any more once you’re in said endgame.
Steam Link
Jun 3
Posted by Azuriel
What a rollercoaster ride of emotion.
Way back in the day, I purchased a physical Steam Link. This was a little black rectangle that allowed you to stream Steam from your PC to your TV. The purchase was made after I attended a few game nights with friends, and the hilarity that ensued from the Jackbox games. The setup over there was a laptop plugged into the TV; having no laptop myself, this seemed like a good workaround. I promptly never actually used it and Valve stopped making them.
Cue last week when I discovered that there’s a Steam Link App on the Google Play store. It pretty much does exactly what it sounds like: stream any Steam game from your PC to your phone. You may be wondering who in the world that sort of thing is for. Me. It’s for me. Or anyone stuck watching their progeny running around in quarantine while pretending to be working from home. Can’t use the physical Steam Link because that means the little guy can see a screen, and apparently kids are ruined forever if they witness more than 30 minutes of pixels a day.
If you have been following this blog for any length of time though, you know that I never do things the easy way.
The app is fine but you need a controller. Your options for native support are a Steam controller (discontinued), PS4/Xbone controllers (don’t have either console), or some nVidia garbage that is literally $200. When I looked at PS4/Xbone controllers, they started at $65 and went up from there. That’s… normal? Jesus. Actual prices during this pandemic are much higher, especially on Amazon.
So I decided to purchase just a generic bluetooth Android controller. The $35 kind that expands outward and turns your phone into a Switch-like device. While the controller “worked,” it was not recognized by Steam Link. So you have to download their China app – it’s always fun scrolling through items on Amazon and see “competitors” all say you need use the same app – which basically throws an overlay over your screen to make touch controls work with the controller. That got the job done… aside from the fact that you have to look at your touch controls all the time. Yuck.
So here I am now, returning the junk, and looking to see if spending $65 + $10 (for phone mount) is worth being able to play Fell Seal in the living room on my phone. Do I have other options?
I did look into Moonlight, which is another app that interfaces with your nVidia graphics card for streaming purposes. After spending an hour of the precious, “I could actually be playing videogames on my computer” time, I abandoned the effort when it didn’t work even after a driver update.
Currently, I am in a holding pattern. I do already have a PS3 controller (for the PS3 I never play) and an Xbox 360 controller I bought specifically for PC games that necessitate it. I have heard some people have success with simply pairing the Xbox controller to their PC (instead of the phone), and then basically bringing the controller and phone to the living room, assuming a decent bluetooth signal. Or maybe I will try getting one of those 8bitendo controllers that might be recognized by Steam Link. Or maybe I’ll just break down and spend an extra $30+ for a legit controller that will have no other use than however long this situation persists.
Or maybe I will just get by like I have up to this point, subsisting mainly on Reddit and playing with my child.
It’s a rough life, I know.
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Tags: Controller, Mobile, Steam Link, Wait of Shame