Author Archives: Azuriel
So, You Want An Above-Ground Pool
[Note: I wrote this last year, but never got around to actually posting it at the time. Since I recently set up my pool again, it became a bit more topical. Enjoy.]
One of the reasons I haven’t been playing many videogames this past month is because I was setting up an above-ground pool. In the spirit of my other apropos nothing post about shipping PS1/PS2 games, let me chronical the struggles I had with getting mine set up. Maybe you can learn from my mistakes, maybe you just enjoy the schadenfreude.
Step 0: Do you really need one?
No, seriously, do you really need one? I got mine on the cheap, but a yearly pass to a sorta nearby pubic pool would only have run me $200, at worst, per year. By the time everything is done, you are likely going to be spending $1000+ and who knows if anything you bought is going to survive the five years (or more) it takes to break-even. Now, you are probably going to use a pool in your backyard on a whim more often than getting into a car and driving somewhere, but just acknowledge the math involved.
Also, do not bother with any of this late in the season. Like in August. That’d just be dumb.
Step 1: Survey your domain
It’s very important that you look at what you’re dealing with terrain-wise before you even consider pool options. Do you have a good space for one? Is it near trees? How tough is the soil? Are you going to try do everything by-the-book and actually get a permit for your pool, to include all the things the permit requires? Some of those things include having a fully-enclosed, self-locking fence, being X distance away from the home, and so on.
For me, my house already had a “dog run” area that was fully fenced up:

The grass looks sketchy, but that was because I had just mowed on the lowest setting. What is not obvious from the picture – or even looking at it in person – is how the ground isn’t level. Like, not even a little bit. But I’ll get into that in a minute.
Step 2: Secure a Pool
The retail price of an above-ground pool varies, but the 9’x18’x48″ pool we settled on is $800 normally. I bought mine for $100. How? Warehouse resellers. Sort of like eBay for items that people returned to Amazon, who then sold to warehouses for pennies on the dollar. I’m not going to give out the name of the one I used, but basically I saw some pictures of a very beat-up box online but the pool liner still looked wrapped in plastic, so I rolled the dice. Spoiler alert: it worked out.
Step 3: Prep the field
Do not install a pool in August. I repeat, do NOT install a pool in August.
So anyway, there I was, installing a pool in August like a moron. I borrowed a 25-year old mini-tiller from a neighbor and started to work on the 9×18 area where the pool would be located. Phase 1 was just clearing the grass out. If you have a sod remover or other fancy equipment, use that. Otherwise, make sure to till and rake that top layer of dirt/grass away and compost it elsewhere or whatever.

Step 4: Level the playing field
Mentally accept that 80% of the work in setting up an above-ground pool is leveling the ground. Don’t cut corners, don’t say “fuck it, that’s good enough,” don’t do this in August when your pasty ass is sweating buckets within the first 15 minutes of being outside.
The dirt needs to be level. I used a 3ft level taped onto a wooden 2×4, but that was sketchy. You can (and should) buy a contractor level, with longer being better – they are expensive on Amazon, but my local hardware store had a 6ft level for like $15. In any case, I took my level and… realized that the cleared area had a significant slope. Like 3 inches or more.
I recommend digging down rather than filling up. The idea is to use a tiller to get the dirt nice and frothy, and then shovel it over onto the lower end. Two birds, one shovel. The problem with just buying a bunch of topsoil and raising the low end is two-fold. First, it’s difficult to know how the topsoil is going to behave once compressed. Like, even if you tamp it down, I noticed it springing back up in a way four feet of water per square inch was not going to allow it to. Secondly, keeping the dirt and topsoil where it is supposed to be becomes tricky. If it’s just in a big pile, erosion might see the sides start to lower and things becoming increasingly uneven.
Step 5: Measure twice, dig once
Once everything seems level, measure everything again. Read the instructions, look at pictures.
My pool is 9×18 so I leveled a 9×18 area. Had I looked at the goddamn box one more time, I would have realized that while the bottom of the pool is indeed 9×18, the side support beams actually extend out another 1.5 feet on both sides. While we ended up just rolling with it, this means the side walls are bowed in and who knows if there is any permanent damage to the steel pipes or what sort of extra wear that will have done to the liner. All of which could have been avoided by looking at the box.

Step 6: Get some help setting it up
The instructions say 2-3 people can set up the pool in 30 minutes. Get at least that many people and budget 2+ hours. I’ve seen videos of people doing it themselves, but not when it’s August.
It is also important at this point – and probably before this point – to understand where things are going to be located. For example, where are the holes for the pump? Where is the drainage port? It’s a huge pain in the ass to move anything once those supports go in, so avoid having to make corrections.
Step 7: Fill and (hopefully) enjoy
At a certain point, you won’t know if everything worked out until you actually start putting in water. You are going to want to try and smooth out any wrinkles in the liner when there is less than an inch of water inside. It’s also very important to walk all along the bottom to feel for any errant rocks or pokey things that might cause issues.

For me, we ended up fully filling the pool and then had to completely empty it because the water level was a difference of 4 inches. The pool instructions say “no more than 1 inch difference” but most of what I read online suggested 2-3 inches would be fine. The issue was more than just the water level though, as we also had the side wall concern I mentioned earlier. So, after it was emptied, I put in a bunch of topsoil under the low side, dug 1-2 inches down on the side supports and filled it back up. It’s not perfect still, but we’ve successfully used it for two weeks now and it just needs to make it a few more before the likely end of the season. Next year, I will relevel things properly.
Not in August, of course. Because that would be dumb.
Addendum
To help protect the bottom of the pool, we used a giant tarp underneath. A tarp will not prevent rocks from poking your feet from inside the pool and otherwise being a hazard. No, I don’t camp a lot, how can you tell? Also, I do recommend rolling up the ends of the tarp so the support poles don’t push on them. This is primarily so you don’t have a little mosquito puddle just sitting there.
Buy and cut some treated wood for your supports to stand on and dig them into the ground a bit. I briefly thought about using paver patio stones, but was worried about what would happen if the stones snapped. A few of the wood boards are already in rough shape, so I’m glad I stuck with wood.
If you end up with wrinkles in the bottom of the pool after there is too much water in there, one lifehack solution is to buy a new old-school plunger. You know, the ones that are flat on the bottom and are terrible for plunging toilets. According to some clever Youtube videos though, they work just fine in lifting up the pool liner to help smooth out wrinkles.
Those chlorine tabs you put in bobbers are for maintaining a given chlorine level. Pool “shock” is super-concentrated chlorine to raise levels high enough to be safe. You can really optimize different chemicals (pH, alkalinity, etc) if you want to, but it’s all in service of keeping proper amounts of chlorine.
I recommend two different types of water testing kits. The first one I bought was all fancy with eye-droppers and little bottles of chemicals. Kept saying I didn’t have any chlorine though. Bought the test strip kind just to confirm and, hey, actually I had 5ppm chlorine in there. It’s possible that there was user error involved with the fancy test, but that issue is still resolved by having two different testing kits.
Solar covers do indeed work. The one I bought looks basically like a 22-foot diameter heavy-duty piece of blue bubble wrap. Threw it on, cut it into a rough oval shape with scissors, and will hopefully get another few weeks of reasonable pool use this Fall.
Impressions: Diablo 4
They brought back the grimdark.

I have been generally enjoying my time with Diablo 4, all the way up to level 30 40 as a Necromancer. I tend to gravitate towards Necromancers in any game that offers it (including MMOs), and I definitely remember rolling one the first time I started playing Diablo 2 right as I moved to college. It’s kind of a difficult design to get right though. If your minions are too strong, you end up not pushing buttons and simply walking around the map melting bad guys. Conversely, if minions are too weak, they may as well not exist. Plus, you can generally get punished for having a minion-build during boss fights, as the boss will kill them quickly and there may not be any corpses around to bring them back.

I’m happy to report that Diablo 4 solves the issue is an interesting way: a draining basic attack that creates corpses every few seconds. Things can definitely go downhill quickly if you aren’t paying attention to your skeleton crew, but I appreciate the novel solution. It also enables the frequent use of Corpse Explosion, which has a very satisfying aural element to it. Killing the first enemy and then chain-popping dozens more feels good every time.
What kind of shocked me though is how you are limited to six buttons.
I legit had to look back to Diablo 3 and Diablo 2 screenshots to see that, yeah, it’s been that way for decades. Which is fine, I guess, but became real annoying once I realized that the Golem takes up one of those buttons. Was that always that way too? I suppose it’s as good a balancing mechanism as any, but it also reinforces the whole “walk around the map doing nothing” angle even more. It also makes me question why these other Skills exist with longer cooldowns. I’ll probably come across some meta build that farms the endgame in 20-30 second increments, but it’s baffling thus far.

Of course, everyone knows the “real game” doesn’t happen until you start getting decked out in Legendary gear. I can already see how some Affixes can radically change basic abilities; perhaps that is the secret sauce for making 6 buttons still feel like enough agency. Diablo 4 does allow you to scrap Legendary items and then add their special ability to future item you want, which is fantastic. If Borderlands 4 doesn’t have something similar, it’s going to feel miles behind.
I will say though, playing Diablo 4 has given me a greater appreciation for V Rising. I said multiple times that V Rising’s ARPG angle fell short, and you should “just play Diablo 4” instead. While that is true from a loot perspective, I do have to say that V Rising feels way better from a gameplay perspective. Didn’t quite realize how much I missed WASD movement than when I was left-clicking around in Diablo 4 and either halted to shoot when I wanted to move, or moved when I wanted to shoot. Yeah, you can hold Shift to stay still, but that gets awkward when the game wants you to keep your fingers on 1234.
Anyway, so far so good. My focus is on the story, doing some random dungeons/side quests along the way, and raising the World Tier difficulty as it become available. There is likely a zero percent chance I’m spending hours farming endgame-endgame gear for the giggles, but it’s fun enough for now.
V Rising: All Done
I’m done with V Rising after about 56 hours.

I technically did not “beat” the game, but I am done. All bosses have been defeated aside from the last two: Adam and Dracula. I have maxed my gear and spells, acquired a Legendary weapon, and was otherwise facing down 5-6 additional hours of “gitting gud” before seeing… I don’t think there’s even credits screen here. There have been tough bosses leading up to this point, but these last two have multiple phases and Adam even requires the crafting of a special consumable to even access him for an hour. I think I could eventually take down Adam by investing in crafting a different endgame weapon, or swapping out spells during a fight transition, but honestly fuck that.
Overall, I stand by my earlier assessment of the game, e.g. it’s OK. I did develop a deeper appreciation of the visuals though and the overall art direction. Running around the map during daytime became an interesting game unto itself, as you tried collecting resources or fighting mobs only to have the shading tree collapse from an errand attack. The sound that accompanied increasing exposure to sunlight was also very satisfying (if not deadly). The moment-to-moment gameplay was satisfying.
What is less satisfying is the grind on the macro level. As stated before, there is no XP here, and mobs themselves rarely drop anything of value, so there’s really no point to combat. The whole vampire fantasy takes a bit of a hit when you rush from house to house rummaging through dressers for bits of cloth and paper. A lot of that has to do with some of the absurd recipes.

Here is an example of what I’m taking about. I need Power Cores to craft an item. Crafting them requires 18 Radium Bars + 9 Charged Batteries for 2 Power Cores. I’m just going to ignore the Charged Batteries, because you basically just farm Depleted Batteries from certain enemies and then have to juice them up out in the world. The Radium Bars on the other hand… oh boy.
- Power Core x2 = 18 Radium Bars + 9 Charged Batteries
- Radium Bars x4 = 135 Tech Scrap + 9 Sulfur + 3 Sludge-Filled Container
- Tech Scrap = mob drop and/or mining resource
- Sulfur x1 = Sulfur Ore x45
- Sludge-Filled Container x1 = 9 Glass + 9 Mutant Grease + 3 Iron Ingot
- Glass x1 = 45 Quartz
- Mutant Grease = mob drop*
- Iron Ingot x1 = 45 Iron Ore
- Radium Bars x4 = 135 Tech Scrap + 9 Sulfur + 3 Sludge-Filled Container
Again, all of that for two (2) Power Cores. You need 9 Power Cores to craft the highest tier of necklace. So that’s 90 Radium Bars. Which might not have been as bad as it felt if there was a reliable way of farming for Radium Bars directly. Instead, at best you are running around 1-2 areas breaking all the boxes in a desperate hope that you can get 5-10 Radium Bars from drops. That shit immediately reminded me of Warframe, and it feels outrageously dumb for the same reasons. I can sorta maybe get behind mining for ore as a fledgling vampire, but endgame Dracula-esque vampire overlord reduced to breaking open boxes for loot is too much. Farming enemies? Good. Breaking background clutter? Bad.
One thing that made it better/worse were servants. These are people you capture and then turn into vampires, who then can be sent on resource-gathering missions. While it takes a bit to set them up – they have to basically be equipped with the same gear you have, which means grinding some more – they can return fantastic amounts of resources on a real-time basis. To a point. There are several time increments you can dispatch servants on, such as 4h, 8h, 16h, and 24h, but the difference between 8h and 16h is not 2x the loot. Which means you are better off logging on, dispatching servants for 4h or 8h, then logging off. Sometimes they get injured, so they cannot be immediately be sent back out.

So, anyway, there I was, logging onto V Rising three times a day to dispatch servants because I no longer wanted to spend time manually farm resources. And remember, I’m already on +100% global loot. Once I realized that I could only play more of the parts of the game I enjoyed by playing it less… I did so. And then discovered that the other games I was playing instead were actually kind of fun and rewarded me for playing them more. Imagine that!
Arguably, none of this is how V Rising is “meant” to be played in the first place. You’re supposed to be out in the world with your chums, farming some mobs, attacking (or being attacked by) other vampires and stealing their loot, defending your castle from destruction, and so on. Theoretically, it would feel like less of a grind if there was more grind, insofar as you wouldn’t be hitting the endgame wall as early. Or something. But by the time I got there, I kept asking myself: why this over Diablo 4 or whatever? At least there I had something to potentially look forward to from killing all these random mobs.
That’s V Rising. I give it props for melding the survival crafting and ARPG genres in an innovative way, and overall being a very slick game. I can see how other people might play it for hundreds of hours with friends and/or internet strangers. But it doesn’t really deliver a better experience in any individual one of the categories compared to other offerings. And while it does offer most of the trappings of a good vampire fantasy, it shrivels up in the sweaty heat of an unnecessarily grindy endgame.
Unsustainability
Senua Saga: Hellblade 2 recently came out to glowing reviews and… well, not so glowing concurrent player counts on Steam. Specifically, it peaked at about 4000 players, compared to 5600 for the original game back in 2017, and compared to ~6000 for Hi-Fi Rush and Redfall. The Reddit post where I found this information has the typical excuses, e.g. it’s all Game Pass’s fault (it was a Day 1 release):
They really don’t get that gamepass is unsustainable. It works for Netflix because movies and tv shows can be made in a year or less so they can keep pumping out content each year. Games take years to make and they can’t keep the same stream of new content releasing the same way streaming services do.
Gamepass subs are already stagnating, they would make more money if they held off putting new exclusives on gamepass like movies do with putting them in theatres first before putting them on streaming. (source)
Now, it’s worth pointing out that concurrent player counts is not precisely the best way to measure the relative success of a single-player game. Unless, I suppose, you are Baldur’s Gate 3. Also, Hellblade 2 is a story-based sequel to an artistic game that, as established, only hit a peak of 5600 concurrent players. According to Wikipedia, the original game sold about 1,000,000 copies by June 2018. Thus, one would likely presume that the sequel would sell roughly the same amount or less.
The thing that piqued my interest though, was the reply that came next:
Yeah, even “small” games like Hellblade and Hi-Fi Rush, which are both under 10h to complete, took 5/6 years to develop. It’s impossible to justify developing games like these with gigantic budgets if you’re going to have them on your subscription service.
I mean… sure. But there’s an unspoken assumption here that these small games with gigantic, 5-6 year budgets would be justified even without being on a subscription service. See hot take:
Hellblade 2 really is the ultimate example of the flaw of Xbox’s “hands off” approach to game dev.
How has a studio been able to take 5 years making a tiny game that is basically identical to the first?
How did Rare get away with farting out trailers for Everwild despite the game literlaly not existing?
Reddit may constantly slag off strict management and studio control, but sometimes it’s needed to reign studios in and actually create games…
Gaming’s “sustainability problem” has long been forecast, but it does feel like things have more recently come to a head. It is easy to villainize Microsoft for closing down, say, the Hi-Fi Rush devs a year after soaking up their accolades… but good reviews don’t always equate to profit. Did the game even make back its production costs? Would it be fiduciarily responsible to make the bet in 2024, that Hi-Fi Rush 2 would outperform the original in 2030?
To be clear, I’m not in favor of Microsoft shutting down the studio. Nor do I want fewer of these kind of games. Games are commercial products, but that is not all they can be. Things like Journey can be transformative experiences, and we would all be worse off for them not existing.
Last post, I mentioned that Square Enix is shifting priorities of their entire company based on poor numbers for their mainline Final Fantasy PS5 timed-exclusive releases. But the fundamental problem is a bit deeper. At Square Enix, we’ve heard for years about how one of their games will sell millions of copies but still be considered “underperforming.” For example, the original Tomb Raider reboot sold 3.4 million copies in the first month, but the execs thought that made it a failure. Well, there was a recent Reddit thread about an ex-Square Enix executive explaining the thought process. In short:
There’s a misunderstanding that has been repeated for nearly a decade and a half that Square Enix sets arbitrarily high sales requirements then gets upset when its arbitrarily high sales requirements fail to be met. […]
If a game costs $100m to make, and takes 5 years, then you have to beat, as an example, what the business could have returned investing $100m into the stock market over that period.
For the 5 years prior to Feb 2024, the stock market averaged a rate of return of 14.5%. Investing that $100m in the stock market would net you a return of $201m, so this is our ROI baseline. Can the game net a return higher than this after marketing, platform fees, and discounts are factored in?
That… makes sense. One might even say it’s basic economics.
However, that heuristic also seems outrageously unsustainable in of itself. Almost by definition, very few companies beat “the market.” Especially when the market is, by weight, Microsoft (7.16%), Apple (6.12%), Nvidia (5.79%), Amazon (3.74%), and Meta (2.31%). And 495 other companies, of course. As an investor, sure, why pick a videogame stock over SPY if the latter has the better return? But how exactly does one run a company this way?
Out of curiosity, I found a site to compare some game stocks vs SPY over the last 10 years:

I’ll be goddamned. They do usually beat the market. In case something happens to the picture:
- Square Enix – 75.89%
- EA – 276.53%
- Ubisoft – 30.56%
- Take Two – 595.14%
- S&P 500 – 170.51%
And it’s worth pointing out that Square Enix was beating the market in August 2023 before a big decline, followed by the even worse decline that we talked about recently. Indeed, every game company in this comparison was beating SPY, before Ubisoft started declining in 2022. Probably why they finally got around to “breaking the glass” when it comes to Assassin’s Creed: Japan.
Huh. This was not the direction I thought this post was going as I was writing it.
Fundamentally, I suppose the question remains as to how sustainable the videogame market is. The ex-Square Enix executive Reddit post I linked earlier has a lot more things to say on the topic, actually, and I absolutely recommend reading through it. One of the biggest takeaways is that major studios are struggling to adjust to the new reality that F2P juggernauts like Fortnite and Genshin Impact (etc) exist. Before, they could throw some more production value and/or marketing into their games and be relatively certain to achieve a certain amount of sales as long as a competitor wasn’t also releasing a major game the same month. Now, they have to worry about that and the fact that Fortnite and Genshin are still siphoning up both money and gamer time.
Which… feels kind of obvious when you write it out loud. There was never a time when I played fewer other games than when I was the in the throes of WoW (or MMOs in general). And while MMOs are niche, things like Fortnite no longer are. So not only do they have to beat out similar titles, they have to beat out a F2P title that gets huge updates every 6 weeks and has been refined to a razor edge over almost a decade. Sorta like how Rift or Warhammer or other MMOs had to debut into WoW’s shadow.
So, is gaming – or even AAA specifically – really unsustainable? Possibly.
What I think is unsustainable are production times. I have thought about this for a while, but it’s wild hearing about some of the sausage-making reporting on game development. My go-to example is always Mass Effect: Andromeda. The game spent five years in development, but it was pretty much stitched together in 18 months, and not just because of crunch. Perhaps it is unreasonable to assume the “spaghetti against the wall” phase of development can be shortened or removed, or I am not appreciating the iteration necessary to get gameplay just right. But the Production Time lever is the only one these companies can realistically pull – raising prices just makes the F2P juggernaut comparisons worse, gamer ire notwithstanding. And are any of these games even worth $80, $90, $100 in the first place?
Perversely, even if Square Enix and others were able to achieve shorter production times, that means they will be pumping out more games (assuming they don’t fire thousands of devs). Which means more competition, more overlap, and still facing down the Fortnite gun. Pivoting to live service games to more directly counter Fortnite doesn’t seem to be working either; none of us seem to want that.
I suppose we will have to see how this plays out over time. The game industry at large is clearly profitable and growing besides. We will also probably have the AAA spectacles of Call of Duty and the like that can easily justify the production values. Similarly, the indie scene will likely always be popping, as small team/solo devs shoot their shot in a crowded market, while keeping their day jobs to get by.
But the artistic AA games? Those may be in trouble. The only path for viability I see there is, ironically, something like Game Pass. Microsoft is closing (now internal) studios, yes, but it’s clearly supporting a lot of smaller titles from independent teams and giving them visibility they may not otherwise have achieved. And Game Pass needs these sort of games to pad out the catalog in-between major releases. There are conflicting stories about whether the Faustian Game Pass Bargain is worth it, but I imagine most of that is based on a post-hoc analysis of popularity. Curation and signal-boosting is only going to become increasingly required to succeed for medium-sized studios.
Gaming News Roundup
Square Enix stocks tumble on news that FF16 and especially FF7 Rebirth have not met sales targets. Which would normally be concerning… if not for the fact that these games are still Sony exclusives. Which, as a strategy, appears to be changing going forward.
In response to the tumbling profits, Square Enix announced what it calls “Square Enix Reboots, and Awakens”, a three-year plan for rebooting for long-term growth. This involves a rethink across all parts of the business, but the highlight is a “shift to a multiplatform strategy.” Square Enix said it will “aggressively pursue a multiplatform strategy that includes Nintendo platforms, PlayStation, Xbox, and PCs.” […]
As part of this multiplatform push, Square Enix said it will “build an environment where more customers can enjoy our titles in regards to major franchises and AAA titles including catalog titles.” The suggestion in all this is mainline Final Fantasy games will ditch PlayStation exclusivity going forward, although Square Enix has yet to announce specifics beyond Final Fantasy 16’s upcoming launch on PC.
It really boggles the mind sometimes, how stuck in the past these game executives can be. Helldivers 2 has been a breakout smash hit, with a large portion (possibly majority?) of the playerbase being on PC; it was significant enough for the Steam review-bomb campaign to work in any case. PC receiving ports in general has improved over the years for sure, but the fact that it takes ages is moronic. It’s been over fours years and PC still doesn’t have The Last of Us 2. Horizon: Forbidden West just came out on PC like two months ago. FF7 Remake took almost two years. Ghost of Tsushima took four years. God of War: Ragnarok probably won’t be out till 2025.
Speaking of ports, Ghost of Tsushima has beaten out God of War for the top spot on the Steam concurrent user spot for Playstation single-player games, at 77k and some change. Helldivers 2 sits at 457k, by the way. I’ve heard some chatter on Reddit about how this demonstrates that Sony’s “strategy” works, e.g. only releasing games on PC after a long-ass time. I mean… I guess? Unless there is some presumption that people bought PS5s just for this game, or that PS5 owners will buy it again on PC, I think this simply demonstrates Sony delayed a solid boost of revenue for 4 years for no reason.
Fallout: London is a fan-made Fallout 4 mod that is essentially an entirely new Fallout game. You may have heard some stories about how its original April release was delayed due to the “surprise” next-gen updates to Fallout 4 that Bethesda released a few weeks back. Well, it appears that the mod is back on track to be released… sometime. Soon™! The real news though, is how the modders somehow convinced GOG to host the 30-40GB files. This was needed, as Nexus Mods has an upper size limit. These fan projects usually get killed by the suits right before release, so the fact that not only will this thing (presumably) come out, but the fact that GOG is hosting the files is extraordinary.
Valve is working on what appears to be 6v6 MOBA-like Overwatch game called Deadlock. Now, I understand that Valve has a unique sort of “structure” over there, wherein developers basically just stew in a petri dish until games extrude through the biofilm… but, really? This is whatever actual game developers still left over there have chosen to spend their time on? Christ. I guess it’s at least something, as opposed to whatever George R.R. Martin and Patrick Rothfuss are doing. Finish your fucking stories!
Impressions: V Rising
V Rising is a hybrid ARPG with survival-crafting elements, sorta like Diablo meets Age of Conan. The approach is pretty novel, but there are some awkward elements that diminish the experience a little bit.

To start, I am playing solo on a “private server,” which is basically just single-player (like with ARK, Conan, etc). However, it is very, very obvious that the game is centered around and balanced on a more public, multiplayer and even PvP experience. For example, by default, you cannot use any of the Waypoint portals if you have ANY resources in your inventory. This option can mercifully be changed in the server settings, but the map itself consists of lanes, specific camps of NPCs, and then dozens and dozens of nondescript castle areas. Which is great for multiplayer servers (options!) and PvP (lanes forces players into channels for encounters), sure. But there really aren’t any exploration aspects, no map secrets, no particular reason to go to out of the way areas. Unless, of course, you were hiding from/laying in wait for other players.
The progression system is also a bit weird. First, there is no XP. Instead, your character’s power is based on Gear Score – you deal/receive damage based on the difference in Gear Score between you and your foe. Increasing one’s Gear Score is achieved by unlocking technology via killing bosses and consuming their “V Blood.” This is not necessarily a linear process though. Killing the boss that gives you a Workbench to craft better weapons results in a huge power boost. Other bosses might just give you ability to turn into spider, or upgrade gems into better ones, or similar. You can tackle the bosses in any order (provided you have a decent Gear Score), but nevertheless there are times when things end up… uneven. For example, I just upgraded all my armor and now find myself ~10 Gear Score higher than like eight bosses I have yet to kill. And none of those bosses will see me improve my Gear Score at all.

Progression-wise, it is also worth mentioning that there is a recipe/research component as well. You can unlock Copper weapons by killing the appropriate boss, but getting the next “Merciless Copper” tier requires the recipe to drop from random loot. Sometimes you can purchase the recipe from a vendor’s random stock, and other times you can randomly learn it by consuming Paper or whatever at a Research Desk. So, random, but with grindable guardrails.
Having said all that, is the game even fun?
I guess. I mean… probably? Sure.
At the time of this writing, I show ~22 hours /played. My solo server has loot bumped up 2x, item stacks 3x, Waypoint access on, Durability and Castle decay basically turned off (25% of normal). I don’t feel “bad” about these custom settings because, just like with my time with ARK, the “normal” settings are absurd nonsense. You can dispatch vampire servants to collect resources for you, but they take real-world hours (2h min, 24h max) to return. Considering you have to grind resources to craft equipment for them to wear so they can… err… help you skip grinding resources, they are of questionable merit. Of course, the servants could help defend your castle from other players trying to break it down and steal your resources, if you were into that sort of thing.
From a strict, gameplay-only sense, V Rising is OK. It’s a kind of Diablo-lite where you can hotswap weapons to mix and match abilities (which share cooldowns), while also tailoring your two spell slots and one ultimate move to your preferences and/or the boss’ tactics. Enemies are fairly straight-forward where I’m at in the game, but the environmental factors add layers to strategy. For example, there are patrols of NPCs not just within each camp, but also throughout the lanes in the world. These patrols can include bosses, sometimes ones way beyond the difficulty of the area too. This brings opportunities as well though, as sometimes patrols can be lured into attacking other factions or even having two bosses attack each other! This makes the world feel a lot more interesting than what I normally see in the genre.

Anyway, I’m still playing V Rising and have every expectation to keep playing for now. Whether that is due to the underlying gameplay being better than I am giving it credit for, or because I am starved for new survival-crafting experiences, I cannot say. What I can say is that if you expect a Diablo experience, you will be disappointed. I definitely spend more time hitting rocks with a mace than I do hitting enemies for loot. But don’t expect something akin to Terraria/Starbound either, because the crafting is prescriptive and environment static. So… yeah. V Rising is its own thing and it’s fun enough for now.
Microsoft Fallout
About a week or so ago, the rumor mill was a-churnin’ about how the surprising popularity of the Fallout TV show – 65 million viewers in 16 days! – was causing Xbox execs heads to extend (pardon my Seuss). Even Todd Howard was saying Bethesda wants to “find ways to increase our output, because we don’t want to wait that long either.” Which is funny, considering that it is Bethesda’s own metered cadence which will ensure that Fallout 5 is not released until the 2030s; Elder Scrolls 6 is next in line after the tepid Starfield, with Fallout 5 not coming out until, presumably, the ending of the TV series.
Welp, cue that monkey paw finger-curl:
Microsoft has closed a number of Bethesda studios, including Redfall maker Arkane Austin, Hi-Fi Rush and The Evil Within developer Tango Gameworks, and more in devastating cuts at Bethesda, IGN can confirm.
[…] Arkane Lyon, which is working on Marvel’s Blade, survives the cull, as does Bethesda Game Studios (Fallout, The Elder Scrolls, Starfield), and Machine Games (Indiana Jones and The Great Circle). Doom developer id Software is also unaffected.
A further quote from Matt Booty, head of Xbox Game Studios, says:
Today I’m sharing changes we are making to our Bethesda and ZeniMax teams. These changes are grounded in prioritizing high-impact titles and further investing in Bethesda’s portfolio of blockbuster games and beloved worlds which you have nurtured over many decades.
To double down on these franchises and invest to build new ones requires us to look across the business to identify the opportunities that are best positioned for success. This reprioritization of titles and resources means a few teams will be realigned to others and that some of our colleagues will be leaving us.
Cruel irony abounds, considering a year ago Matt Booty said Microsoft has no plans to shut down Arkane Austin “right now,” after the disastrous Redfall launch. And I guess he was technically accurate. There are fewer charitable interpretations for axing Tango Gameworkers though, considering the effusive praise Hi-Fi Rush received from Microsoft brass – “Hi-Fi RUSH was a break out hit for us and our players in all key measurements and expectations. We couldn’t be happier with what the team at Tango Gameworks delivered with this surprise release.” Certainly seems like they could have been happier after all.
I don’t want to undersell the sad reality of thousands of game devs losing their jobs. That shit sucks.
…however. In the specific case of Arkane Austin, I have to wonder if there is the barest glimmer of a silver lining. For one thing, it is worth pointing out that no one at Arkane actually wanted to develop Redfall. It was a studio known for immersive sims, and Redfall wasn’t that. In fact, that same report stated that 70% of the team members who worked on Prey left the company during Redfall development. So, really, Microsoft is kinda putting the zombie studio out of its misery.
Oh, but know what might be an interesting franchise for an immersive sim? Fallout. That is wild-ass speculation on my part, and contradictory besides considering most of the immersive sim devs already left. But. BUT! Can you imagine? Of course, it would probably be best (and poetic besides) for Obsidian to take up the mantle of Fallout again, especially considering both studios are under the same (reaving) Microsoft umbrella. Unfortunately, Obsidian is releasing Avowed this year and they are also working on The Outer Worlds 2 for some reason. Seriously though, was anyone asking for that?
Alas, we will have to see how things shake out. Just… goddamn, could someone give me more Fallout?
Review: Planet Crafter
Planet Crafter really surprised me by keeping my attention all the way to… just before the very end.

The premise of the game is that you are dumped onto a barren, hostile world and tasked to terraform it into something more hospitable to life. The “twist” is that there is no combat. At all. The planet is barren, after all, so what would even attack you? But what intrigued me was precisely how intrigued I stayed for the 35 hours I played. And that’s quite the trick considering I am not much of an Explorer type nor someone typically into Factorio-style automation games.
The secret sauce is probably the sense of progression.
When you first start out, you have an extremely tiny oxygen meter and will be doing some desperate loops around your starting capsule to gather raw materials. Eventually, you will start building a rudimentary base and start stockpiling supplies. However, almost all crafting recipes and upgrades are gated around one’s Terraforming Index (Ti) score. Improving this score is only possible by creating machines to generate Heat, Pressure, Oxygen, etc, to first form an atmosphere, and so on. Certain resources to build these machines are not located on the ground like most everything else, so you will need to go explore deeper afield – including inside the wrecks of spaceships – to gather what you need.

And so a cadence is formed: build up machines to improve Ti, go exploring for new material, come back and build new machines that got unlocked while you were exploring. Each loop will increase your ability to travel further as you expand oxygen capabilities, movement speed, and inventory space, and start fostering a sense of curiosity about what’s over the next ridge or inside that cave.
It’s also worth mentioning the more visual sense of progression as you improve Ti: watching the planet bloom. Glaciers recede, opening new travel and resource opportunities. Liquid water starts to form. Weather occurs. You start building Flower Spreaders, grass starts generating, then you upgrade to Tree Spreaders. By the time endgame rolls around, you are flying around searching for the last remnants of secrets left behind, occasionally stopping to gaze at the previously lifeless stone arch now covered in an explosion of color and growth. It’s a real treat.

The only shame then is the final stumble. I have unlocked every technology except the final one to end the game. I have explored procedurally-generated wrecks, I have optimized my automation, I have uncovered every mystery on the planet, consumed every bit of novelty. My score is sitting at 1.43 TTi and 5 TTi is the end. After timing it, I would need to leave the game running for 5.5 real-world hours to get to that number.
Could I speed it up? I mean, hopefully. I’ve already built 6+ T5 generators of various types (Pressure, etc), overlapping Optimizers fitted with boosters, dozens of satellites that further juice the numbers by 1000% a pop. Each added machine makes the overall number increase by what feels like an insignificant amount. I spent the entire game waiting for the “Spam End Turn in Civilization” inevitability to kick in, and was surprised every time Planet Crafter bobbed and weaved out of the way. But, alas, it did come after all.

Nevertheless, Planet Crafter did deliver an extremely solid 20-30 hours of entertainment without once leaning into combat or contrivances. If you’re looking for Subnautica minus the thalassophobia, or the first half of Breathedge minus the chatty sidekick, then Planet Crafter is your game.
7 Days to More Money
In a completely unexpected turn of events, 7 Days to Die is actually coming out of Early Access. Soon!
The Fun Pimps are happy to announce 7 Days is leaving Early Access! With the launch of the next update, we’re moving officially to 1.0 for 7 Days to Die.
TFP Co-Founder Richard Huenink details the move in this Video. He’ll talk about our decision to leave early access, the tentative launch dates for PC and Console Alpha 22 (Now 1.0), the roadmap of planned future updates and features ahead for all platforms, and the games new pricing.
I say “completely unexpected” because, well, it is. The game has indeed been in Early Access for 12 years already, with Alpha 22 (now “1.0”) slated to come out in a few months. However, the Early Access period has been so long due to the dev team having no project manager – each major release has radically redesigned the scope of the game, changing progression mechanics, and otherwise putzed around art assets without actually making forward progress on systems or endgame.
But now they are, so… why aren’t I happy? Take a gander at the roadmap:

I don’t think you really even need to know anything about the base game to intuit that the stuff in the 2025 columns would, in fact, be a more appropriate 1.0 experience. In particular, Bandits have been promised for literal ages, and are still nowhere to be found. Do I believe we will get a UI/Main Menu Overhaul? Yes I do. Will there also be Bandits? Not falling for it this time, Lucy.
What is really going on with this 1.0 release is the increase in base pricing.
Q: Why increase the cost?
A: We feel as though the quality standard of the game has gone up significantly from when the initial price was set over 8 years ago along with over a decade of content and improvements. We’ve looked at how others have handled leaving early access, and this is a common practice. We in particular want the price of the PC version to have parity with the Console version. We do not wish to force any current users to spend more money to play the game they’ve always supported. However, new users should see the value the game offers reflected in the cost, and we hope that continued support might fund future endeavors in expanding the 7 Days to Die game even further – DLCs, Expansions, and continued free updates (including everything listed in the Road Map)!
Look, my intent is not necessarily to paint The Fun Pimps as capitalistic assholes. I bought the game 7 (!) years ago for $10, and even now you can still purchase it this week for $5.99 ahead of the $44.99 (!!) price increase. In those years, I have played for over 327 hours. And regardless of any price increases, my copy will be upgraded for free, I’ll get all the updates for free, and so on.
It’s just that this “release” is clearly a business decision first.
This is especially true in terms of the console re-release. The history is that the game was released on consoles back in 2017 but had been stuck in Alpha 15 ever since then because porting company went bankrupt. We’re in Alpha 21 on PC, for reference. The Fun Pimps reacquired the rights a few years ago, but financially it never made sense for them to hire out another porting team. Until now.
Q: What about the old Console version?
A: Due to the significant technical differences between old and current console hardware, we will not be upgrading the legacy version. Legacy owners will have to buy the new title. However, we are working closely with Sony and Microsoft to provide a discount to digital legacy owners on their purchase of the new console edition.We made the decision early on to focus on a ‘new’ version of the game that is unified with our PC version, and our efforts to update the game post-launch will be entirely focused on that version.
Again, good on them for trying to get console fans a discount, assuming such a thing materializes. It also makes sense that you may have to cut your losses and start fresh with a new version given all the difficulties up to this point.
I just… I dunno. It’s complicated. As I mentioned last year, each Alpha has included a seemingly pointless overhaul of the progression system, although each iteration has taken it further and further away from zombie MineCraft and more towards something generic. Once upon a time, you would come across a small town and break into houses to scavenge for supplies and hope a big wandering mob of zombies didn’t stroll in after you. Now, 100% of the Points of Interest are mini-dungeons with traps, blocked corridors, zombies popping into existence when you cross thresholds, and a loot chest at the end. Which is cute the first time you come across the PoI, but later you just stack wooden frames and hack your way through the roof to get the loot chest and skip the mini-dungeon part.

Assuming you aren’t just spam-completing quests from the Traders, since that is actually the best way to get gear; crafting shit with resources you gather is sooooo 2017. Oh, and base-building? Yawn. Despite the fact the entire game is premised on a wave of zombies attacking you every 7 days, the devs have decided that the zombies are omniscient structural engineers who know both the shortest distance to your brains and which specific wall cubes in the way have the least amount of HP. Which, of course, means “traditional” structures like bunkers or buildings with a bunch of traps surrounding it are pointless. Instead, you need to construct Ninja Warrior obstacle courses for zombies to tight-rope walk towards you single-file for anything you build to have meaning.
Or just sit on top of a roof for a couple of weeks before moving to a different building. Whichever.

In fairness, all of this nonsense was introduced in patches, and it’s entirely possible to remove it in the same way. Given the consistency in which the devs have moved backwards though, I don’t have much faith in them spontaneously understanding why their game was popular to begin with and to stop undermining it. So while the business decisions they are making with 1.0 are rational and the last-chance deals magnanimous, I still don’t like it.
About the only bright side to all this is that, perhaps, having a firmer foundational codebase will encourage more modders to fix all the bullshit. Darkness Falls is already a transformational mod that improves the game in about every way, and I know of others (Undead Legacy). That last Q4 2025 slide does says “Steam Workshop Support” so that may be the golden ticket. We’ll just have to see.
Guarded About Veilguard
Jun 10
Posted by Azuriel
There was an Xbox Game Showcase 2024 recently that revealed a lot of trailers for upcoming games. One of those trailers was for Dragon Age: Veilguard, formally known as Dragon Age: Dreadwolf. You can go ahead and watch it yourself first:
Now, the trailer is getting mercilessly shit on by Reddit. There are a lot of Dragon Age: Origin uberfans still kicking apparently (of which I am one, technically) that are appalled at “what the series has become.” Which is funny, considering Origins came out in 2009 and the series has spent more time being something else than it ever has as Origins. All the complaints about EA destroying Bioware is similarly asinine considering A) by all accounts Bioware does this to itself, routinely, and B) who is still even at Bioware 15 years later? That is a topic for another day, though.
Most of the criticisms seem to be leveled at the trailer’s Marvel and/or Fortnite crossover energy. It reminded me more of the D&D: Honor Among Thieves trailer, honestly, but I get it. Dragon Age started out as a sort of gritty, grimdark fantasy RPG and that has… mellowed over time. But it did get me curious about trailers for the prior games.
I don’t actually expect you to watch all those, but the summary is: most are pretty damn similar, minus the Borderlands-style name introduction. Yes, there is less blood and more… rizz. The thing about trailers though is that they don’t really matter. It sucks when they suck, for sure, and can definitely dampen the enthusiasm and hype. And, yeah, they can also be indicative of a truly terrible game. But it also goes the other way, right? There are plenty of trailers better than the game they represent, or misleading at best. Just think about the best parts of any of the Dragon Age games to you, and then point me towards where that is represented in its trailer.
I’ll start:
That’s right, Scout Harding. The worst part about Dragon Age: Inquisition was that you couldn’t romance Harding, and now? A decade later you (presumably) can. Game on.
Posted in Commentary
Comments Off on Guarded About Veilguard
Tags: Bioware, Dragon Age, Dragon Age: the Veilguard, Game Trailer, Scout Harding