Monthly Archives: December 2022
Rimworlder, part 2
Instead of doing minor edits and publishing the last post, I continued playing Rimworld for about 25 hours over a week. Yeah, all other games in progress (aside from GW2 dailies) have been blown away. However, in that time, I have come to a number of conclusions. Or maybe just a primary one from which all others follow.
The Rimworld DLCs make no sense.
Royalty was the first DLC to be released. The big addition was the sort of Fallen Empire faction that you interact with almost immediately in every playthrough. If you ally with the Empire, you can select one or more pawns to start accruing Honor via quests and such, which is used to ascend royal ranks, which in turn unlocks the ability to have Psycasts. Higher ranked pawns will need increasingly spurious luxuries befitting their titles, requiring the creation of a throne room, better quality clothes, and so on.
If you don’t ally with the Empire, you basically don’t get to play with Psycasts. There are a few opportunities to waylay Imperial caravans and steal the items that grant Psycast levels, but they are few and far between from what I have heard. That said, each map also has an Anima Tree somewhere that allows Tribal-based (and only Tribal-based) pawns to meditate/worship at its trunk to eventually unlock all Psycasts and assorted goodies, no Empire needed.
In practice, the entire Royalty DLC feels at odds with its premise. Roleplaying as a royal colony and eventually using the Empire as a win condition (joining the Imperial flotilla) is perfectly fine. Tying Psycasts to royal titles is not. The earliest Psycast that has any particular use (Vertigo Pulse) requires the Knight rank. The next one is Praetor, which unlocks Skip (tactical teleport) and Wallraise (cover on demand). These are very useful abilities, but each individual pawn would need their own separate throne room and gain the appropriate amount of individual Honor to gain them. It also gets a bit goofy having a Count, whom “might have a personal fleet of capital ships,” be slumming around with the rest of the fighters to take out a Mechanoid Cluster.
Tribalists being able to short-circuit the entire Psycast system by spending time at an Anima Tree kinda drives everything home. I haven’t done so myself, but there is plenty of chatter about how you can get your entire Tribal colony to be level 6 Psycasters very easily, which would otherwise require a half-dozen throne rooms and other goofiness the “normal” way. There are probably mods out there to fix things, but why not have rituals or research or whatever to allow non-Tribals access to Anima Tree benefits? Royal ranks would still have a purpose – Permits are enough of a thing IMO to justify the title system – plus perhaps you could make it easier for royals to find/buy/hand out the Psycast-level items.
For the Ideology DLC… there isn’t much to say, actually. It opens up some directed roleplaying and/or absurd min-maxing opportunities. In my current playthrough, it doesn’t really add much to the gameplay aside from some annoyances. For example, at least two of the main factions on the planet are Supremacists, which means they are effectively permanently hostile (on top of the always-hostile pirates, raiders, etc). Beyond that, my colony can… uh… perform one dance party a year. Two of my pawns can give a few speeches, but even if you max out the chance of success, there’s still a minimum chance of failure. There are also a series of quests to find a relic, but near as I can tell, that ultimately gives a mood buff equivalent to eating at a table during the once-per-year dance party.
For the Biotech DLC, we come around again to absurdity.
Using Biotech to create custom starting scenarios is perfectly fine. Cannibal mole men? Beautiful furkin? Straight-up vampires? Go for it. However, there’s a big chunk of the mid-game revolving around Genebanks and such that allow you to acquire genes (purchased or extracted) and augment your pawns. But… why? The system is extremely random and requires a colony with excess resources to the point that you may as well just be installing bionic limbs and such. Moreover, if you are creating a custom xenotype at the outset, things would be much faster just having your existing pawns have children of said xenotype versus some convoluted system of extracting genes from your pawns and mashing them together into a former prisoner you converted. There may be some point to the system once you start looking at the more OP Archite genes, but that requires purchasing Archite capsules, then the Archite genes, and then implanting them. All to do what? Make one pawn superhuman in a way fully bionic organs in Cataphract Armor does not?
On the other hand, children are amazing in Biotech. It allows your colony to grow in an organic way, it ups the stakes during raids, and I appreciate watching them become more useful additions to the family. The stories that get generated in this way are also novel. For example, I took in a small refugee family of a father, mother, and small child. Things were going well… until I got the notification that a Fennec fox was hunting the child, who for some reason was trying to haul boulders from across the map. Unable to reach the fox in time, the child was downed and then eaten. This caused the mother to fly into a murderous rage… in the middle of a classroom where she was teaching my colony’s first child. She beat him to death with a club, which I had not removed from her inventory.
And that’s how I learned to always restrict the zones where children can roam. And disarm refugees.
After I reloaded an earlier save game, of course. Iron man, I am not.
Rimworlder
As feared, I succumbed to Rimworld yet again.
The experience of playing Rimworld 1.4 with all the paid DLC has been interesting. And yet, simultaneously, an outrageous slog. Principally, my problem with Rimworld is the opening act. The “game” doesn’t really start until you have a working refrigerator and a relatively stable colony of 5-6 people. Before that point, you do not have the resources or manpower to engage much with the Research tree, rituals, caravans to other settlements, or any of the fun war crime shenanigans that just sort of happen on the way down the slippery slope.
To back up a bit, let me talk about my first scenario this time around: Rich Explorer. Instead of crash landing with three pawns, you land with just one but with a pile of money and a tech tree unlocked enough to built turrets right away. For some reason, this particular scenario has been speaking to me for months now – possibly because it speaks to the sort of survival games I enjoy. What I discovered was… pain, and not just because I run the Randy storyteller with the 2nd highest difficulty. Basically you have to have Construction 5 skill on your pawn in order to craft turrets, so I was defending solo for the first year. Not that it would matter much, because turrets require power, which was difficult to set up when you are also trying to sow crops to survive the winter. And that’s another deviation from my historical Rimworld attempts, e.g. not selecting a temperate zone that has year-round crops.
I persisted with that playthrough all the way to the next summer, until the moment that the four pawn colony I had scraped together all managed to get food poisoning at the same time. I wasn’t under attack or anything, I was just frustrated beyond reason that all four of my pawns were vomiting constantly, weak with fatigue, and I was zoomed in, watching pixels to see if they managed to actually finish eating the meal or would get interrupted and then collapse on the floor from starvation or not. It’s very possible that the colony would be fine, but I didn’t want to waste my time even on the highest game speed to see if they would.
Honestly, I don’t remember much about the 2nd attempt. I just abandoned it for similar reasons.
The third and current attempt is somewhat of a “cheese” run. Using the Biotech DLC, I decided to create my own xenotype that includes the Iron Stomach trait that makes them immune to Food Poisoning. I also used the Ideology DLC to create a belief that organ harvesting is OK, seeing corpses don’t provide a negative debuff, and research speed is increased. My pawns are genetically addicted to Psychite though and the area I settled in only has two growing seasons. Plus, any recruits beyond those initial three won’t have the xenotypes or Ideology bonuses without extra work.
That said… it’s still a slog. I’m currently surviving (thus far) the winter and barely have had time to research any new techs, let alone anything that utilizes the rest of the DLC material. Which is not necessarily the “point” of the game, but come on. All the fun stuff (to me) occurs when you have a somewhat stable base and can start meaningfully interacting with the rest of the game world. I’m still very far from being able to do anything with gene editing, Psycasts, or anything other than try and survive the winter without multiple psychological breaks.
Welcome to the rim, I guess.
Horizon: Zero Dawn
I was stuck in a gaming funk for a while. An embarrassment of riches at my fingertips and I couldn’t muster the energy to choose anything. On a whim, I remembered that I had specifically bought four games to go along with my new PC. With two of them down, why not see if a third could break me out of the funk?
Horizon: Zero Dawn certainly did.

It was a fun experience going into this game effectively blind. Like, I knew the general premise of the game, as will anyone who has ever seen any screenshots: you are a tribesman hunting robot dinosaurs. Basically.
What I was not particularly expecting was the general level of fidelity to the premise. You really are walking around with a bow, arrows, and a spear. After dying a few times on Normal difficulty (!!) in frustrating ways, I took a mental step back. Although things certainly look like a sort of Action Adventure game, this was not Grounded wherein you Perfect Block the attacks of a house-sized spider. You are hunting machines made of metal – you cannot hope to parry with a spear. Of course, you do have a dodge roll with infinite i-frames, but nevermind.

Instead, I started approaching the game as the hunter I was supposed to be. And the game got worlds better. Unlocking the ability to set down elemental tripwires and such certainly helped, but even before that I started approaching from cliffs, and using other terrain to my advantage when possible. Did I still occasionally get one-shotted and lose 20 minutes of progress due to the annoying checkpoint system? Yeah. But I also realized that I was one-shot because I got cocky and wanted to finish off one robot instead of retreating once I aggroed the second. It all sort of reminded me of PvP games and the adage that if you died with cooldowns available, it was your own fault.
Also amazing? The visuals. Yeah, I have a beefy PC so I’m playing a max settings and everything, but the visual direction itself is spectacular. Running around in the machine bases in particular has been a treat. Some of the larger robots are extremely intimidating, even after you are experienced enough (and have the proper tools) to take them out with ease. Plus, as before, even “routine” encounters with robots you have killed dozens of times can quickly turn against you if you aren’t careful. Any time I see a few Snapjaws (robot crocodiles) swimming around, I say “Nope” and go a different way.

Near as I can tell, I’m about halfway through the game. And unfortunately, I fell into the Open World trap of exploring the Open World instead of plowing through with the main story. I say “unfortunately” because at this point I have unlocked all the Skills I was looking forward to, and unlocked all the best weapons. The game is still fun for now, but I’m worried about whether or not I’ll stick around long enough for the ending. I had 80ish hours in Cyberpunk and never actually beat that game, for example. So we’ll have to see what happens with Horizon: Zero Dawn.
Battlefield 2042
Battlefield may just not be for me anymore.
I wasn’t there at the very beginning of the franchise, but I caught Battlefield 2 at just the perfect moment in college such that I abandoned console gaming and spent all my limited monies purchasing a gaming PC to play it at higher fidelity. Battlefield 2 consumed me. And even after all these years, there are experiences with that game that are not replicable – grabbing the Commander reins during a losing battle and RTS’ing my teammates to uncertain victory is a top 10 gaming memory. Shit, just having a Commander role at all was something else. Sneaking deep behind enemy lines and getting an unrequested radar sweep was a gentle reminder that someone out there recognized what you were doing and wanted you to succeed.
I understand why the Commander role was removed in Battlefield 3 though. The difference between a team with a Commander and one with an empty seat was enormous. Nothing in the game proper prepared you for that critical role either, so the only practice you got was typically when your team was losing and the previous Commander abandoned ship. And even if you were an expert? Better hope someone else didn’t grab the slot or that other players went along with your vote kick.
In any case, Battlefield 3 was fantastic, Battlefield 4 was good with some annoying bits with unlocks/Battlelog, Battlefield 1 was a bit too oppressive, and Battlefield 5 was hot garbage. Between the series trendline and the poor news articles, I didn’t have high hopes for Battlefield 2042. And yet I am still disappointed.
But… why?
I played Battlefield 2042 for about 7 hours via EA Play, which I get for “free” from Game Pass. One of the first options you are presented with is whether you want to allow Cross Play, e.g. get matched up with console players. I chose No, as console players typically get a generous Aim Assist to “level the field” with mouse & keyboard players. Then I had to quickly reverse that decision because it was literally impossible to find a match. Actually, it was still difficult to find a match considering you don’t really “look” for matches, you just get auto-sorted into one (or an empty lobby). I think there was maybe one game mode that allowed you to manually look for a lobby? But those were primarily custom XP farms, like the one where everyone just gave each other ammo, and you get kicked for shooting at each other.
When I actually got to play the game, it was… basically Battlefield. Sorta. There was a lot of criticism about the pivot to Specialists at release, and I agree conceptually. What do they bring to the table that simply having a “specialist tool slot” would not? It’s also kinda weird having these named, unique-looking Specialists when fights are supposed to be 32v32+. It is precisely due to the larger battles that I felt like the Specialists weren’t all that special. Can one of the Sniper guys fly a drone around? Who cares? The enemy is back-capping Point A 1000m away with two tanks. Meanwhile you have a thumb up your ass pressing Q. I guess technically the Sniper can equip whatever other gear they want, even tossing a bunch of C5 packets on the drone like the San Francisco PD. It’s clever, but again, the scope is a bit too small for how games play out.
After a few sessions, it occurred to me that nothing really felt like it mattered. Yes, in the broad view, nothing matters. The nihilism felt particularly acute in Battlefield 2042 though. It’s already one thing that you cannot select specific servers to play on, and always get thrown into a mostly-empty map any time you accidentally press Escape too many times. But you’re also getting thrown together with console players, with whom you fundamentally experience the game differently. Then there is the BattlePass deal, whereby you are no longer really working towards gun unlocks in a satisfying way. Maybe it ends up being all the same in the end, but it feels worse when you “unlock” several items that you cannot actually touch because you haven’t spent however many dollars buying the BattlePass.
All I know is that I did not feel particularly satisfied playing Battlefield 2042, even when I won. I could psychoanalyze it further – as if there is anything left to say on the topic – but if a game is not sparking joy, what is the point? Play something else. So I am.
End of Year: 2022 Edition
Dec 31
Posted by Azuriel
Just like 2021, except we all just gave up.
Workwise, I ended the year still at the same company but promoted to a more senior role. There have been a number of bonuses and raises offered company-wide, as management starts understanding that, yeah, this new labor market is here to stay. There are apparently some more raises in store for my specific department, but we’ll have to see how that pans out. Despite spending literally $15,000 in daycare this year, my family is doing perfectly OK. Which means I made it, I guess. My options trading and crypto are most definitely not making it, but I’m in a position where I can realize some losses and at least not pay taxes on the gains this year, while still having some upside exposure. It has to rally again someday, right guys? Guys?
Family is doing great. My kiddo is potty training like a champ.
Enough real life. Let’s talk games. First is the Steam lineup:
Although many of the games don’t necessarily have a defined “win state” (and many are Early Access besides), realistically I only finished Meteorfall, FAR, Per Aspera, and Borderlands 3. It was especially egregious with games like SOMA, wherein I played to the first area where the first monster appears, Alt-Tabbed to see what happens if they get you, realized that there is an EZ-mode with no real consequences, and then never actually booted the game back up again. At the same time, I have been trying to embrace the whole “Spark Joy” Kondo-ism a bit more than in years past. Play games when they are fun, stop when they aren’t. Just a shame that games stop being fun before they’re over.
For the Epic Game Store:
I… think that’s literally it. And again, I only really finished FF7R from that list. Going forward, I think I’m going to have to start making a concerted effort to completely ignore side quests and such for the more open-world games. Or maybe not. Sometimes the sidequests end up being much more interesting than the main quest for a lot of those kind of games.
By the way, the Epic Store interface is still embarrassingly shitty in 2022. When I go to my library and choose “Sort by Recently Played,” I would expect the games to be sorted by, you know, how recently they were played. But they’re not. You can’t even have the games sort themselves by most played. Ugh.
For Game Pass:
Once again, Game Pass is the de facto best place to try out games you wouldn’t otherwise play unless they were wedged in a random bundle. Of the list, Grounded was the clear winner here with a whopping 68 hours played… and I haven’t even beaten it yet. We’ll see if I ever pop back in.
For completeness’s sake, I also continued to play Hearthstone and Guild Wars 2 throughout 2022.
Looking at 2023, my goal is to actually sit down and play Red Dead Redemption 2, Disco Elysium, Death Stranding (played 7 hours and fell off), Chained Echos, Wildermyth, and… SOMA. Maybe Assassin’s Creed Odyssey or Origins. And finish off Cyberpunk 2077 and Horizon: Zero Dawn. According to HowLongToBeat, that lineup is 256 hours all by itself (main stories only). Which is like 5 hours a week, so not unreasonable even if I pretend to be a responsible father figure. We’ll see.
I really enjoyed Void’s “Games of the Year” schtick over at A Green Mushroom, where there was a running tally of games played and how they sorted themselves over the year. I’ve always struggled with “justifying” creating a blog post about some of the random shit I try to play (e.g. Nobody Saves the World, Metal: Hellsinger, etc), even though personally I enjoy reading every single article by anyone still posting on my blogroll. So, heads up, there may be some experimentation with that format in 2023. Or maybe I just continue doing my own thing, which apparently continues to work.
Well, “work,” for given definitions of work.
…which I’m defining as being awesome. See you in 2023.
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Tags: End of Year, Epic Store, Pandemic, Steam, Xbox Game Pass