Author Archives: Azuriel
Chasing the High
It’s super dumb, but I have pretty much exclusively been playing Hearthstone Battlegrounds for the last 1.5 weeks. I say “super dumb” because this sort of gaming doesn’t mean anything. And, yeah, “does anything really mean anything?” but Battlegrounds is on a whole other level of frivolousness.

If you’re unfamiliar, Battlegrounds is a game mode within the Hearthstone client that is essentially an Auto-Battler. There are two main phases: Tavern and Battle. During the Tavern phase, you spend gold purchasing minions, upgrading the Tavern tier (unlocking higher-tier minions in the pool), refresh available minions, sell minions, use your Hero Power, and/or rearrange your minions. After about 60-90 seconds, you transition into the Battle phase. During Battle, minions take turns attacking from left to right, but their targets are chosen randomly (barring Taunt or other special effects). Whoever has a minion(s) left standing wins and deals X damage to the opponent’s hero.
Battlegrounds has been around for a while, but I didn’t really bother playing it for years. As my interest in Hearthstone proper started to wane though – I don’t care much about ladder ranks – Battlegrounds started to become more appealing. Throughout the seasons, Blizzard started to really shake things up with new, rotating features that added some spicey randomness. Granted, there’s already plenty of randomness in the game mode, but these were on another level. Things like Buddy units (unique to each Hero), Quests (bonus effects if you can complete them), and the latest season introduced Spells as something you can purchase in the shop. All of these things were introduced in a particular season, and then rotated out, keeping things fresh.
And then someone this season went nuts and added all of the things.

Specifically, this current season has Spells and then several weeks later… Quests too. The Quests have been revamped though, and some of them feature crazy effects like “Discover a new Buddy each turn.” That’s not actually the most powerful Quest effect, but I had a few degenerate games where I leveraged it to a massive win. Indeed, the sheer nonsense you can evoke depending on randomness – and the speed in which you must do so – is what is driving me to almost compulsively play Battlegrounds. I’m chasing the high I get from some of these games, or chasing the dream where I was a turn or two away from going nuts before getting wrecked by someone else’s high-roll.
Really though, the randomness cannot be overstated:
- Starting Hero selection is between 2-4 from random pool (94)
- Opponent hero selections are random (for you)
- Overall minion type pool is random (5 out of 9)
- The minions you’re offered in each Tavern are random
- There are only X copies of specific minions in the pool, which opponents can buy
- Getting a “triple” confers a huge bonus, which is a pick 1-of-3 minions from a higher tier
- Minion attacks are random (aside from Taunts or other special conditions)
- HUGE variance can that lead to losing to 5% odds
- Certain spells are random
- Steal a random minion from the tavern, Discover a Battlecry Minion, etc
- Quests are random on top of random
- At a baseline, you are offered a choice of three quests (out of 60)
- Your hero selection impacts which quests are available
- Quest completion methods are randomly assigned (out of 15)
- Play X Battlecry Minions; Speed Y Gold; Kill Z Minions; etc
- Minion types, hero selection, and quest power impact X/Y/Z values
- Some Quest rewards are themselves random
- Cast 5 Random Spells each turn; Discover a Buddy; etc
Sounds like it would be frustrating, yeah? And yet… it usually feels fine.
In Hearthstone, a card that does 3-6 damage is frustrating. Not drawing your combo pieces is frustrating. In Battlegrounds, the randomness is usually just presented as you needing to make the best decision out of available options. Did your minions miss the enemy buff target three times in a row and yet they hit your buff minion right off the bat? OK, that sucks. What’s your next play?
It also helps that losing early just means you can queue into a potentially better game right away.

Near as I can tell, whatever reward center in my brain that lights up from deck-building roguelikes (e.g. Slay the Spire) or survival-crafting games has been short-circuited by this season of Battlegrounds. I’m somewhat mad at myself because I should be playing Red Dead Redemption 2 (played one session) or anything else in my extended library. We’re talking like probably 30-40 hours of potential progress spent on otherwise wirehead activity in the past few weeks.
And yet… I need another bump. The next Battlegrounds season gimmick has been teased as being co-op, which honestly sounds pretty awful. I doubt that they keep Quests around for another entire season in any case, but maybe Blizzard will see the spike in (my) gametime and consider keeping it around. The fact that it may go away for a while makes me want to get my fill even more.
Gimmie, gimmie, gimmie! I need it.
Oh, and Hearthstone proper released a new expansion cycle too, I guess. Yawn.
Set the World on Fire
So, there’s a new Fallout TV trailer and it’s… fire.
The original trailer was pretty good, but this one is taking my hype to an entirely new level. Irreverent, ultraviolent, post-apocalyptic, tragic, it’s hitting all the tones that make the series one of my favorites.
Amusingly, some people on Reddit are critically examining the trailer for lore inconsistencies. Example:

There are some great “Acktually” moments in the comments though. Yes, if the bombs dropped on 9:47am on the East Coast, it’d be before 7am on the West. However, the whole war lasted “two hours” so it isn’t impossible for LA to be nuked 20+ minutes after DC. Besides, there are lore inconsistencies in the games themselves such as the clocks in Fallout: New Vegas being stopped at 9:47 despite also being in a different timezone (Obsidian likely just lazy with reusing assets), or why people were at drive-in movie theaters so early in the morning, children in school on a Saturday, and so on.
Regardless, these sort of “criticisms” are encouraging precisely because they are so trivial. If you have to go full Neil deGrasse Tyson to complain about something, everything else you’re doing must be pretty good. Compare that with, say, Amazon’s Lord of the Rings show or the Borderlands trailer. Or don’t, in the latter case, it’s awful. Granted, Fallout isn’t out yet, but still! Really looking forward to this one.
Review: Tiny Tina’s Wonderlands
It’s… okay. Which is actually kind of an accomplishment given the risks Gearbox took with it.

Tiny Tina’s Wonderlands (TTW) is a non-baseline Borderlands game with the same general conceit as Tiny Tina’s Assault on Dragon Keep, a DLC from Borderlands 2. The eponymous Tiny Tina is running a Bunker & Badasses (e.g. D&D) game and all of the action takes place within that setting. The first few guns are repeating crossbows and there is actually a dedicated melee weapon slot that is useful to most characters, but there are eventually regular guns, rocket launchers, etc. The grenade slot has been replaced with Spells though, which is basically what grenades have turned into in the series anyway.
What is interesting though is how… distilled the Borderlands experience is in this game.

In the mainline titles, you spend a lot of time working through certain locations, and then traveling vast distances via vehicles to reach the next biome. In TTW, the overworld is literally a tabletop you navigate your bobblehead figurine around. It didn’t take me long to realize that I actually preferred this method of getting around Borderlands – the vehicles were always the weakest part of the gameplay.
Walking in tall grass in TTW will sometimes spawn enemy figures, but if you punch them before they fully form you can avoid the random battle. Getting into these battles (or any of the side-quest dungeons) presents you with one of a half-dozen arenas filled with random themed opponents (e.g. pirates, skeletons, sand-sharks, etc). There is nothing to “explore” in these specific areas, so you just blast away until the meter says you have killed enough to move on. Again, basically Borderlands.
To be fair, there are actually a lot of traditional, hand-crafted areas of the game that do feature a lot of exploration. Not only are these areas large, they are also seeded with special loot D20s that will permanently increase your loot luck each time you find one. There are other collectible widgets too if you so desire. A few of these areas are completely optional side-quest zones, which is kind of impressive when you consider that they can easily be skipped entirely.

Another thing that worked out well was the class system. You choose a class at the beginning and see a traditional Borderlands talent tree. Once you reach a certain stage in the game though, you get to multi-class. In the mainline games, each character had 3-4 talent trees, sure, but their main ability and general role was locked down. Here you could mix and match and take some classes in radically different directions.
Having said all that, there are a few things that bring the experience down.
First, character and gear progression is locked behind the main story, rather than levels. What this meant is that I was stuck with just two weapon slots until level 15+ which just felt awful. Considering that you can pause the game at any time and swap out weapons in the menu just meant I had to constantly interrupt the action once I ran out of ammo of a particular type.
Second, TTW continues the unfortunate series tradition of punishing you for doing side-quests. Everything scales with your level, from enemies to rewards, and since side-quests can grant you unique weapons, you are either getting a neat weapon to use for half and hour or “saving” the side-quests until after the main story is completed, so you can guarantee a max-level roll.

Finally, while the quality of the Borderlands series writing is an acquired taste at the best of times, the disadvantage here is that the story doesn’t “matter.” For as widely panned as the Borderlands 3 plot is, it at least moves a narrative forward. I actually like Tiny Tina’s character (and humor) in the series but TTW doesn’t really explore anything new. “She’s lonely.” Okay. “People don’t stick around.” It’s a cave. “She’s just 13 looking for friends.” Yeah, as established in Borderlands 2 & 3, the DLC, and the Pre-Sequel.
It really wasn’t until the credits at the end that I sort of realized what was really going on with the game. No, not some extra post-credits reveal – the devs just thanked everyone for playing and explained that they built the game during the pandemic while working from home. Suddenly the whole “power of friendship” throwaway storyline, the bold design decisions (e.g. cutting the overworld, etc), and the truncated post-game support made sense. Regarding that last point, the mainline games typically allowed you to do a New Game+ equivalent so you could farm Legendary drops from specific bosses and/or negate the penalty for doing side-quests below level cap. In TTW, that doesn’t happen. Instead, you can play in Chaos arenas against random enemies waves with random buffs for your random loot. Similar, but very much not the same.
So, yeah. If you’re not a fan of the series, this won’t change your mind. If you are a fan, this is… fine.
Hurry Up and Wait: March Edition
Since I am already looking stuff up for myself, may as well write it down for others too.
Games – Waiting for Sales
- Nightingale
- Enshrouded
- Sons of the Forest
- Horizon: Zero West
- Dying Light 2
- Kynseed
Nightingale is the blogging topic du jour and I do admit feeling a bit left out of the same conversation everyone else is having. Similar to Enshrouded actually, although I see less posts about that for whatever reason. While I would like to say that I’m waiting for Nightingale to release their offline mode out of principle, the reality is that… surprise! It’s not on sale. That’s literally it.
May not have to wait for too much longer though, because my research indicates the next sales are:
- Steam Spring Sale: March 14th – 21st
- Epic Game Store Spring Sale: April 4th – 28th
It’s not guaranteed that the above games will actually be on sale more than their 10% EA “release” discount, but it’s worth the gamble in my eyes. Either there will be a steeper discount, or I can continue waiting while the games get (presumably) better.
Games – Waiting for Updates/Release
- Stardew Valley (1.6) – March 19th
- Diablo 4 (Game Pass) – March 28th
- Core Keeper (1.0) – Summer 2024
- The Planet Crafter (1.0) – sometime 2024
- Once Human – Q3 2024
- Satisfactory (1.0) – late 2024
- Light No Fire (1.0) – maybe 2024?
- Zero Sievert (1.0) – unlikely 2024
- 7 Days to Die (A22) – ???
- Craftopia (1.0) – ???
- Final Fantasy 7: Rebirth (PC release) – ??? :(
It may seem a bit weird seeing Stardew Valley on there, but at one point last year I had the urge to download the Stardew Valley Expanded mod, only to find out that ConcernedApe decided to put out another update with new stuff 4 year later. Guess the dude is taking a page out of G.R.R. Martin’s book. Anyway, it felt silly to start playing a mod that may or may not immediately work with a new patch.
I was originally excited for Diablo 4 to hit Game Pass, but then I remembered that I hadn’t thought about it at all since it was even announced. Like, zero interest. I’ve played all the other ones though, so may as well keep the streak alive. This time for free*!
As for the Early Access games on the list, I have come to understand and eventually accept that hitting 1.0 releases with them are usually irrelevant. For example, I waited until 1.0 to play Smallands (Impressions post pending), and yet there’s an update coming in April that will rebalance crafting and more patches on the roadmap to enhance the pet/mount system. So… whatever I was waiting for in 1.0 is kinda irrelevant. This problem is especially bad in life-sim games like Coral Island, Sun Haven, etc, which have added post-game/marriage quests material that is pretty important for fans of the genre.
Other Media
- 3-Body Problem (Nextflix) – March 21st
- Fallout (Amazon) – April 12th
- Dune: Part 2 (streaming) – Summer 2024?
Dune: Part was released in theaters March 1st. I have been eagerly awaiting this for a while, but haven’t actually went to any movie theaters for years before COVID, and I’m not about to begin again now. So, optimistically, I’ll be waiting 2-3 months before this comes to a streaming service so I can watch it during the time I should be sleeping.
3 Body Problem is something I’ve already talked about recently. I am wishing it the greatest possible success, because I really want the second book to exists as some kind of Season 2. It would be quite the spectacle. And as for Fallout, I talked about that too. My body is ready… even if it is possibly dumb.
Reinvestment
Palworld, as we’ve established, is having a moment. A sensation, if you will. The latest figures is it selling 25 million copies across Steam and Xbox in a single month. It also breached the 2.1 million concurrent players milestone on Steam, which puts it at #2 of all time, above even Counter-Strike. Palworld has not sustained that concurrency, but it’s nevertheless in exclusive company.

That’s not really what I wanted to talk about today though.
I want to talk about the Japanese blog post by the Palworld game director that was released three days before the official launch. It details the 5+ miracles that he credits with even being able to get Palworld released at all. For example, the gunplay was all designed by a 20-year old convenience store clerk they found on Twitter, who created 3D renders of weapon reload animations in his free time. There are other bits of interesting serendipity, so let Google auto-translate for you and take the ride.
One element that struck me in particular though: funding.
So I thought the other way around. What is the maximum budget? The most obvious upper limit would be the limit at which the company would go bankrupt. Of course, you can borrow money, but let’s think about that when the balance in your bank account becomes zero. The budget limit is initially until the balance in your bank account reaches zero. When it reaches zero, you can borrow money.
In that case, do you need to manage your budget?
No, all you have to do is borrow money or release money just before the company goes bankrupt and your account balance drops to zero.Well, we’ll probably be able to develop it for about two more years. For the time being, I decided to keep making it without worrying about the budget. We want to complete it as soon as possible, so let’s hire a lot of people.
So that was Miracle #5, in that they basically built Palworld without setting a budget at all. It’s actually a bit more interesting than even that, because they didn’t originally want to spend a lot of time making the game at all. But, due to the positive feedback from the initial trailers, they decided to go for broke.
What really gets me though is this last part:
Almost all of the company’s money was gone.
It’s as calculated!
Well, maybe it’s as calculated…?
No matter how you look at it, it’s just a miracle.
It is not known how much money it cost. I don’t even want to see it.Judging from Craftopia’s sales, it’s probably around 1 billion yen…
Because all those sales are gone.
In case you were unaware, before Palworld this company released Craftopia. Which is also still in Early Access. The game isn’t bad, actually, and shows a lot of promise under the jank. Or showed. Because although it is clear that Craftopia’s measured success bankrolled Palworld, it’s not so clear whether any of those millions of Palworld dollars will make their way back back to Craftopia. And that’s just sad.
I get it – this is how most things work pretty much everywhere, especially in the game industry. Release game, collect revenue, use money to continue employing people to create new game, repeat. Indeed, if a particular release falls flat on its face, not only is that series’ future imperiled, sometimes the company itself is at risk. But in this case, the original game (Craftopia) isn’t even done yet. The creators of ARK infamously released a DLC to their Early Access game, but it was arguably necessary because they were running out of cash ($40 million lawsuit settlement will do that to you). I get no sense that Pocket Pair were in similar straits. Rather, it was likely a cold calculation that the Craftopia well was drying up and it was time to move on to other milkshakes, to mix metaphors.
Obviously, the move worked out for Pocket Pair. And, yeah, for millions of players too. I am happy for these devs’ success, as their willingness to try random shit and just go for it is (hopefully) an inspiration to other studios. I just hope some of that Palworld money comes back to Craftopia in a meaningful way, and not just a “we’ll keep these five original dudes employed in a broom closet” way. They don’t have to and economically it would probably be a mistake. But I think they owe it to themselves.
And that’s because without Craftopia there literally wouldn’t be a Palworld. Not just in the funding aspect either. Craftopia actually has capture spheres, riding creatures, and even the ability to capture human NPCs. This is a “Yo dawg, I put Early Access in your Early Access” situation – Palworld is probably 25% of what Craftopia already delivered years ago. Is it the best 25%? Well, it’s hard to argue against a literal pile of free speech cash.
I suppose we’ll have to see how Pocket Pair proceeds. There is technically still a roadmap for Craftopia (circa December 2023) and there have been a few bug patches released since then. I seriously doubt that any amount of reinvestment will have Craftopia achieve a comparable level of success as Palworld – clearly even AAA games have been blown aside – but I do hope that they at least replenish the coffers and allow Craftopia to reach release with the vision and funds it originally earned.
AI Ouroboros, Reddit Edition
Last year, if you recall, there was a mod-led protest at Reddit over some ham-fisted changes from the admins. Specifically, the admins implemented significant costs/throttles on API calls such that no 3rd-party Reddit app would have been capable of surviving. Even back then it was known that the admins were snuffing out competition ahead of an eventual Reddit IPO.
Well, that time is nigh. If you want a piece of an 18-year old social media company that has never posted a profit – $18m revenue, -$90m net losses last year – you can (eventually) purchase $RDDT.
But that’s not the interesting thing. What’s interesting is that Google just purchased a license to harvest AI training material from Reddit, to the tune of $60 million/year. And who is Reddit’s 3rd-largest shareholder currently? Sam Altman, of OpenAI (aka ChatGPT) fame. It’s not immediately clear whether OpenAI has or even needs a similar license, but Altman owns twice as many shares as the current CEO of Reddit so it probably doesn’t matter. In any case, that’s two of the largest AI feeding off Reddit.
In many ways, leveraging Reddit was inevitable. It’s been an open secret for years that Google search results have been in decline, even before Google started plastering advertisements six layers deep. Who knew that when you allowed people to get certified in Search Engine Optimization, that eventually search results would turn to shit? Yeah, basically everyone. One of the few ways around that though was to seed your search with +Reddit, which returned Reddit posts on the topic at hand. Were these intrinsically better results? Actually… yes. A site with weaponized SEO wins when they get your click. But even though there are bots and karma whores and reposts and all manner of other nonsense on Reddit, fundamentally posts must receive upvotes to rise to the top, which is an added layer of complexity that SEO itself does not help. Real human input from people who otherwise have no monetary incentive to contribute is much more likely to float to the top and be noticed.
Of course, anyone who actually spends any amount of time on Reddit will understand the downsides of using it for AI training purposes. One of the most upvoted comments on the Reddit post about this:
starstarstar42 3237 points 1 day ago*
Good luck with that, because vinyl siding eats winter squid and obsequious ladyhawk construction twice; first on truck conditioners and then with presidential urology.
Edit: I people my found have
That’s all a bit of cheeky fun, which will undoubtedly be filtered away by the training program. Probably.
What may not be filtered away as easily are the many hundreds/thousands of posts made by bot accounts that already repost the same comment from other people in the same thread. I’m not sure how or why it works, but the reposted content sometimes becomes higher rated than the original; perhaps there is some algorithm to detect a trending comment, which then gets copied and boosted with upvotes from other bot accounts? In any case, karma farming in this automated way allows the account to be later sold to others who need such (disposable) accounts to post in more specialized sub-Reddits that otherwise require certain limits to post anything (e.g. account has to be 6+ months old and/or have 200+ karma, etc). Posts from these “mature” accounts as less obviously from bots.
While that may not seem like a big deal at first, the endgame is the same as with SEO: gaming the system. The current bots try to hijack human posts to farm karma. The future bots will be posting human-like responses generated by AI to farm karma. Hell, the reinforcement mechanism is already there, e.g. upvotes! Meanwhile, Google and OpenAI will be consuming Reddit content which itself will consist of more and more of their own AI output. The mythological Ouroboros was supposed to represent a cycle of death and rebirth, but the AI version is more akin to a dog eating its own shit.
I suppose sometime in the future its possible for the tech-bro handlers or perhaps the AI itself to recognize (via reinforcement) that they need to roll back one iteration due to consuming too much self-content. Perhaps long-buried AOL chatroom logs and similar backups would become the new low-background steel, worth its weight in gold Bitcoin.
Then again, it may soon be an open question of how much non-AI content even exists on the internet anymore, by volume. This article mentions experts expect 90% of the internet to be “synthetically generated” by 2026. As in, like, 2 years from now. Or maybe it’s already happened, aka Dead Internet.
[Fake Edit] So… I wrote almost exactly this same post a year ago. I guess the update is: it’s happening.
The Unknown
It’s a cliche, but I was thinking about “there’s nothing scarier than the unknown.” I find this to be literally true, although I haven’t asked whether its the case for people with, e.g. arachnophobia or similar.

In thinking about it though, “the unknown” isn’t exactly what I’m afraid of. Rather, the unknown is simply a placeholder for existing or imaginary fears. And since its a placeholder, it becomes dynamic and mutable based on whomever is experiencing it. This is handy in games, movies, etc.
What brought this up initially was my playing through Dead Island 2’s DLC content, Haus. The base game has plenty of jump scares – sometimes frustratingly unintentional, when zombies materialize from thin air – but Haus leaned into the whole creepy psychological nightmare house schtick. Which is fine, whatever. But I had a moment, in a particularly creepy room, where I thought “Oh, I bet they’re going to do X!” In this case, X is an overly-elaborate amalgamation of scenes from Silent Hill, Dead Space, and similar, that I won’t be getting into; solve for your own damn X.
Thing is, the devs couldn’t do it. The language of action necessary to do X wasn’t in the game. This isn’t Dead Space where an air duct could burst open and a giant tentacle kill you instantly if you fail the Quick Time Event. There are just… zombies, who attack you in predictable ways. Do the zombies crawl out of small sewer grates and other unexpected places? Sure. But zombies are zombies in Dead Island 2. I can panic when a Burster appears in close proximity, but that is a known hazard.
When you don’t know what the game can do, that’s when it’s scariest.
I’m reminded of when I first played Valheim, so long ago. The game was Early Access (still is), made by a small group of people (still is), and they were trying different things. For example, I don’t know of any other survival game in which chopping down trees requires my complete attention, lest I be crushed.

So, there I was, setting sail for the first time in search of… whatever. Vaguely, I knew about the existence of Serpents from Reddit posts, but not necessarily what they looked like, what their attack patterns were, or whether you could see them coming, outrun them, etc. And after a while of sailing, I started to think maybe they weren’t in the game at all.
Somehow, that actually made the situation worse. I started feeling uneasy any time I came across darker water, or other anomalous phenomenon (real or imagined). Wouldn’t it be just the worst if you were sailing along, oblivious, and then a dark shadow beneath your boat yawned, teeth the size of spears sprouting from the waves, while you and your boat disappear in an agonizing instant? Just me?
Anyway, as you can imagine, it was fun times when I encountered my first Leviathan and it sunk beneath the waves after my incessant barnacle trimming. This is it, I’m going to be eaten! It wasn’t. But for that first moment, it could have been, and Valheim got me.
Then lost me when I searched seven mountain ranges for a single goddamn silver node. Not bitter.
Cyberpunk 2077, Completed
Finally finished Cyberpunk 2077 over the weekend. Total playtime was a combined 148 hours.

Years ago, my initial playthrough was as a female V, romancing Judy. Progressed up to the Parade mission, realized that things were probably going to go down, so I took an off-ramp into… literally everything else. Completed every single side-quest, and sucked the very marrow from the progression system. After that, I lost interest in going the final mile, never completing the game.
The second playthrough came as a result of the Phantom Liberty DLC release. Actually, a second playthrough would never have happened without the corresponding 2.0 overhaul of the Talent/Perk system. That overhaul really did turn everything around, making it a more cohesive, interesting experience. It didn’t hurt that Phantom Liberty was actually an extremely well-built DLC. In any case, I decided to start a fresh character using the “skip to Act 2” option to check out things as a male V, romancing Panam. And yeah, it was a “I studied the blade” playthrough (until I realized that sucked).
Ironically, I almost bailed at the exact same place as last time. Technically, in fact, I did: stopped playing in November after about 68 hours, right in front of the parade quest, having completely consumed all of Dogtown and thinking of what I had to do to unlock the various ending options. Already surpassed the old level cap, maximized gear, no progression of any kind to look forward to. Why bother slogging through to the end of this Civilization Conquest victory? I put the game away for a few months.
The main impetus of getting me over the finish line? My 2TB gaming SSD was getting too full. Yep.

Now, my reticence over finishing may sound as an indictment of the game overall, but that is not the case. Cyberpunk 2077 is an amazing achievement, featuring one of the most cohesive, believable gaming cities ever designed. The streets feel lived-in, puked on, bled over, and cyberpunked.
The commitment to immersive first-person perspective is bone-deep, but what sells it the most is the level of humanity present in the movement of NPCs. A decade ago, characters winking in Mass Effect elevated the entire medium for me. And while I am fortunate enough to have experienced the vicarious joy of the devs when it came to Final Fantasy 7 Remake, Cyberpunk 2077’s contributions are on the next tier higher. Being able to walk around characters as they are talking, seeing them casually step over chairs, or light a cigarette, or any of the general actions that, while scripted, never feel overally scripted sets a bar unlikely to be topped for years. Granted, most of this comes from extensive (and expensive) mo-capping, putting it firmly out of reach for the majority of developers out there. But once you leave Cyberpunk and try any other supposedly AAA game (cough Starfield), you feel the difference.
Having said all that, I’m still not entirely sure how I feel about finishing the game.
Actually, hold up. Let me find that… here it is.

I’m not going to go into the nitty-gritty details of the ending(s), but you’ll be able to infer some things.
…buffering…

I found the overall narrative unsatisfying. To a degree, this is likely by design. Night City is a corpo-dystopia, poverty is rampant, gang violence is routine, and attempts to do the right thing usually end in worse outcomes for everyone involved. The primary motivation of the main character, established early on, is to become a famous mercenary and get rich. And while you do have the option to be a bit more, ahem, mercenary in a few quests, the language of action throughout is always centered on killing and/or stealing and/or sabotaging for cash, regardless of whether your heart is gold or lead.
From a gameplay perspective, that is perfectly fine – I relished every opportunity to cyber-ninja around Night City. But at some point there came a severe narrative dissonance in how much time I was spending killing random gang members as opposed to the corporations that were responsible for the dystopia itself. Maybe that is “too big” of a goal to accomplish, assuming I could even work towards that end with a ticking time bomb in my head. Maybe the point of the story is to demonstrate the corporations always win and the best you can do is disconnect and drive away into the desert.
You know, the ole’ Wargames “the only winning move is not to play” end. Which is second only to “it was all a dream” in terms of dissatisfying plot.

For most of the game, I also actively hated the Johnny Silverhand character. While there were some later quests that softened the rougher edges, for the most part, Silverhand just reminded me of one of those overly-dramatic friends whom the world is always out to get – defensively cantankerous, never realizing that if everything smells like shit, maybe you should check the bottom of your shoe. However, that thought led me to imagine a Cyberpunk where Silverhand wasn’t in your head. And… I don’t think it works. Not so much because Silverhand’s relentless cynicism enhances the narrative, but rather that it is structural crutch to an otherwise unsupported plot.
Like, imagine that you still have the Relic malfunctions and blackouts, and thus still have motivation to seek a cure. What else changes? Well, a shit-ton of dialog goes missing. And that was when I realized: Silverhand is the embodiment of a failure to “Show, Don’t Tell.” He’s the player’s digital conscience, ever critical of actions that contribute towards the preservation of the Corpo status quo… which is all of them. But the insufferable needling is necessary because the game otherwise doesn’t Show any of it. Arasaka and the other corps are right bastards in the lore, but aside from a few assassination attempts, they may as well not exist. The game should have been called The Gangs of Night City for how much gameplay ultimately revolves around Maelstrom and Tyger Claws.
Again, I get it, having players just fight corps is probably a hard game to make. Plus, part of the “point” of the setting is that these corps are all but unassailable outside of a few acts of targeted sabotage. Even ultimately bringing down Arasaka doesn’t do shit within Night City – Militec immediately fills in the vacuum and the status is quo’d once more. This is the cyberpunk genre 101.

But… I dunno. I’ve played grimdark games before, I’ve played Far Cry 2 where by the end I as a player wanted my character to sacrifice themselves. I actually have a high regard to games that embody the Starfish Parable in the face of inevitability elsewhere. And yet, Cyberpunk 2077 somehow feels bleaker than even that. If that is the vibe the devs were going for, well… congratulations. You won, I lost.
Perhaps it is thus in a moment of supreme irony that I still recommend you play the game.
Not because of the “friends you made along the way,” or any sort of deep philosophical insight, or because of a game-inducing sensation of nihilism. Rather, you should play Cyberpunk 2077 because it’s a technological marvel. You can mod it into virtual photorealism rather easily, but even without mods the fidelity is on a level beyond all peer. Crysis was a gaming benchmark for decades, and I can see Cyberpunk 2077 occupying a similar niche for years to come.
But what really ties it together is the Immersion impact. Some Call of Duty sequel or whatever may end up being prettier, but what can you actually do in the game? Skyrim might technically be more immersive in terms of interacting with the environment, and Grand Theft Auto 5 also has a lot of activity. But I cannot stress enough: Night City feels real. You are in an environment. From now on, if I cannot jostle NPCs out of the way while moving through a crowd, that game is crap.

So, yeah. Cyberpunk 2077.
Buy it, play it, live it, and then end the game on your terms. Preferably before the parade mission.
Nintenwon’t Sue
The meteoric rise of Palworld is a song for the ages. Two weeks ago, it was sitting in 5th place for all-time concurrent Steam numbers. Today, the throne is forever etched with it sitting at #2. Or #1 if you add the 3 million concurrent Xbox/Game Pass players to the Steam total. Overall, there have been 19 million players shooting adorable animals in the face and/or enslaving them in little balls.

Unfortunately, Palworld may have finally gotten to close to the sun. Or has it?
It always seemed a question of “when” rather than “if” Nintendo would sue Palworld over copyright infringement for what the media (and everyone) describes as “Pokemon with Guns.” In the latest Nintendo investor call, someone brought up Palworld and this is what the Nintendo president, Shuntaro Furukawa, said:
We will take appropriate action against those that infringe on our intellectual property rights.
Let’s just take a moment and appreciate the craftmanship of that sentence. It says so much without saying anything at all, which in turn says so much.
Nintendo has never been shy about suing anyone and anything into oblivion for copyright infringement, so the fact that Palworld made it into Early Access at all is indicative that any hypothetical lawsuit was risky. That it continued to make headlines and break records unimpeded further indicates hesitation. And this legalese statement essentially confirms that if Nintendo ever does get around to business, the lawsuit will be from an oblique angle, at best.
The Palworld devs aren’t worried. As they noted back in January:
Pocketpair isn’t concerned with the similarities, though. Speaking to Japanese gaming news outlet Automation, company CEO and lead developer Takuro Mizobe said that Palworld has passed all the necessary legal hurdles to clear it of copyright infringement. He also noted that there haven’t been any legal actions taken against Pocketpair for its overt comparisons to Pokémon—at least not yet, anyway.
“We make our games very seriously,” Mizobe said. “And we have absolutely no intention of infringing upon the intellectual property of other companies.”
Is it hubris? Actually, probably not.
We can say “Palworld is a rip-off of Pokemon,” but that is A) not all that accurate, and B) at best a moral statement. Game mechanics cannot be copyrighted. Attacking cute animals in tall grass and then capturing them with spheres is not protected expression. And three cheers for that! Can you imagine if Hit Points, Experience Points, talents, aiming down sights, side-scrolling, or any of the myriad of common mechanics were the exclusive domain of whomever first came up with them?
What about patents though? You may have heard about how Richard Garfield and Wizards of the Coast patented the “tapping” mechanic in Magic: the Gathering back in 1995, e.g. turning a card sideways to indicate its use. And over the intervening years, WotC has successfully sued at least two companies – ironically the Pokemon Company, but also the makers of Hex – into at least settling out of court. When it came to Hex though, they deserved it.
However, there is every indication that WotC’s gambit would not be successful anymore. This article touches on it, but basically a Supreme Court ruling in 2014 (Alice v CLS Bank) and subsequent 2018 Federal Court ruling all but closed the door on abstract game rules being patentable. Nevermind that the patent expired years ago anyway. Tap to your heart’s content! (This is not legal advice)
So, yeah. The Palworld mod that literally put Pokemon into the game? DMCA’d. Regular ole’ Palworld? Completely fine. And, honestly, kind of a perfect example of why none of this sort of thing should be locked down as the exclusive right of one corporation. Are the individual mechanics completely unique? Nope. But rather than the copy & paste shovelware you see in app stores, Pocket Pair is at least trying to take all the fun stuff from the games they like and mash it together and see if the result is just as fun. As armchair devs, we all like to say “I wish I could play X with the mechanic from Y.” Well, here is someone doing exactly that and it’s working. I saw that energy in Craftopia and I see that here in Palworld. We could do with more of that, not less, IMO.
Veni, Vidi, Vici… Vitavi
Mar 25
Posted by Azuriel
Fresh off their supermassive success with Baldu’s Gate 3, Larian Studios confirms… they out:
It’s an amazingly ballsy move to just, you know, move on from something like Balder’s Gate 3. At least, until you realize that Hasbro pocketed $90 million of those BG3 dollars for licensing reasons. Why continue that arrangement when you could just, you know, put the same work into Divinity: Original Sin 3 and keep all the money in-house? Mystery solved.
Or… is it?
Well then.
Good on them. In this age of cynicism, enshitification, and corporate greed, Larian’s stance of actually caring about their team is wildly refreshing to see outside the indie space. Not many companies would be willing to leave giant piles of money on the table. Then again, perhaps it is precisely the passion of new projects that Larian understands will lead them to find other tables with fresher piles of money.
Posted in Commentary
2 Comments
Tags: Baldur's Gate 3, Divinity: Original Sin 3, Interview, Larian, Money on the Table