Author Archives: Azuriel

The Waiting Place: December 2023

A non-exhaustive list of things I am waiting on for one reason or another.

Waiting on Sales

  • My Time at Sandrock
  • Dave the Diver
  • Zero Sievert
  • Vintage Story
  • Dead Island 2
  • Dying Light 2

I’ve really been kicking myself over passing on Sandrock during the Thanksgiving sales. I was busy playing other games at the time, but I got the itch really bad after playing Coral Island and now anything else I play feels like, well, that I’m trying to distract myself from itching. Aside from that, Dead Island 2 was almost good enough of a deal during Thanksgiving, but there was some kind of fuckery going on with the base game versus game + DLCs or something that made me pause.

Waiting on Updates/1.0 Releases

  • Stardew Valley – v1.6 with major changes
  • Kynseed – Out now, but needs updates/fixes
  • Sons of the Forest – February 2024
  • Smalland: Survive the Wilds – Q1 2024
  • Once Human – Q3 2024
  • The Planet Crafter – sometime 2024?
  • Core Keeper – Summer 2024
  • Valheim – sometime 2025?

I thought about booting up Stardew Valley again with some of the expanded mods to give that a whirl, but the looming 1.6 release gave me pause. Updates that big will probably impact the mods too, so that will take some time to sort out. I’ve had an eye on Kynseed for a while, and there is some developer drama I’m not keen on, but the lack of sales (and needed updates) make that easier to wait for. Just looked at the roadmap for Valheim and they are expecting 2 more years in Early Access so… yeah. Already been 2 years, what’s 2 more? There will be plenty of other games releasing into Early Access (and possibly out of) in the meantime.

Early Access Launches

  • Enshrouded – January 2024
  • Palworld – January 2024
  • Nightingale – February 2024
  • Light No Fire – TBD
  • Rooted – TBD
  • Under a Rock – TBD

I’m pretty excited about all of these, honestly. The release date trailer for Enshrouded was pretty great, and I’ve watched enough of the “demo” streams to feel pretty confident it will have an enjoyable Early Access experience. Palworld is Palworld. Nightingale is one where I’m worried about how the idea of it might end up better than the finished project. We shall see.

Light Some Fires

There were some interesting reveals coming out of the recent Games Awards, but Light No Fire was one that immediately piqued my interest. Here is the release trailer:

In case it was not obvious by the trailer style or esoteric title or the logo with a mysterious red thing in the middle, this is Hello Games studio’s upcoming follow-up release to No Man’s Sky. Sean Murray was back onstage to give a sort of intro to the reveal, and history sort of repeated itself with some amazing claims. “[We’ve been working on] something very different, something maybe more ambitious.” Something more ambitious… than a goddamn procedurally-generated galaxy? Even the host chimed in with a “Ha, here we go.”

Indeed, the jokes started coming in from all corners afterwards:

Now, you can certainly take some umbrage with how both the Cyberpunk and Hello Games devs are making light of releasing broken games that took multiple years (or longer) to fix. You are well within your rights to be screaming from the rooftops about Sean Murray in general, and warn about the dangers of hype. Hell, we don’t even have a release timeframe or hints that it will come out this decade.

But. But!

…I’m excited for Light No Fire. For two reasons.

First, it’s a survival-crafting sandbox. You might think there are dozens of these sort of games on the market already, and you would be correct. And I played them. Pretty much most of them, actually. So, I’m excited that another one is coming out from a team that I trust*.

Very much so.

That leads me to the second reason: trust. Do I trust that Hello Games will deliver everything Sean Murray said at the Game Awards? No. Do I trust all the things written on the Steam page? No. But what I do trust is the No Man’s Sky that exists already. And when I saw that Light No Fire trailer, what I saw was mostly stuff that you can already do in No Man’s Sky.

Climb mountains? Check. Go underwater? Check. Build stuff? Check. Fly around? Check. Ride creatures? Check. Survival elements, collect rare resources, care about environmental dangers, build persistent buildings, explore things with friends, fight big monsters? Check ^ 6. About the only thing you can see in this trailer that you don’t already see in NMS are trees swaying in the breeze and a world with more than one biome. We can imagine them stitching together a bunch of planets onto one larger planet, and that is solved straight away.

The “danger” is getting hyped on what a game could be. Will there be dungeons, will there be raid bosses, will there be a “reason” to go to the tallest mountain, will there be PvP? I suppose there is also danger in assuming that when they say “one world” that it will actually be one, non-instanced world. I actually hope there isn’t one world because, if ARK has taught us nothing, it’s that prime gameplay for many people includes obstructing all available real-estate with pillars and/or phalluses. I don’t care if the world is larger than our own 197 million square miles – if you build it, people will come take a shit on it, if possible. If there are no building limitations, I give it six months, max.

Anyway, that’s Light No Fire. I will be closely following this one.

Impressions: Coral Island

Coral Island is a farming/life-sim straight from the Stardew Valley vein, and recently came out of Early Access. I have spent about 30 hours playing on Game Pass and the verdict is… acceptable. Pretty good, even. But the whole time I have been playing, all I can think about is that I want to play My Time at Sandrock instead.

Which to be fair, is, well, an unfair comparison. Sandrock (and My Time at Portia) at not the same kind of life-sim. But what kept striking me while playing Coral Island is how low the stakes are. That’s also an unfair criticism given that all of these life-sims are meant more for relaxation purposes but… I dunno. Sandrock/Portia have an overall narrative, Sun Haven has plot plus a combat system that is a smidge more serious, and Stardew Valley kind of sets the bar. It’s tough for Coral Island to stand on its own with those kind of peers.

Coral Island does have some things going for it. The (non-rotating) pseudo-3D graphics set it apart from the typical pixelated style in this genre. The anime-esque portraits are extremely well done, with villagers having different outfits per season, per certain cutscenes, and even bathing suits. The map allows you to both see where everyone is located in real-time, and even search for specific villagers. The diving activity where you clean up trash on the ocean floor is satisfying.

Overall, like I said, Coral Island is just fine. If you’re looking for a chill life-sim with extremely genre-typical activities, this is your stop. It did capture my attention for 30 hours and scratches some optimization itches. But if you’re looking for anything more than that, e.g. some adrenaline hit or unfolding mystery, you will have to keep on looking elsewhere.

Fallout TV

A new teaser trailer was released for the upcoming Amazon-funded Fallout TV show, and it looks… good? Possibly amazing?

Show is starting April 14th, 2024.

To be fair, I have watched pretty much zero TV adaptions. Not Halo, not Wheel of Time, not The Last of Us, not Twisted Metal (?!). I guess I did watch two seasons of The Witcher and thought it was pretty good. Yeah, yeah, and I guess Game of Thrones.

Anyway, what I like about the Fallout trailer is that it hits on the irreverence of the game. Cool scene of the Brotherhood of Steel flying away in vertibirds… and it ends with the goofy bobbly head of a Power Armor suit. You’re left wondering if the armor is supposed to be impressive or obviously impractical or what. (Answer: Yes) Then you got some shots of the ultra-violence, some comedic timing, older music playing over nuclear explosions. That’s Fallout.

Can’t wait.

Dust to Dust

Over 10 years ago, CCP released an EVE-based FPS called Dust 514. An exclusive to the PS3, I was nevertheless intrigued enough to download and play it. The results were… less than ideal. The bones of something were there, but between the decision to be PS3-exclusive and the rather insane competitive environment in which it was released, it had no chance to breathe. Dust 514 was shut down in 2016.

Cue my surprise in 2023 to then receive this email:

I guess technically it should not have been a surprise that the ghost of FPS past has returned. It was not even a year after Dust 514’s original 2013 release that it was potentially getting “rebooted” on PC. Then again, CCP says a lot of things, and its only nine years later that they appear to be on the verge of delivering them. Maybe.

Let me just say, from my perspective, it’s actually a great time to be releasing a FPS. Back in 2013, the competition was at the top of its game: PlanetSide 2, Battlefield 3 & 4, Warframe, Call of Duty: something or other, Borderlands 2, Far Cry 3, Titanfall, and more. A decade later and… I dunno. PlanetSide 2 is still around, but it’s not the same. Battlefield 2042 is a flop and Battlefield V wasn’t good either. Call of Duty still sells millions of copies, but there’s controversy. Look, there are tons of arena-based shooters and Fortnite and whatever, but what I’m saying is that now is probably the best time to try to penetrate the market with something new.

So, CCP, I have subscribed to your newsletter. Just, please don’t immediately slam your dick in a car door agai…

Goddammit, CCP! I mean, OK, maybe that makes sense for early access. Then you pivot, right? Right?

With the model Vanguard is proposing, simply using EVE Online’s existing subscription for access frees up the dev team to focus less on monetization and more on creating the most compelling game possible. […] EVE Online’s creative director Bergur “CCP Burger” Finnbogason called it a “relief” when the team realized the monetization model could be baked into EVE Online’s existing subscription.

While the initial monetization is coming from EVE Online Omega subs, that’s not going to be the end goal for Vanguard. Of course, there will need to be more monetization on top of the sub to keep the development afloat long-term. […]

MMORPG.com

What the literal shit. What the actual fuck. A subscription-based FPS?

I mean, congratulations, I think that might be a first. There are battlepasses galore in this space, but I don’t think anyone had the chutzpah to outright charge $19.99/month to play their FPS. If this was any other company, I would think it silly to assume this monetization strategy would persist outside of Early Access. Leveraging your existing customer base to playtest your new title is Marketing 101.

But this idea is stupid enough that I think CCP will go for it. In which case, I would ask: what was the fucking point? The goal is either to make the EVE tent bigger or extract more dollars from your existing playbase. This accomplishes neither! Maybe there is an angle where you lure the Alpha (F2P) portion of players to pony up money for the real subscription, but that seems really weak.

For now, this is all just prognostication. Maybe upon release, CCP will do the sensible thing and either sell a box or go F2P again with an optional Omega subscription granting battlepass-level benefits. In which case, I will try out Vanguard like I did Dust 514 before it. God knows I’m starving for a more modernized PlanetSide 2 or Battlefield analog that doesn’t suck.

But I’m certainly not going to be subscribing to one.

P.S. NoizyGamer has a good write-up from the EVE side of things.

Mainlining: Wartales

My enthusiasm for gaming has been wanning for the past month or so. Cyberpunk’s expansion has been fantastic, but even at its height, I “only” played for about two hours at a time, maximum. For some reason, I would complete a mission, sit there for a second, and then turn it off and go watch Hearthstone clips on Youtube and/or scroll vids. Nothing was really grabbing me, you feel?

Then I downloaded Wartales off of Game Pass and… goddamn. Four hours a night has never evaporated so fast.

Just like the early morning mist.

Wartales is medieval, low-fantasy mercenary RPG in the same vein as Battle Brothers. You control a small squad of mercs and endeavor to complete jobs to earn money to feed, pay, and outfit your crew. Combat is turn-based, but everything else takes place in real-time, with merchant caravans, bandits, and packs of hostile wildlife roaming the overland map (or hiding in the woods). A stamina meter acts as a clock to your escapades – requiring your team to camp and eat – but there is no other world-ending deadline like in Battle Brothers. As long as you can keep up with your food and salary, you can take as long as you want to do anything.

I started to type up explanations of the game’s various features, but let me just hit the highlights:

  • Granular difficulty – You can toggle the combat and “upkeep” difficulties independently. Additionally, you choose between Free-Roam (scaling enemies) or Region-Locked. The latter mode allows you to over-level an area if you’re having trouble, and makes more sense overall (no max-level peasants afoot).
  • Multiple Progression Systems – Gain Knowledge Points to unlock craftable items, learn recipes, gain permanent camp upgrades, and complete repeatable Path “achievements” to unlock more stuff.
  • Optimization Galore – Choose talent specializations based on “class,” equip Legendary/unique items with powerful abilities, apply 1-2 of dozens of weapon enhancements, build your perfect merc band.
  • Armored HP – Armor gives you an extra HP bar. Simple, grokkable, and you can cheese it in a few ways.
  • Play As Bandits – Ambush Merchant caravans and loot all their wares. Run from the fuzz. Or play everything straight… only stealing items otherwise locked behind special currency.
Archer with overwatch, one merc blocking movement at chokepoint, and end-of-turn lightning incoming.

Downsides? There are quite a few:

  • Death Spirals – Characters get wounds when reduced to 50% HP, and require expensive medicine to cure. Armor damage also needs purchasable items to repair. Early game is rough going.
  • Noob Traps Galore – Choices are everywhere, but some of them are objectively bad (or bugged!). Descriptions alone can be misleading, and there’s no good Wiki info.
  • Alpha Strike Focus – inevitable with turn-based combat, but the game seems (im)balanced around killing everyone within 1-2 rounds (if not the first few character turns).
  • SAVED GAME BUG – Unpatched as of this post, there’s a bug that can remove a full day’s progress.

The last item in particular is unfortunate, and happened to me. Basically, you save the game as normal, everything seems fine, but next time you open the game it’s like whatever saves you made the previous day do not exist. There is an apparent workaround of making a copy of your saved game folder, but I haven’t confirmed whether it makes a difference (bug hasn’t struck again).

Looking at my /played number though… 60+ hours. Wow. Does this mean Wartales is better than any of the other games that deserved to be playing? No. But it is the game I apparently needed right now.

Past is Prologue

Starfield has been a wild success. Like, objectively: it was the best-selling game in September and has since become the 7th best-selling game for the year. And those stats are based on actual sale figures, unmuddied by Xbox Game Pass numbers. Which is astounding to think about.

[Fake Edit] A success… except in the Game of the Year department. Yikes. It’s at least nominated for Best RPG, along with (checks notes) Lies of P? No more sunlight between RPG-elements and RPG anymore, I guess. Doesn’t matter though, Baldur’s Gate 3 is going to continue drinking that milkshake.

Starfield having so many procedurally-generated planets though, is still a mistake. And its a mistake that Mass Effect: Andromeda took on the chin for all of gamedom a decade ago.

Remember Andromeda? The eagerly-anticipated BioWare follow-up to their cultural phenomenon trilogy? It ended up being a commercial flop, best remembered for terrible facial animations and effectively killing the golden goose. What happened? Procedurally-generated planets. Andromeda didn’t have them, but the (multiple) directors wanted them so badly that they wasted months and years fruitlessly chasing them until there was basically just 18 months left to pump out a game.

You can read the Jason Schreier retrospective (from 2017) for the rest of the story. And in total fairness, the majority of the production issues stemmed from EA forcing BioWare to use the Frostbite engine to create their game. But it is a fact that they spent a lot of time chasing the exploration “dream.”

Another of Lehiany’s ideas was that there should be hundreds of explorable planets. BioWare would use algorithms to procedurally generate each world in the game, allowing for near-infinite possibilities, No Man’s Sky style. (No Man’s Sky had not yet been announced—BioWare came up with this concept separately.)

[…] It was an ambitious idea that excited many people on the Mass Effect: Andromeda team. “The concept sounds awesome,” said a person who worked on the game. “No Man’s Sky with BioWare graphics and story, that sounds amazing.”

That’s how it begins. Granted, we wouldn’t see how No Man’s Sky shook out gameplay wise until 2016.

The irony though, is that BioWare started to see it themselves:

The Mass Effect: Andromeda team was also having trouble executing the ideas they’d found so exciting just a year ago. Combat was shaping up nicely, as were the prototypes BioWare had developed for the Nomad ground vehicle, which already felt way better to drive than Mass Effect 1’s crusty old Mako. But spaceflight and procedurally generated planets were causing some problems. “They were creating planets and they were able to drive around it, and the mechanics of it were there,” said a person who worked on the game. “I think what they were struggling with was that it was never fun. They were never able to do it in a way that’s compelling, where like, ‘OK, now imagine doing this a hundred more times or a thousand more times.’”

And there it is: “it was never fun.” It never is.

I have logged 137 hours in No Man’s Sky, so perhaps it is unfair of me to suggest procedural exploration is never fun. But I would argue that the compelling bits of games like NMS are not the exploration elements – it’s stuff like resource-gathering. Or in games like Starbound, it’s finding a good skybox for your base. No one is walking around these planets wondering what’s over the next hill in the same way one does in Skyrim or Fallout. We know what’s over there: nothing. Or rather, one of six Points of Interest seeded by an algorithm to always be within 2km walking distance of where you land.

Exploring a procedurally generated world is like reading a novel authored by ChatGPT. Yeah, there are words on a page in the correct order, but what’s the point?

Getting back to Starfield though, the arc of its design followed almost the reverse of Andromeda. In this sprawling interview with Bruce Nesmith (lead designer of Skyrim and Bethesda veteran), he talked about how the original scope was limited to the Settled Systems. But then Todd Howard basically pulled “100 star systems” out of thin air and they went with it. And I get it. If you are already committed to using procedural generation on 12 star systems, what’s another 88? A clear waste of time, obviously.

And that’s not just an idle thought. According to this article, as of the end of October, just over 3% of Xbox players have the “Boots on the Ground” achievement that you receive for landing on 100 planets. Just thinking about how many loading screens that would take exhausts me. Undoubtedly, that percentage will creep up over time, but at some point you have to ask yourself what’s the cost. Near-zero if you already have the procedural generation engine tuned, of course. But taking that design path itself excludes things like environmental storytelling and a richer, more tailored gaming experience.

Perhaps the biggest casualty is one more felt than seen: ludonarrative. I talked about this before with Starfield, but one of the main premises of the game is exploring the great unknown. Except everything is already known. To my knowledge, there is not a single planet on any system which doesn’t have Abandoned Mines or some other randomly-placed human settlement somewhere on it. So what are we “exploring” exactly? And why would anyone describe this game as “NASApunk” when it is populated with millions of pirates literally everywhere? Of course, pirates are there so you don’t get too bored exploring the boring the planets, which are only boring because they exist.

Like I said at the top, Starfield has been wildly successful in spite of its procedural nonsense. But I do sincerely hope that, at some point, these AAA studios known for storytelling and/or exploration stop trying to make procedural generation work and just stay in their goddamn lane. Who out here is going “I really liked Baldur’s Gate 3, so I hope Larian’s next game is a roguelike card-battler”? Whatever, I guess Todd Howard gets a pass to make his “dream game” after 25 years. But as we sleepwalk into the AI era, I think it behooves these designers to focus on the things that they are supposedly better at (for now).

We learn from our mistakes eventually, right? Right?

Epic Whims

Epic is in court again, this time facing off with Google. And during the testimony, it was admitted that the Epic Game Store is still not profitable. Not sure of the current figures, but they had lost $330 million back in 2021. That is not always a bad thing for tech companies, who typically operate under a “if you build it, they will come” fantasy funded entirely by rich gamblers who hope to get cheap shares of the next Facebook. Still, even Epic thought their storefront would be profitable by 2023.

Interestingly though, Epic is not being funded by venture capitalists per se. They are being funded by their ridiculous, beyond-all-comprehension wildly successful Fortnite money:

When Fortnite launched in 2017, Epic was a 500-person company—known primarily for producing the Gears of War franchise and creating the industry-leading game development software, Unreal Engine. It was booking about $100 million per year in revenue. A year later, Epic made a staggering $5.6 billion in revenue. Ninety-seven percent of it was from Fortnite.

[…] According to Forbes estimates, the Cary, North Carolina-brd developer posted revenues of more than $6 billion in 2022, with the vast majority still coming from Fortnite.

Forbes (paywall)

I knew Fortnite was successful, but part of me still imagined that the Unreal engine was most of what sustained the company. That does not appear to be the case.

My question is: how long can this go on? I mean, on the one hand the Fortnite money machine is still printing. And, hey, Uber has been around for 9 years and only became profitable a few months ago. But we’ve also seen Epic lay off 16% of their staff this year and divest themselves of Bandcamp and other properties. Clearly, sustainability is a concern.

With that backdrop in mind, will they continue dropping free games every Thursday through 2024?

Beyond the freebies, this is relevant to my interests because of all the (timed) exclusives too. Dead Island 2 is still not available on Steam, and likely won’t be until next April. While the Epic Games Store has improved over the years – they have had wishlists and shopping carts for at least two whole years now! – exclusivity equals higher prices for longer. Who knew? Some of that is changing a little, as it seems Fanatical and Humble are selling an EGS key for Dead Island 2, but that’s just 1 of 2 listed key sellers to the dozens of Steam alternatives.

Not that I’m hurting for games, of course. But I do want to play Dead Island 2.

Cyberpunk Appreciation

Absence (and a shit-load of updates) really have made me fonder of Cyberpunk 2077.

Just some chooms being bros.

My second attempt at the game started from remembering how fun the movement was – specifically, being able to just push aside NPCs while running. It seems like such a tiny little detail in the scheme of things, but not only is it an insanely good quality-of-life measure whose lack immediately gets felt in other games, pushing NPCs around also makes them more real. It is the difference between walking through tall grass in a game and seeing the blades bend, rather than a 2D texture awkwardly rotate.

Coming from Starfield, the dialog and general interaction is also miles beyond. I’m not going to say Cyberpunk has ruined other RPGs for me, but even the other best examples in Baldur’s Gate 3 and the Mass Effect series seem… almost immobile in comparison. To say nothing about the stiff talking heads of Starfield and other Bethesda games. Come 2024, if your RPG doesn’t have Idris Elba casually stepping over a chair for no reason while relaying quest details, what the fuck are you even doing?

Kid is already a Tier 1 netrunner.

I also appreciate the ability to exit conversations by just walking away. I occasionally employ that IRL.

So, yeah, overall I am having a blast. We’ll have to see if I maintain the momentum to reach the endgame, as currently I am just doing all the new expansion stuff. The whole Johnny angle never really appealed to me and I burned myself out doing side-quests as a result. Will history repeat itself? Does it even matter if it does? Stay tuned.

All Roads Lead to Stealth Archer

It’s a well-established meme how players gravitate to the “stealth archer” build in games.

I was thinking about this as I passed the 25-hour mark in my new playthrough of Cyberpunk 2077 and its Phantom Liberty expansion. The original game’s Perk trees were a disaster of bad design, but even then there was a skeleton of optimization one could take towards different playstyles. In my original playthrough, I was… a stealth archer, basically. My build ended up being horribly inefficient though, as my Perks boosted damage using sniper rifles and also Netrunner hacks. As it turns out, there isn’t much of a point dealing with weapon sway while aiming and bullet drop when you can digitally one-shot enemies from an equal distance away via Quickhacks.

I vowed that my next playthrough of Cyberpunk would be different. I’d focus on a bullet-time abusing katana wielder that kicks down the front door and decapitates everyone!

As it turns out, pushing less buttons and having fewer decisions isn’t all that fun.

I really did give it the old college try. Funneled all my Attribute points into Reflexes so I could Dash and double-jump my way across the map. That bit? Super fun. In fact, I don’t even bother with cars unless my destination is more than 2 km away. When you equip the Sandevistan (aka bullet-time) cyberdeck though, it is mutually exclusive to more “normal” cyberdecks that allow you to do simple things like disable a security camera or upload Ping on an enemy to see where his friends might be hiding. Losing those options significantly reduced the fun I was having.

Also? Bullet-time + melee weapon just isn’t all that engaging. Using a combination of Dash + Leap Attack to sail through the air is cool. Once you land next to your target though, you just hold down left-click as you cut them to ribbons. There’s no finesse, there’s no real engagement – Metal Gear Rising: Revengeance this ain’t. Indeed, the sort of penultimate Perks of the Reflex tree unlocks Finisher moves intended to, well, finish off wounded enemies. The problem is that enemies kept dying to left-click before I could even see the F-key prompt.

So, I’m back to my more familiar stealth archer ways. Mostly. One tweak that I’m making is to focus on Throwing Knives and Pistols to make things a bit more interesting than just outright sniping. More ninja than archer, basically. I may have to use my one Respec opportunity to shift Attributes around to make this more viable, but its working well-enough for now.

But what I’ve come to understand is that the stealth archer archetype may have less to do with its inherit power (Sneak Attack bonuses, little risk) and more with, well, the satisfaction of pushing buttons. Quickhacking foes to death requires like two buttons; slowing time and killing with a katana requires maybe two more buttons; Sniping is one trigger pull, but requires some decisions on where to set up and the skill of aiming the headshot; infiltrating an enemy base and dispatching foes while distracting their buddies requires dozens of micro-decisions and improvisations.

That last one is preferable to me – the Tenchu series is one of my all-time favorites from the PS1 era – but it’s not always possible with the way some devs set up (or disregard) stealth gameplay. Luckily, Cyberpunk 2077 does support stealth gameplay and actually neatly avoids the stealth trivialization problem by making all endgame approaches overpowered. Which is certainly a way to solve things.