Author Archives: Azuriel

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.

End of Year: 2023 Edition

Tangentially related to 2022, with n+1.

Workwise, I ended up receiving a significant “market adjustment” raise on top of higher-than-normal raise at the beginning of the year. Both were sort of defensive moves intended to stem the bleeding/poaching of staff, and it largely seemed to have worked. I certainly stopped looking for other positions… for the time being. Truth be told, I’m a bit of a big fish in a small pond. With golden handcuffs. On the, er, fins. Excellent health coverage, 99.99% work from home, substantial pension, the job is both intellectually fulfilling and easy, and I don’t actively hate anyone I work with. It would take a lot of money to make me roll the dice on something else.

Family continues to do great as well. Kiddo will be in kindergarten (!) next year.

For this look-back, I’m going to list out the new (to me) games I played along with the hours logged.

Steam (425h)

  • Dark Souls [62.9h]
  • Baldur’s Gate 3 [61h]
  • Dark Souls 2 [44.5h]
  • Across the Obelisk [44.1h]
  • Against the Storm [40.8h]
  • Sun Haven [36.2h]
  • Warhammer 40K: Mechanicus [28.3h]
  • Elden Ring [28h]
  • Green Hell [15.7h]
  • Arcanium [15h]
  • Craftopia [9h]
  • Cult of the Lamb [8.3h]
  • Days Gone [6.7h]
  • Wildermyth [5.3h]
  • Rune Factory 4 Special [4.9h]
  • Littlewood [3.7h]
  • Necesse [3.1h]
  • Tunguska: the Visitation [2.7h]
  • God of Weapons [1h 37m]
  • Cryptark [1h 34m]
  • Her Story [1h 25m]
  • Barony [1h 17m]
  • Blasphemous [1h]
  • Paint the Town Red [41m]
  • Survivalist: Invisible Strain [35m]
  • The Planet Crafter [34m]
  • Dead Estate [25m]
  • Die in the Dungeon: Origins [17m]

Looking up the /played time and putting them in order really puts things in perspective. As ordering things tend to do. Hadn’t quite realized how much time I spent with Dark Souls 1 & 2, for example.

I have every expectation on returning to Baldur’s Gate 3… someday. Originally, I was slowing down because of what I heard about Act 3 being buggy. But the reality is probably closer to what happened with me in Divinity: Original Sin 2: being too thorough. It’s how I could still be in the Underdark after 61 hours (!). Also, knowing that I would immediately turn around at the Act 2 prompt and go explore the Mountain Pass alternate route was a bit too much me. I mean, if you aren’t uncovering the fog on every square inch of isometric CRPGs, are you really playing them?

Epic Game Store (106h)

  • Cyberpunk 2077 (Phantom Liberty) [62h]
  • My Time at Sandrock [38.5h]
  • Disco Elysium [4h]
  • Surviving the Aftermath [1.5h]

Once again, can I just say how idiotic the Epic launcher is when it comes to gathering meaningful information from your games? I sort by “Recently Played” and it sorts by Recently Installed which is obviously not the same thing! And there’s no way to sort by install size. In any case, Epic has been doing better in the price department and will result in a few more purchases before the Winter sale is done. Still, not a whole lot of games played in comparison to Steam.

As you may have heard in the gaming press, Cyberpunk is indeed in the No Man’s Sky redemption club between the expansion release and the more-important 2.0 Skill rework. I actually started a brand new character to play through the expansion, and enjoyed myself thoroughly (as evident from the /played time). Still haven’t gotten around to finishing the game’s main plot though. The situation reminds me of Witcher 3 wherein the primary plot device is the least interesting thing going on.

Xbox Game Pass (302h):

  • Wartales [76h 28m]
  • Starfield [64h 54m]
  • Coral Island [46h 18m]
  • Far Cry 6 [20h]
  • Everspace 2 [17h 47m]
  • Potion Craft [12h 23m]
  • Ori and the Will of the Wisps [11h 34m]
  • Weird West [11h 33m]
  • Farworld Pioneers [9h 20m]
  • Common’hood [7h]
  • Chained Echoes [4h 25m]
  • Skul: the Hero Slayer [3h 41m]
  • Atomic Heart [3h 38m]
  • Redfall [2h 58m]
  • Eiyuden Chronical: Rising [2h 51m]
  • Remnant 2 [2h 3m]
  • High on Life [1h 56m]
  • Disney Dreamlight Valley [1h 32m]
  • Homestead Arcana [1h 12m]
  • Cocoon [52m]
  • Death’s Door [45m]
  • Dungeons 4 [30m]
  • Eastern Exorcist [22m]
  • Techtonica [??]

I, uh, really liked Wartales, huh? Hearthstone probably absorbed more time overall, but Wartales very clearly exceeds the total game time of any other item on the list. But guess what? If you said “I bet you didn’t finish the game” then you would be correct! It’s starting (ending?) to be a problem.

As for Starfield… man. What a disappointment. Bethesda was teasing some updates with “new ways to travel,” which is kind of a funny way of saying “new loading screens.” But seriously, what’s the point? Even if they added some kind of rover or fun new traversal mechanic, all that will do is get you over the nondescript terrain and into the copy/pasted POIs faster. Are they adding new Abandoned Mines, or is it the same one I saw on 13 different planets and our own goddamn Moon? It boggles my mind how these designers could experience the wild successes of the Elder Scrolls and Fallout series and then completely forget why those games are any good. “What if we took our dense environmental storytelling and, like, divided it into loading screens lightyears apart?” What a waste.

On a different note, Game Pass itself provided 302 hours of gameplay for me over the course of the year, at an approximate cost of $120. That’s a pretty decent >2.5:1 ratio for entertainment by itself. In September though, I snagged three 3-month membership cards for $22.56 apiece, each one granting me a bonus month when I redeemed them. So, $67.78 for as much Game Pass as I can stand through most of 2024. Not sure if the “trick” will still work for others, but it certainly beat buying Starfield or Redfall for full (or any) price.

What’s Next

Playing more games, of course. Just not the correct ones, or finishing anything.

For real though, I am actually running out of space on my 2TB game drive and thus have an external motivation to complete (or delete) these games. Specifically, in 2024 I’d like to finish:

  • Cyberpunk 2077 (for real)
  • Baldur’s Gate 3
  • Death Stranding
  • Red Dead Redemption 2
  • Starfield (sigh)

I’ve already picked up a few other games during the Winter sale (not listed), so there will be some competition to my clearly limited attention span. Or maybe its just a healthy reaction to something in my life no longer sparking joy. After all, I did officially become Old™️ this year. Well, middle-aged, anyway. Which certainly feels pretty damn old (apologies to those bloggers with 20+ years on me).

Here’s to hoping we all get older in 2024.

They Know Me Too Well

Steam put together a summary of games you’ve played over the year, and this was my result:

My favorite part is the random “Warhammer 40k” among the other genres.

Nevertheless, they ain’t wrong. If you had to gift me a game knowing nothing else, you’d have a good chance of getting something I’d like somewhere on those axes. Of course, I already have most games on those axes, so you’re better off just getting me a gift card.

Impressions: My Time at Sandrock

Seeing My Time at Sandrock in the latest Epic Games sale, I decided to snatch it up and get to scratching the itch. The result is about what you would expect: relief… followed by some abrasion.

Pardon the dust… storm.

My Time at Sandrock is a sort of “sequel” to My Time at Portia, continuing the general world progress but in a different area and with new characters. This has so far included the same tonal whiplash where everything is jolly and cartoonish but you discover journals from people who sank into depression and ultimately starved to death in the apocalypse’s immediate aftermath. Originally intended to be a DLC to the first game, the devs apparently felt limited by Portia’ game engine and decided to formally release it as a different game. Or, perhaps, you know… they did it for other rea$on$.

The game engine changes were noticeable immediately, and not necessarily in a good way. The camera swings around with a bit too much gusto, the lock-on mechanic for fighting enemies is very useless when there is more than one in the area, and resource gathering is unsatisfying.

Actually, let me clarify that last bit. The act of chopping trees and smashing rocks is extremely satisfying; I cannot exactly articulate why, but your character really gets into the smashing/chopping and it feels great. Then the resources pop out around you as tiny, spinning polygons and sloooooooowly absorb into your person. So slow, in fact, that you can almost outrun them on your way to the next node. And they legit have to be absorbed before appearing on the left-side of the screen and into your inventory. Like… why? If I could turn that part off and just have the resources appear in my backpack like every other game, my enjoyment would literally increase two times, minimum.

Nice and cozy farm sim… hey, wait a minute…

As for the rest of the game thus far, I can’t help but compare it to my, er, time with Portia. And Sandrock, concerningly, is coming up a bit short. The game’s overall flow is beat-for-beat the same: you’re a new Builder, meet the townsfolk, take commissions from the job board, research new technology, gather relics while digging in Abandoned Ruins, fight some monsters in the overworld and/or in dungeons, complete world/town quests that unlock new areas and improve the town. And that’s all fine – in fact, that is kinda what you want in a sequel to a game you spent 108 hours playing.

The problem is that Sandrock as a location is kinda boring. It’s a desert town with a Wild West motif. I can appreciate the uniqueness of not being able to chop trees for wood (it’s against the law!), and having to worry about water for your machines, and the bizarre “sandfishing” analog to regular fishing. But Portia felt… bigger, more interesting. It’s possible that was due to Portia simply having more empty space, although that’s kinda how that works. More concerningly from the whole cozy life-sim angle though, is how I don’t really like the people. They’re fine, but mostly Wild West caricatures. There is still time for me to be surprised – barely anyone is past two hearts at the moment – but relying on the hope of something getting better doesn’t really cut it in 2023.

Sounds familiar.

So, yeah. I’m going to stick with Sandrock for a bit longer because the same gameplay/planning bits that were compelling in Portia are still compelling here. However, when Portia became less compelling as a result of my completion of the tech tree, I was able to fall back on the relatively interesting world story and neighbor relationships. With Sandrock, I don’t even know if I want to romance any of the options. Not a particularly great situation to be in for this genre.

Winter Epic Sale – 2023 Edition

It’s that time of year again: contributing to the financial instability of the Epic Game Store. And this time around, Sweeny is extra committed to going deeper into the red with an endless 33%-off coupon that stacks with existing sales + 10% “cash back” that you get unlocked 10 days later. While the 33%-off only applies to purchases $14.99 and above, you can get the discount by adding more than one cheap game together in the same cart.

I’m being a bit flippant here, but I’m actually pretty surprised at the deals at hand. Here is what is on my wishlist (prices do not include the 10% cash back):

  • Untitled Goose Game – $6.69
  • Assassins Creed Odyssey: Standard Edition – $8.09 (Game Pass)
  • Assassins Creed Valhalla: Standard Edition – $10.04
  • Lord of the Rings: Return to Moria – $13.39
  • Tiny Tina’s Wonderlands: Chaotic Edition – $13.39
  • God of War – $16.74
  • Far Cry 6: Gold Edition – $16.74
  • My Time at Sandrock – $21.46
  • Dying Light 2: Winter Tales Edition – $24.11
  • Alan Wake 2 – $26.79
  • Dead Island 2: Gold Edition – $32.15

Steam’s Winter Sale will not be kicking off for another week, but I would be very surprised if it beat any of these prices. For example, I don’t anticipate that My Time at Sandrock will go from 20% off at Thanksgiving to 50% during Christmas. And even if it did for some reason, that will basically just achieve price parity.

In any case, I’m not about to just purchase everything on that list. At a certain point, it’s less about Patient Gamer and/or Wait Until Game Pass and more about not setting oneself up for failure. I like the Assassins Creed games, but I haven’t played the last five or them, and it’s doubtful I would jump in and plow through the ones that take 100 hours to complete or whatever. Same with God of War. I played the first two way back in the day, and nothing since. Would I enjoy my time? Sure. But I still haven’t gotten around to Red Dead Redemption 2 after a year and a half.

Of course, none of that really matters. What matters is: what do I want to play right now. Sometimes it is bullshit farming sims to mindlessly pass the time, and other times it is Serious Business Games. More so the former than the latter these days, honestly.