Author Archives: Azuriel

Book Review: Three-Body Problem

I have just completed reading all three novels of the Remembrance of Earth’s Past series, e.g. the Three-Body Problem trilogy. This was an eventual (albeit unlikely) goal I espoused a few weeks ago, but I surprised myself by plowing through all of them in about 7 days. That had not been the plan.

Personally, I blame Bhagpuss. In the comments, he noted:

I got maybe 30 or 40 pages into The Three Body problem before I gave up. Very dull, pedestrian prose, possibly the translation, and a not very interesting storyline.

For triangulation, I read more than one book a week on average and have done pretty consistently since I first learned to read. Of the books I start, I probably fail to finish no more than two or three a year. They have to be *very* dull before I give up on them. This one was that dull.

And with the petulance of (comparative) teenagers everywhere, I thought: How bad could it be?

Insert LarryDavid.gif

To Bhagpuss’ credit, he is correct on all points. I’m not a literature expert, but the books definitely felt like they had discovered a third state of writing: poetry, prose, and then this. I kept at it though, because part of me was trying to figure out why it felt so dull – not in a “where are the good bits” sense, but trying to identify the gap in myself that was not connecting. A big part, undoubtedly, is in the fact the series was written by a Chinese author in the Chinese language for a Chinese audience. Translating works into another language is obviously possible, and although there is some loss thereby, I have read plenty of, say, Camus and Nietzsche (of course) and been deeply appreciative of the subtleties of both the philosophies and the prose itself. Same with the, admittedly fewer, classical Japanese novels I read through in college. Then again, I was specifically taking courses on Japanese literature at the time, so perhaps I was more primed to recognize the stylizations and themes of the text.

Whatever. This was not intended to be a book report for credit, so let me be more direct.

The value of this series exists entirely in the concepts and philosophies that it presents. In the Three-Body Problem, a significant amount of time is spent setting up history and background for completely unlikeable characters. Once the stage is set, the book – and series overall – functionally reads a lot like Isaac Asimov’s Foundation series insofar that it is a mystery/thriller novel with hard sci-fi elements. Unfortunately, the author takes great pains in presenting an impossible scenario, spending a lot of time explaining how there is no hope, and then revealing a miraculous solution with zero foreshadowing. That last bit is the key: the solution didn’t exist until it appeared. In a traditional murder mystery, there may be plenty of red herrings, but once revealed, you experience the same “a-ha!” moment of the detective as you trace the threads back to the start. Here, there is no such satisfaction.

Aside from the poor dialog, characterization, overall story structure though? Really good.

To be clear, the 2nd book (The Dark Forest) literally coined a term for a possible solution of the Fermi Paradox. Most of the hard sci-fi elements were extremely intriguing and novel. And even though the “mysteries” were not especially well-structured from a reader point of view, the concepts therein got the juices flowing. It’s a pretty good sign that when I set the final book down, I felt like it was obvious that we shouldn’t be attempting communications with aliens, and also that someone inevitably would try anyway, resulting in our extinction. The philosophical axioms presented seem pretty hard to beat.

I just wish the whole thing was written a bit better. For example, this passage:

Cheng Xin thought she saw exhaustion and laziness in those eyes, but there was also something deeper, something sharp that made her uncomfortable. A smile appeared on Wade’s face, like water seeping out of a crack in the frozen surface of a river; there was no real warmth, and it didn’t relax her.

And this line:

The stories turned into empty baskets capable of carrying any goods.

Those were good! And… those were the only lines I found, coming only in the third book. Compare that to Malazan where I basically filled up a Notepad file full of them with every novel. Again, perhaps something was lost in translation, but with how the books are structured, I kinda doubt it. If you have ever wondered if the “Show, Don’t Tell” principle can be failed in the written word, this series is exhibit A-to-C on how. That works when describing four-dimensional space or the power of strong-attraction weapon technology, but no so much the human drama bits.

Ultimately, while it holds zero-dimensional candles to classics like Dune, I do feel like the Three-Body Problem series is Important sci-fi, with an uppercase I. Whatever you think about, say, Ringworld (1970), it is undeniable that the concepts explored (megastructures) imparted a kind of gravity wave that is still rocking pencils 50+ years later. It remains to be seen how big the ripple Three-Body Problem extends, but I know that I personally will be looking askance at every other sci-fi book if they do not address the “dark forest” inevitability. Just wish the hike to said forest was a bit more entertaining.

P.S. Netflix is releasing a Three-Body Problem show next month, headed up by the Game of Thrones directors (David Benioff and D.B. Weiss). You can watch the trailer here. While what D&D did in Season 8 of Game of Thrones was criminal, at least here the source material is already completed. Indeed, provided the overall concepts explored in the Three-Body Problem remain the same, even a clumsy adaptation would be a huge improvement over the original.

Dead Island 2, Completed

I have completed Dead Island 2 and the Haus DLC after roughly 32 hours.

Yeah, I know.

In my first impressions post, I was concerned about the map being cramped, the existence of skull-level enemies that further discouraged what little exploration was possible, and how the emphasis on environmental hazards combined with the first two points led me to focus on carrying around car batteries (etc) instead of weapons. Over time and after gaining levels, the 2nd and 3rd points evaporated on their own. “Hell-A” as a general area though, remained very restricted for the entirety of the game.

What did improve was a rather hilarious (to me) and overpowered strategy to zombie combat: maiming. In most zombie games, attacks to the head are the only way to kill them. That works here too, but the problem is that different zombies walk/run with different gaits, making precise targeting difficult. Missing a Heavy Attack with a spear leaves you very vulnerable to attacks from other zombies, or even the one you’re trying to kill; I’ve been reduced to 25% HP from the flailing of even the most basic of Shamblers, after missing several times in a row. Nevermind the fact that Runner zombies actually can dodge your Heavy Attacks.

Not anymore, amirite?

What is considerably easier than landing a head shot is a leg shot. With, say, a Claymore or Katana. With the right Perk Cards and weapon mods selected, limb hits become automatic critical hits that grant buffs to further enhance damage. Some level of which becomes unnecessary as you straight-up chop zombie legs right off with one hit. What happens then? Slowly crawling zombie. At that point, you could cut off one of their arms to instantly kill them – zombies with no arms or no legs will keep attacking, but apparently the coders couldn’t handle half-n-half – or kick them and follow-up with a head stomp for an instant kill that way. Regardless, facing a huge arena full of running undeath and reducing it to a pathetic pile of flopping undeath never stopped being funny to me.

Apex zombies, as you can imagine, didn’t lose their legs as quickly. (Un)fortunately, most of them have attack moves that leave their heads in a static position, making headshots with a hunting rifle quite easy. I’m not sure whether the devs intended you to delete the Apex ones with 2 shots from a rifle and render everything else inert with leg-chopping, but that’s what I did the whole way through.

That’s about all the good things I can say about Dead Island 2.

Yeah, that was good stuff. Everything else was extremely dumb or half-assed, at best.

The Perk Card system has to be one of the worst character progression mechanics I have seen in any game. The premise is that you can mix and match different abilities (cards) based on your play style, but you literally never know what any of the cards are until you unlock (or find!) one, so it’s all just something that… happens. Nothing to look forward to, nothing to build towards, it may as well not have existed. This isn’t even getting into the fact that most of them are incredibly weak or so hyper-focused as to be useless. Literally who gives any shits about making zombies explode in specific ways when you kill them during your “ultimate” mode? Every zombie dies at the same speed by holding down left-click in said mode.

Pictured up top: results of scrapping $7500 weapon, e.g. 2 Scrap.

The “economy” of the game and general gear progression is similarly disappointing. I started typing up a long explanation of the mechanics, but it’s irrelevant. Suffice it to say, there is an immense bottleneck for basic crafting components that only gets more and more ridiculous as time goes on. Like, you originally might not be able to add Electric damage to a knife because you don’t have enough Electronics. That’s cool. But when you are in the endgame and can’t mod shit because everything takes 10 Scrap, that’s dumb. Vendors will sell literally 1-2 pieces of Scrap and that’s it. What the fuck is the point? “Disassemble the weapons you pick up instead of selling them.” Let me disassemble this epic worth $7,000 and… oh cool, 6 Scrap. All this encourages is for you to settle on 3-4 weapons and upgrade them (using cash) to match your level, rendering all other drops as vendor trash you don’t bother even trying out because you can’t afford to mod them to see if they are any good.

And don’t get me started on the sidequests. Ran my ass around three different maps reconstructing the dude-bro antics of a thieving pool boy and a goddamn generic-ass blue sword popped out of the chest at the end. I understand that I completed this sidequest later than “immediately once it was available” but after I looked at the Wiki for the others, they were similarly dumb. It’s Dead Island not Fallout, I know, but if you’re designing a Looter Slasher, you might want to actually ensure there’s a reason to do all the chores you set up.

Sums it up.

The overall story is also dumb. Again, it’s Dead Island, I’m not expecting some treatise on the human condition. But I don’t know what’s worse: how blatantly they are setting up story resolution in a future DLC (Haus did fuck-all), or that they’re pushing it off into a Dead Island 3. They didn’t leave a story thread dangling, it’s the whole goddamn shirt. This is one of those games where you’re not even sure you did anything at the end.

So… that’s that. Unless you were a super-fan of the original Dead Island, or even if you were, Dead Island 2 is not something I would particularly recommend.

#JustPalworldThings

Courtesy of our friend Bhagpuss:

My hope was that I’d be able to get Pal fluid more peaceably, perhaps by extracting it painlessly from one of the creatures in my care, although now I say it out loud, I’m not sure that sounds any less disturbing. Sadly, it appears you can’t milk Pengullets or Teafants for their juices, so I had to jog down the path and club one to death for the final fluid I needed.

It’s not Rimworld, but it feels in the same galaxy.

P.S. Some interesting unlocks coming on my next level-up:

P.P.S. Did I mention Pal Spheres work on human opponents too?

P.P.P.S. Yes. The answer is yes.

Blizzard Decimation

It’s been rough going in the game development world, and it’s getting rougher: Microsoft has laid off 1,900 Activision Blizzard staff. Layoffs are an expected reality after corporate mergers, and certainly the industry trend is towards cutting staff this past year. But this… also cuts a bit deeper.

The changes announced today reflect a focus on products and strategies that hold the most promise for Blizzard’s future growth, as well as identified areas of overlap across Blizzard and Microsoft Gaming. Today’s actions affect multiple teams within Blizzard, including development teams, shared service organizations and corporate functions. As part of this focus, Blizzard is ending development on its survival game project and will be shifting some of the people working on it to one of several promising new projects Blizzard has in the early stages of development. 

There’s some irony in Blizzard’s abandonment of the survival game project just as Palworld is eating the genre’s lunch – copying existing games and making them slightly better was Blizzard’s whole M.O! No doubt the layoffs were planned months ago, but part of me wonders whether the calculus would have changed had they known of Palworld’s viral success. Then again, if Blizzard released something to less acclaim, then that would be pretty embarrassing.

I’m actually low-key devastated that we won’t see Blizzard’s take on the genre. It may seem like there are a lot of options available – and there are – but it’s quite rare to see AAA development in this space. Right now, it’s like… Fallout 76 and maybe Grounded. No Man’s Sky might count? Just imagine your character running around with the detail of Overwatch rigs. Blizzard already has experience building giant, seamless worlds too. Although… hmm. If you squint hard and ignore the questing, I guess WoW itself really might feel like a survival game already. Maybe that slight overlap was the problem.

In any case, another unfortunate outcome of the axed survival game is the fact that the devs working on it were pulled from other areas months ago, only to be laid off. From a Hearthstone Reddit thread:

FORMER Hearthstone Devs that were on cancelled Survival Game have been laid off!:

-Matt London – Designed Book of Mercenaries (solo adventures/stories/characters), Twist, and Caverns of Time Expansion

-Ates Bayrak – Designed Duels

Current Hearthstone Team members laid off:

Cynthia Park – Hearthstone PR Manager

On second thought: oof. Book of Mercenaries was not good content, Twist has been an epic disappointment, and Caverns of Time was an insane cash-grab that’s especially egregious considering they “paused” Twist for months. Meanwhile, Duels is was… cut from the same cloth, let’s say. I don’t want to kick anyone while they’re down or anything, but I’m starting to wonder if Blizzard was really assembling an A-Team for the survival project. Maybe these devs were the ones most willing to take risks to see what works. And perhaps the monetization strategy wasn’t their idea. Who knows?

Oh well. Pour one out for the game that was not to be.

eBooks

I’m not much of a reader. I actually enjoy books quite a bit and have read a lot of them, but I have found that it takes a specific set of circumstances for it to occur. Back when I was stuck in an office doing menial data entry tasks 15 years ago? Conducive. If I’m sitting in my gaming chair in front of my $2500 gaming PC setup? Not conducive. I’m also allergic to cluttering up my house further with physical one-and-done objects; the subtle guilt that arises from even thinking of disposing of books is also something I can live without. So, the rise of eBooks and eReaders has helped the situation somewhat.

…aside from the friction that comes from buying a PDF of words. Who does that?

I have heard a lot of good things about the Three-Body Problem series. I’m a fan of sci-fi and philosophical musings – I really enjoyed the entire Foundation series, Ender’s Game series, and so on. If you’ve followed this blog for any length of time though, you understand the problem: parsimony as fuck. So, it looks like the trilogy is $28.78 at basically every online vendor, including Amazon. However, Amazon is selling the first book for $11.99 and the 2nd and 3rd for $5.99 apiece. Shit like that really starts to make you question the subjective value of particular arrangement of words.

So, I then start looking up local libraries in my area. As it turns out, a lot of libraries will loan you eBooks for free, and you can even sign up for a library card without stepping foot in the physical space. Top-tier Millennial innovations, let me tell you. Of course, predictably, this means that the two electronic versions of the books are already checked out and behind a 200+ waitlist of people who probably subsequently went directly to Pirate Bay.

That actually was my Go-To move in past, but I’ve been out of the skull-and-crossbones game too long and the scene moved on without me. I mean, I can figure out VPNs and Plex servers and Usenet groups… but I just don’t want to. No longer do I have near-infinite time with near-zero responsibility. Clearly, all that time is better spent doing an absurd amount of shopping to save a number dollars no longer enough to purchase lunch.

The end result was this: nothing. I gave up and read nothing.

Great story, right? If you could Paypal me $11.99, I’ll be right on my way.

Actually, what will probably occur is that I go to Google Play and spend the $10ish and change I have earned doing random surveys to purchase the first book, then buy the two $6 sequels from Amazon, and then hope they all work on my Kindle Paperwhite. Where they will likely stay dormant until/unless I find myself away from the house and any parental or driving responsibility for a substantial amount of time. Then, I might actually get to reading something again.

It’s a tough life I lead, I know, full of adversity.

[Fake Edit] Don’t worry, after browsing some older folders, I apparently already “acquired” the Three-Body Problem series back in 2021. Now, to read them. Some day.

Impressions: Palworld

In case you haven’t heard the news, Palworld is doing gangbusters: 2 million copies sold in the first 24 hours. And now 4 million within three days. It even hit a peak concurrent player rate of 1.2 million players on Steam, which leapfrogged it past Cyberpunk 2077 and into the top 5 of all time.

That is insanely impressive considering it’s also on Game Pass and Epic Game Store, so that’s just a fraction of its total reach.

Not very far from dethroning Dota 2 or Lost Ark, TBH.

Palworld’s tagline is “Pokemon with guns,” which is basically just S-Tier marketing and nothing else. The reality is that it’s “ARK with Pokemon”… like completely. Each time you level up, you get Engram Technology points which you spend to unlock specific recipes on specific tiers. You also get Attribute points to level up one of your base stats like carry weight, attack damage, Stamina, etc. Even the building mechanism via the menu wheel feels identical. Which isn’t to say it’s all bad, just that “Pokemon with guns” is exploiting an information gap in the promotional materials that becomes apparent right away in the gameplay.

Insert The Office meme ItsTheSamePicture.jpeg

Having said that, Palworld does indeed make some good innovations in the general ARK formula. The biggest thing you notice right away is that Pals can be set to work in your camp. The work that Pals can complete differs based on their type – Lamballs hang around Ranches to self-groom their wool, Cattivas will work in your Quarries – but most of them can do basic stuff like wandering around and moving supplies to chests. The fact that they do anything at all beyond staying stock-still waiting for an mistaken Follow-All whistle makes Pals miles better than the dinosaurs of ARK.

Forcing my Pals to craft the very tools of their people’s oppression.

Unfortunately, I cannot comment much further impression-wise because Palworld started to crash to desktop in 5-minute increments for me. Some Early Access releases are basically soft-launches of fully playable games (Against the Storm, etc), but Palworld is very Early Access in… let’s say, the more traditional sense. It’s been a while since I played something that lacked the ability to Exit the game. Like, you literally have to Alt-F4 to turn the game off.

…unless you are playing the Steam (or non-Game Pass) version. There has already been a patch v0.1.2 release to address various bugs, including some that cause crashes and also a bug that causes ambient sounds to not play. Which is a big deal, as the silence when running around is a bit conspicuous. Also, Steam players get an Exit button on the menu. For the Game Pass plebs like myself, such a patch has to go through Microsoft’s certification process, and who knows when that will go live. For how much Microsoft pays to have Day 1 releases on Game Pass, it’s a pretty big limiting factor for these Early Access titles.

Honestly, it almost makes me want to just buy the game on Steam. Almost.

Didn’t want to get raided today anyway.

As it stands, I’m pretty conflicted about playing Palworld further at the moment. The crashes to desktop notwithstanding, there are other elements to the game that are very early Early Access. Your base can be raided by AI, for example, but the two times I got the notification, the enemies spawned down a hill and never moved even when I started attacking them. One of the v0.1.2 patch notes mentions how the arrows recipe went from 1:1 to 3:1, which is significant reduction in terms of resources you have to grind – I have not yet found a Pal that cuts trees, so I’m still manually doing that. While the EA dilemma is something you always have to consider, it’s been a while since I had to weigh it against really basic functionality like this.

Of course, the fact that the scales had to come out at all is indicative that Palworld is on to something. Is it ground-breaking innovation? Nope. I described it as “ARK with Pokemon” before and it still really feels that way. But ARK peaked at less than 250k concurrent players on Steam, ever. Sometimes the derivatives end up being better than the original. Or maybe devs should be selling their games for $30.

Impressions: Dead Island 2

Sometimes I use “Impressions” posts as a sort of “review of a game I stopped playing halfway,” but this one is legit just some first impressions. I’m still playing! For now.

Giving my 3080 a workout.

To start, I loved the original Dead Island. Some people were tired of the zombie genre, even 12 years (!!!) ago, but I don’t mind it. What’s the actual difference between the hundreds of mobs you kill being zombies, mutants, nightmares, animals, dinosaurs, or other people? I guess zombie tropes can make some of the experience kind of rote, but at the end of the day what matters is if the gameplay loop is fun for you.

So, Dead Island 2. Thus far, I’m kind of… concerned?

It’s been a while since the first game, but everything in DI2 feels cramped. The location is Bel-Air, so that may be accurate, but this definitely feels a lot more like a corridor shooter minus the guns. There are very specific routes you have to take to get around the map, and most of them run through the same houses and yards each time. Not sure if the later game opens up or not, but I have my doubts.

One of the “zones.” Note that you can’t really walk in the grass most of the time.

I also hate the environmental improvisations. Specifically, there are water jugs, cans of gasoline, car batteries, and other similar items strewn about everywhere. You can use these items to engineer environmental traps, such as dumping water in a big puddle, throwing a zombie-attracting item in it, and then starting a generator to electrocute them all. OK, cool.

The problem is that Dead Island 2 takes after the original in that zombies scale to your level such that even a few standard zombies can kill you if you’re not careful. The cramped areas in which you encounter zombies also makes it difficult (or outright dangerous) to run away if you get in over your head, especially once the special zombies start showing up. The end result is that I am thus incentivized to start lugging around car batteries or gas cans wherever I go, so as to have the materials for environmental shenanigans at the ready. There very well may be such items available in each area, but it’s hard to find them while getting swarmed.

So, yeah, instead of focusing on the one thing the series is excellent at – the meaty and satisfying melee game – I am running around one-shotting zombies by throwing car batteries at them. If the devs wanted to lean into traps-based combat ala Horizon: Zero Dawn, then do that. Preferably under a different title.

I mean, it’s fun when it works.

Another thing that is really irking me is how punished you are for what limited exploration is available. You will find locked shit all over the place, but you will never really know if its even possible to retrieve the key yet. See, keys are held by special zombies, and specific special zombies only start spawning after you encounter the “first” one, typically via Story quest. Before the first boss, for example, no Crusher zombies will spawn; that means the locked military chest you found at the beginning of the zone cannot be unlocked, because the key-holder is a Crusher zombie. But you won’t know that ahead of time, so you might be combing every room for a hidden key that doesn’t exist.

Plus, inexplicably, the devs allows for “skull-level” zombies to roam about. Want to head down an alleyway and explore there instead of following a quest marker? Too bad! Zombies above your level will eat your face off within two hits. I honestly do not ever remember that being a thing in the original game. In principle, I can understand the game sort of “organically” directing players via deadly foes – this happens in Fallout: New Vegas and Dark Souls and many places inbetween – but it just feels bad here. And, of course, contributes to the claustrophobia of an already-limited map.

Dead Island edges out the Fallout series for environmental storytelling, IMO. It’s a short story though.

Also, it’s funny how much the FLESH system was hyped. For the uninitiated:

“This cutting-edge technology has been designed to deliver the most gruesome zombie experience ever seen in a video game. Anatomically correct layers of skin fat and muscle can be ripped away with machete point accuracy to reveal breakable bones and internal organs that are individually destructible,” Dead Island 2’s developers said during the introductory presentation.

“Blunt weapons allow players to shatter skulls, detach eyeballs and even punch holes through the undead. Sharp weapons can dismember heads or limbs at any point and slice torsos clean in half, utilising advanced fluid and soft body physics,” they continued.

(source)

Is the game gory AF? Yep. Does it matter even a little bit? Nope. The specific problem is that there are so many zombies attacking you at any given time that you are unlikely to appreciate the fact that their eyeball is swinging outside its socket in a realistic fashion or whatever. There’s no mechanical benefit either, as even a zombie bereft of both arms will still try to headbutt/bite you. Dead Space this ain’t. I suppose this does contribute to the weight behind melee attacks and how satisfying it feels, but honestly, I would trade all of it in a heartbeat for more ragdoll-esque physics instead. Zombies tripping over each other, falling on couches, bumping into walls, etc, is infinitely more immersive to me than their jaw hanging half off or ribs flying everywhere. I saw that in Fallout 3 death animations in 2008.

Excessive gore! For… reasons!

If it sounds like I’m pretty down on Dead Island 2 so far, well, you’re not wrong. The game is absolutely gorgeous running at max settings, and there are insane details in every throw-away room that you manage to find. But I’m kinda concerned that perhaps the level of detail added was exactly the cause for how closed up the game is. If I wanted to kill zombies in corridors, I would play Dead Space or Resident Evil or Silent Hill or practically any of the other games in this whole genre. What made the original Dead Island stand out was the open-world nature of the map, at least in the first two Acts. Thus far, the sequel seems to me leaning more into the Dead Rising goofiness minus its openness, which isn’t all that great of a trade.

Here’s to hoping that things improve.

Far Cry 6

I just finished Far Cry 6 after 34 hours. I should have stopped after about four.

It is pretty, especially on max settings.

As someone who has completed all the prior Far Cry games aside from Primal (got about halfway), there were some interesting twists to the formula in FC6. The game really leaned into the guerilla fighter schtick, wherein you could walk near soldiers without attracting too much attention before unleashing attacks. The wingsuit is unlocked from the start and being airdropped from any fast-travel location – provided you destroyed the anti-aircraft cannon in the area – made navigating the huge island of Yara a bit easier. After a bunch of silent protagonists, we’re back with a chatty psychopath. Also, you can choose to be a male or female Dani, which was also nice.

That said, there are a number of awful twists to the formula that I hope they never repeat.

First, there is really no tangible sense of character progression. Instead of Perks/Skills, all special abilities are wardrobe-based. As in, you open special chests located across the map, and unlock helmets, vests, pants, shoes, and wrists in a predetermined order. Later on, you can purchase specific items out of order to complete your “build,” such as it is. The problem is that 90% of the options are functionally useless, and once you unlock the good ones, there is zero incentive to do anything else or explore.

It was nice being able to shoot rockets at anti-aircraft batteries while parachuting. #JustFarCryThings

Plus, it’s hard to tell how gamey the designers actually want you to be. For example, equip all the stealth-based clothes to infiltrate the base, but the moment the alarm is raised, pause the game and instantly Sailor Moon transform into your anti-bullet clothes until you jump into a vehicle, where you swap it out again for pants that enable auto-repair. Is that really what they were going for?

There is similar banality in the weapon department. An early mission makes a big deal about the character visually tagging enemies using their cell phone, as it displays the enemy’s weakpoints. Normal soldiers are weak to soft-point bullets, the armored guys to armor-piercing rounds, the poison gas dudes to explosions, and so on. Which is cute, but I’m pretty sure armor-piercing bullets to the face are everyone’s weakness. As it turns out… it’s actually arrows and throwing knives. Yes, some enemies may actually take more than one round to the face with an armor-piercing bullet fired from a .50 caliber sniper rifle, but an arrow from a compound bow or thrown knife will take them down 100% of the time. Which gets real fun when you equip the wrist item that makes throwing knives auto-track targets – curving mid-flight even – allowing you to basically obliterate the army with a flick of your wrist.

I mean, whatever, #GameLogic amirite? It’s just sad when there are 50+ other weapons in the game and none of them are fun or useful despite firing explosive bullets or flaming shotgun shells because the enemy soldiers are resistant to all the damage. Again, did the developers intend you to pause the game mid-firefight and swap your entire arsenal of weapons to counter the one specific soldier you were shooting? It’s dumb. And don’t get me started on the wasted potential of the poison mechanic, where soldiers are supposed to go berserk and shoot each other and be extra weak to explosive damage. Or, you know, just kill them with fewer actual bullets or one arrow/knife.

What a coincidence, that’s kinda what it feels like while playing.

Finally, the overall storyline and antagonists were weak as shit. This is perhaps the most damning bit to a Far Cry game. The story follows Dani as they go from attempted refugee to guerilla mastermind, but there’s a level of Far Cry shenanigans that just never develops. There are three major regions you unite by taking down the Castillo lieutenants stationed there, but only one of them has any personality whatsoever. Castillo himself is played by Giancarlo Esposito, but he must have been charging per line of dialog because he has more screentime on the box art and about as many dimensions.

Oh, and I guess the game is also attempting be Live Service? There’s a mini-game element where you can send out squads to roll dice on completing objectives – complete with XCOM-level success rates in terms of losing 95% rolls – but weirdly the squads take real-time hours to get to the target. There are also weekly Insurgent modes once you clear the campaign and Lola special missions to complete with co-op strangers for some reason. I’m all for designers throwing spaghetti at the wall and being inventive, but the spaghetti has to be, you know, at least partially cooked and hypothetically edible.

Overall, I regret stubbornly sticking to the end. But now it’s over, this post is done, and I won’t be thinking about Far Cry 6 any more.

Duels Out

Blizzard put out a surprising notice that the Duels game mode in Hearthstone is getting axed.

As we think about the future of Hearthstone and where the team can best focus their efforts, we’ve made the difficult decision to discontinue support for the Duels Mode. We do not have plans for any further scheduled updates for Duels, and the Mode itself is scheduled to be removed from the Hearthstone client in April 2024.

This change will allow us to shift our resources to where we feel they will have the most impact, including Traditional Hearthstone, Battlegrounds, and more. To that end, Battlegrounds Duos is scheduled for an upcoming Battlegrounds patch, and we’re trying out some Duels Treasures in our next Arena season—more details soon.

My feelings on this are… complicated.

First, the introduction of Duels was the deathknell of the content I actually enjoyed the most in Hearthstone: the Dungeon Runs. Those were repeatable PvE solo content largely on par with Slay the Spire in fun. It would not surprise me, if it were possible to calculate specifically, that I spent 200+ hours playing Dalaran Heist alone. But when Blizzard rolled out the Duels game mode and marketed it as PvP Dungeon Runs, the writing was on the wall. We ended up getting shit like “Book of Heroes” PvE content, but you couldn’t craft your decks or have much agency in completing it.

Also, Duels as originally monetized, was incredibly malicious. You were offered a random selection of heroes when first entering, then offered three hero powers for that hero, but two of those hero powers were locked behind “achievements” within your collection, like having 20 epics unlocked from a recent expansion. Then there was a third choice of signature treasure card, which most were again locked behind achievements. While there was mercifully an option to play Casual for free, the primary mode cost gold/cash just like an Arena run (with similar prizes). And, yeah, even though I always played Duels for free, I did also spend dust crafting otherwise useless epic cards to unlock some of the hero powers/other cards, so Blizzard did get cash out of the economy in a roundabout way.

For the record, Blizzard did end up changing things within Duels and unlocking everything for everyone eventually. Whether that was for marketing reasons or the simple fact that they’d have riots on their hands if players had to craft cards from 3+ expansions ago to stay current within the game mode, who can say.

What we can say though is that Blizzard is apparently in a period of… consolidation. Classic? Removed. Duels? Removed. Mercenaries? Still exists, but has been sunsetted permanently. Twist? It is on a “scheduled” hiatus, but it is difficult to imagine the thought process behind introducing a completely new competitive format, selling literally brand new cards and decks, and then going on a break three months later.

Well, maybe it’s easier after seeing graphs like this:

Caveats abound here, of course. These are not “official” numbers and since the data comes exclusively from players with the Firestone overlay mod installed, it’s not representative of the overall playerbase. Hell, I don’t even use Firestone (Hearthstone Deck Tracker for me). But… yeah. There’s Standard, Battlegrounds, and Arena up at the top, an enormous gap down to Wild – a format that Blizzard literally can’t kill without total collapse – and then, well, all the rest. Duels has a respectful showing there, but it’s also a format that requires constant upkeep and maintenance since every expansion set could radically imbalance the mode based on off-the-wall interactions. Twist basically doesn’t exist, and this was before the hiatus. Not a great look.

Look, we all get it. Corporations goin’ to corporate. It’s fun to imagine Bobby Kotick personally flushing these modes and now that he’s gone it’ll be rainbows and sunshine. But I doubt it. There has apparently been a lot of shuffling of designers over on the Hearthstone team, and whomever is still in charge is no Ben Brode or Ghostcrawler in the communication/hype-man department. And that makes me suspect that we may end up getting less spaghetti on the wall instead of more. Reminds me of the Google graveyard of apps in how they axed things like Reader (RIP) and now seem to exclusively focus on inserting four ads in my Gmail account instead. Classic enshitification.

So, yeah, kinda sad about Duels. If this allowed them to get back to Dungeons Runs or similar PvE content, that’d be great, but it won’t. I’m playing a lot of Battlegrounds actually, so I’m still in the ecosystem, and I do enjoy certain Brawl weeks, but the end of my interest may be nigh.

Which may be just as well – after more than 10 years, I have other shit I need to do.

The Haul

I purchased a number of games over the holiday break:

  • My Time at Sandrock
  • Dave the Diver
  • Tiny Tina’s Wonderlands: Chaotic Edition
  • Alan Wake 2
  • Dead Island 2: Gold Edition

The (potentially) interesting thing is how four of them were from the Epic store and only one from Steam. As it turns out, throwing an additional 33% discount on top of the holiday sale discount is enough to get me to switch storefronts. Well, “switch storefronts,” with air-quotes. And, shit, I would’ve done it for like a $5 discount; I’m a cheap date. I do fully anticipate Epic to eventually stop with the free games and outrageous deals because they’re just hemorrhaging money, but for now I’ll soak up as much as I can and just assume them going bankrupt won’t lose my library.

I started writing about why I chose the five games above and not any of the other ones on my wishlist(s), but it started to feel a bit weird. Which has hardly ever stopped me before, mind you.

I dunno. My inclination to drop a game when it becomes less fun than something else I could be playing, is starting to run into guilt of a veritable landfill of half-chewed titles. I shouldn’t care – there is no one keeping score at home – but I’m also thinking about how silly it gets when talking about games to other human beings. “Oh, yeah, Baldur’s Gate 3 is amazing. I got 61 hours into Act 1 and then… stopped playing. Since August.” “Yep, 120+ hours in Cyberpunk 2077. Never finished.” “Elden Ring was beautiful, I agree. About 30 hours in, but haven’t touched it in 6 months.” WTF, mate?

Don’t get me wrong, there are still titles I’m very interested in that will be releasing in 2024. But at some point I hit a critical mass of straw such that my cognitive back can no longer sustain the dissonance. I need to get my shit together. Or abandoned shit. It’s getting a little ridiculous.

Welcome to 2024.