Author Archives: Azuriel
Fits and Spurts
It is difficult to play Guild Wars 2 in any sort of consistent manner.
I mean, sure, things would probably be easier if I were not so allergic to appointment gaming. But things are extremely fluid in GW2 that you must immediately drop whatever you are doing and follow the zerg when it appears like a flash mob. Otherwise you may be spending days or weeks hoping for lightning to strike twice to unlock one of ten million achievements or collections.
One of my long-term goals is to progress along the Season of Dragons meta-achievement, unlocking at least the 32-slot bag. This meta-achievement consists of dozens of other achievements, which are themselves unlocked by fulfilling a laundry list of tasks within specific zones. Some of those activities include things like “complete 10 bounties.” Bounties are basically extra-hard open-world group bosses that must be killed within 10 minutes. The LFG tool in GW2 is pretty useless for cobbling together groups, and it would be a bit irresponsible for me to create my own group for content I have no actual way to coordinate.
So… I wait and hope. And when I see someone running around the map with a Commander tag, I abandon my plans immediately (including going to sleep) and try to get whatever it is done.
So far, this strategy has been surprisingly successful. There are usually enough other achievements to work on while waiting to see if anything decides to spontaneously happen. But lately, it has stopped working. In particular, the Domain of Istan map only requires 5 bounties, of which I have 3 done, but the flash mob disbursed after Champion Suneh Stormbringer popped up and literally mopped the floor with us. Seriously, of all the bounties I have participated in, this guy was WAY overtuned. While the achievement can be earned with two more bounties of any type, I have nothing else to work on in that area – I must either camp on the map and be AFK, or try to organize something myself.
The flash mob situation was especially prevalent when I unlocked my WvW mount. I was just in WvW to get 1-2 daily achievements done to pocket 2g a bit easier. Three hours later, we assaulted and claimed a Keep, and then spent a considerable amount of time evicting the prior owners. That was not what I had intended to be doing with my playtime. I’m glad it happened, mind you, because now I don’t have to worry about it anymore. But as someone who prefers organization and analysis, it really makes me wonder how random I want my average game experience to be.
In any event, it is becoming increasingly clear that I need to join a guild. It is Guild Wars 2, after all. The issue is that you are basically in the same situation: waiting around for random guild chat spam in Lion’s Arch, or the sporadic and ephemeral postings on “Looking for Guild.” I found a promising guild on Reddit, but I’m chaffing a bit at the thought of having to essentially fill out a gaming resume and go through a probationary period. I get it, I was a GM for many years in WoW, and having some kind of filter would certainly have prevented a lot of awkward drama later on. And it’s not as though I want to join simply to leech goodwill.
But, ultimately, I don’t know how long I will be playing GW2, which days I will be playing, or even how long each individual session will be. There is an expansion coming up, and I’m very interested in that. So, maybe we just assume I’ll be around and go from there? All I really want is for another channel to be open in case someone wants some warm bodies to do X activity. I would settle for LFG if it were at all consistent.
All I know is that the quickest way to burnout is consistent inconsistency. So maybe I should solve it.
Impressions: Tainted Grail: Conquest
I have been looking for the next Slay the Spire fix for going on a year now. Played closed to a dozen different deck-building games in that time. After spending about 20 hours with Tainted Grail: Conquest (TGC), I am prepared to mark the journey as complete.
Tainted Grail: Conquest is a deck-building rogue-lite game based on a Lovecraftian take on the King Arthur mythos. You have been thrown into the Wyrdness of Avalon, surrounded by a corrupting mist and body-horror creatures of nightmare, whom you need to defeat to escape. Defeating a Guardian (boss) will allow you to return the ruins of a village you are helping build up to house the lost souls you save along the way. Defeat all the Guardians and you will face the a final challenge… and get looped back to repeat it all at a slightly higher difficulty.

Deck-building rogue-lite game, remember?
What I really enjoyed about the game is the variety of classes. There are nine in total, with groups of three under a common faction. This means they largely share the same base cards, but their mechanics often make them entirely different. For example, there are three summoner-style classes. The classic Summoner conjures minions and can boost their levels endlessly, but will take a corresponding amount of damage when they are attacked. The Blood Mage conjures minions by sacrificing HP right away, and focuses on boosting their minions’ self-destructive nature to defeat foes. Finally, the Necromancer, you guessed it, summons minions… but also generates spectral versions of said minions after they die, all while boosting themselves into a powerful Lich form to deal massive damage.
Instead of strict floors and encounters like in Slay the Spire, TGC has you wandering around in the fog towards discrete encounter areas on the map. Each step you take decreases the Wyrdcandle you use to push back the corrupting mist, so there is some constraint on how many encounters and in what order you wish to pursue them. The Wyrdcandle itself is a mechanic wherein a temporary card is periodically added to your hand that does something if you cast it, and does another thing if you don’t. If your Wyrdcandle is fresh and bright, the card is cheap and very useful. If your Wyrdcandle is sputtering or gone altogether, the card is expensive and punishing if you don’t play it.
After encounters, you gain XP and can level up. Each level allows you to choose 1 of 3 cards to add to your deck, and every 2 levels you can add 1 of 3 passive abilities to your character. You can also get one-use items from encounters, along with Runestones. These Runestones are basically swappable passive abilities that have two different functions depending on whether they are put in your weapon or armor slot. An example would be the Gar Runestone, which either increases your damage by 2 (weapon slot), or deals 5 damage at the end of turn to all enemies (armor slot). Getting three of the same Runestone allows you to combine them into a slightly stronger version.
None of the details really matters though, right? Is the game fun? Yes. For the most part.
I already mentioned it, but I really enjoy how different each of the classes feels. The Summoner/Blood Mage/Necromancer line seems like they would play similarly, but they really do not. Well… kinda. All three rely on a Golem minion to absorb damage so you can buff/summon other things without being ran over. But the Summoner has no nature healing abilities, so you are laser-focused on giving yourself Barrier (a type of shield). Meanwhile, as a Blood Mage you use your HP as a resource like any other, especially because you can get a huge burst of self-healing if you play your cards right. Meanwhile, the Necromancer has minions like the others, but the bulk of your damage comes from Lich-form and sacrificing minions to fuel it.
There can be some encounters that are especially punishing to some types of classes though. The default class is a glass cannon that relies on Block (negates 1 attack) to save themselves. Block is decidedly less useful when one of the enemies does some weak, 1×3 attack right before the boss’s 70-damage swing. But that also encourages one to blow up those smaller enemies first, I suppose.
[Fake Edit] I wrote the bulk of this Impression riding off the high of the Summoner/Blood Mage/Necromancer sequence. I have since gone back an played every other class, and… they are weak-sauce. Or the Summoner branch is overpowered, which is entirely possible. The “gotcha!” encounters that give Summoners issues are easily negated, but the other class families can be blown up entirely. I didn’t play them long enough to see if some Passive ability makes up for things, but some of them just aren’t as fun. At least two of the classes, for example, basically rely on doing nothing on their turns but turtle up and buff themselves for an explosive future turn. Which is fine in theory, but they also have no self-healing like the Summoners, so each fight ends up being a Pyrrhic Victory at best, and your last one when you face foes that need to be killed immediately.
Finally, I would be remiss to not mention one area that absolutely, as the kids say, slaps: the music. As it turns out, the devs licensed music from a band named Danheim who focuses on Viking/Norse-esque songs. I enjoyed myself listening to the boss fights so much that I ended up acquiring the Danheim discography. If I was still hosting D&D sessions, I would absolutely be incorporating these songs into the battle music rotation.
Is Tainted Grail: Conquest the kind of game I will play for 300+ hours like Slay the Spire? Ultimately… probably not. For one thing, I can’t play TGC on my phone, where I play Slay the Spire now. But of all the deck-building roguelikes I have plowed through, this game is the closest one I have found. And if you have Game Pass, you can try it out for free and see yourself.
Checkpoint: Subnautica: Below Zero
I’ve been playing some games. Let’s talk about it.
Subnautica: Below Zero
My experiences thus far can be summed up by this meme:

There is an interesting philosophical debate as to whether Below Zero is a DLC or a sequel, but I think the truth is that it’s neither: it’s a map pack. Almost everything is literally the same: same drop pod, same resources, same recipes, same fish, same upgrades, same base building components, same progression. The moment I stepped out of the drop pod (it is a short walk from opening scene), I said “OK, time to make a scanner and build a Sea Glide.” I didn’t know there was a Sea Glide in this game, but I knew. The last time I touched the original game was 2018, by the way.
The bigger marine fauna is different… sorta. You won’t see any Sand Sharks or Stalkers or Bonesharks. Instead, you have the Brute Shark and Cryptosuchus and another bitey creature you swim away from, because who cares? They all make the same scary-at-first roaring noises as they try to take an easily-ignored percentage of your HP bite. Things are so bad in this department that I didn’t even realize I had encountered the Reaper of Below Zero – named Chelicerate, which totally rolls off the tongue – until I got into a special “totally being eaten whole right now” sequence. Then I said “huh, okay” and swam away because nothing one-shots you from full HP.
So what I’m saying is that the novelty is 100% gone for me. There’s a new story and perhaps some additional lore and new set pieces and such. But what I am finding is that it’s not good enough to justify the short-comings inherent to the Subnautica formula.
For example, new items are unlocked via scanning (3) pieces on the ocean floor. Ostensibly, this is to encourage and reward exploration. The problem is that navigating a 3D underwater environment in 30-40 second increments with hostile creatures and no map is difficult. More difficult still is knowing something is there in the first place. You might be in an area with pieces of an item you already unlocked, and not realize there was a second disassembled item available. Or maybe you found 1 of 3 pieces and now for the life of you can’t remember the area where you found that. And maybe that one piece was part of the Ultra-High Capacity Oxygen Tank, which would double the amount of time you can further explore. And so every minute you play the game not having found the remaining pieces you remember how much more restricted you are exploring anything else for not having it.
“Look it up, then.” I did. Then I saw the rest of the game automatically play out in my mind.
I may ultimately go back and finish Below Zero, but it will be with the reluctance one has in going through the motions of inevitable victory in a Civilization game. In my search for the other Oxygen Tank pieces, I ended up landing on basically every other major location/story node and seeing 80% of what they offered. Part of the whole appeal of discovery is doing whatever you want, but what I want is to not drive around the map in a slow-ass Sea Truck back to the same areas I was blocked from accessing the rest of, due to some item I hadn’t scanned yet.
Which included the Habitat Builder, by the way. You know, the thing that allows you to build a base and utilize 90% of the tech you scan? It was apparently sitting right on a box next to everything else I scanned, but I missed it somehow and had to look that shit up too. I understand that there are a lot of people who don’t like hand-holding or arrows over objectives, but the Habitat Builder is a huge chunk of the appeal of the game. I don’t think anything is improved by allowing that to be missed.
And that kinda sums it up: Below Zero improves nothing on the original.
Puerile
The slow-motion train wreck that is Blizzard right now has entered into a new, greasy-diesel fire phase.
Since the lawsuit and frat-boy/Bill Cosby culture was exposed, it appears that WoW has gone under the politically correct microscope. Which… seems a bit overkill – you could see its puerile humor from space with your naked fully-clothed eye. Paintings of scantily-clad women are being replaced with fruit, NPCs like Master Baiter are getting renamed, along with some Achievements:
In the upcoming Patch 9.1.5, we’ll see:
- ‘My Sack is Gigantique’ renamed to ‘My Storage is Gigantique.’
- ‘Bros. Before Ho Ho Hos’ renamed to ‘Holiday Bromance.’
Next on the chopping/editing block were emotes which “seem[ed] to have harmless intentions at a glance, but when used while targeting another player, their intentions can turn unexpectedly suggestive or intrusive,” per a developer’s note. /Pounce no longer says “Azuriel pounces on top of you” but rather “Azuriel pounces towards you.” Because of the implication.
Speaking of which, the latest news is that several in-game joke/flirt lines are getting the axe. A full spreadsheet can be found here, but some highlights:
- [Blood Elf female Flirt] Is that a mana wyrm in your pocket, or are you just happy to see me?
- [Blood Elf female Flirt] Normally, I only ride on epic mounts… But, let’s talk.
- [Draenei Female Flirt] I want you to *lick and splat* my *gurgling noises* *slurping noises*
- [Pandaren Female Flirt] Oh, I’ve never done THAT before.. Uh… You’re not doing it right…
- [Pandaren Female Flirt] Let me show you my kung fu grip.
- [Blood Elf Male Joke] Don’t you wish your girlfriend was hot like me?
- [Pandaren Male Flirt] Hey, hot stuff. Want to try breeding in captivity?
- [Pandaren Male Flirt] Nice pants. What’s the drop rate?
- [Goblin Female Joke] I’m a modern goblin woman. Independent? I still let men do nice things to me. But I stopped giving them any credit.
- [Goblin Female Flirt] So then, he asked me to go up on him!
- [Goblin Male Flirt] I like my women the way I like my fuses: Short, fast and ready to blow.
- [Goblin Male Flirt] I got what you need. *sound of zipper*
- [Orc Male Flirt] That armor looks good on you. It would look even better on my floor.
- [Tauren Female Flirt] I’ve got big, soulful eyes, long eyelashes and a wet tongue. What more could a guy want?
- [Tauren Male Joke] Homogenized? No way, I like the ladies.
- [Night Elf Female Joke] Oh, look, I’m dancing again! (Darkly) I hope all your friends are enjoying the show…
- [Highmountain Tauren Female Flirt] You don’t need to be from the Skyhorn tribe to join the mile high club.
- [Dark Iron Dwarf Male Flirt] Interested in joining the mile deep club?
- [Lightforged Female Flirt] Let’s go back to my ship and twist our nethers.
- [Lightforged Female Flirt] I admire a soldier who can… remain… at attention.
I planned to stop after just a few, but then I pulled a Blizzard and kept on going.
It’s actually kind of amazing, right? I haven’t played Amazon’s New World, but I cannot imagine it having flirt/joke lines like the above. Or, really, any other commercial MMOs. Not even TERA, if you can believe that. Which I guess may be why so many people are up in arms over the potential removal of said emotes. If you want sexualized prepubescent catgirls, there are plenty of options, but if you want T for Teen jokes, WoW may have been the last call.
Amusingly, the Reddit thread I linked a moment ago has several people smugly pointing out that while WoW is getting censored, FF14 has:
FFXIV literally has a quest about 2 catgirls fighting over who gives better handjobs to a guy named Captain Longhaft.
It’s crazy that even just a thought that can lead to another thought that can eventually lead to a though about sex is too much for a Blizzard dev. Just imagine if they ever saw this quest, they’d pop a blood vessel.
They posted that, unironically, as though that quest was something to be proud of.
Go ahead and watch that video, by the way, because it’s actually worse than it sounds. The captain in question rescued the two catgirls from child prostitution, when they were still too young to join his crew, then accepted them once they got older. I was half-expecting there to be a final gotcha! wink about the innuendo being just that, but… nope.
When they returned to me years later as women grown – strong and beautiful – I swore that I would have them! In my regiment, that is… That they know how to properly sheathe my blade is an extra benefit – albeit a most welcome one. And with that, I must return to my post.
I routinely read manga, so I am used to the cognitive dissonance that comes with Japanese media having compelling narratives and then an 8-year old girl in a micro-bikini masquerading as an ancient dragon/vampire in the same story. Which adds absolutely nothing of value to the narrative, by the way. It’s beyond a trope – it’s a badge of shame that’s beyond my ability to even rationally consider “cultural differences.” And this is how you know how gross it is: who is it for? Seriously. Who? Who gets mad enough to not buy something without softcore loli porn in it?
It would not surprise me then that the Venn diagram between those people and others quitting WoW over joke/flirt removal is just a circle.
In truth, I do understand some of their points. The devs can go through a decade of crusty socks in WoW’s closet all they want – and they probably should! – but the endeavor rings a bit hollow when the present plot revolves around genocide and other ultra-violence. That’s a decidedly American trope: sex bad, violence good.
Buuuuuuuuuuuut… it’s not really sex that’s getting censored, is it? Maybe more like the frat-boy jokes that were funny 15 years ago, back when I was an actual frat boy playing WoW for the first time. Maybe nothing of actual value is being lost here, and WoW will continue being shit because of shit narrative and shit gameplay decisions, not “political correctness run amok.” It seems like a lot because there is actually a lot that has accumulated over the years, and if Blizzard wants to change their company culture, they will have to do it one dick joke at a time.
In the meantime, there will be counter-culture backlash. Because of course there will.
Impressions: Medieval Dynasty
Stardew Valley meets Crusader Kings.
Okay, maybe it’s a bit early for that. I’ve only played for about two hours, and have no particular idea what’s really going on yet. But there are a few notes I wanted to jot down.
First, I really like the premise, from a mechanical point of view. You are a orphaned peasant told to just grab some empty land and build whatever. The twist here though is that each season is only three game-days long. This acceleration is possible because, you know, dynasty, e.g. you are intended to produce an heir that’s carries on the family business of village-building.
This is both unique in the farming/crafting genre and also helps handwave some of the more traditional gamey bits. Like how one dude can chop down a dozen trees and build a house in an afternoon. I mean, it’s still handwavey due to how hunger/thirst works, but I still appreciated the thought.
Also, you can change the 3-day season to be longer if you want via settings. The devs “strongly suggest” leaving it at 3, and I can see their point even from the start: without the dynasty bit, it’s just a worse Stardew Valley.
Having said that… well… the 3-day season makes all the NPC and questing bits exceedingly silly. One of the starting quests is to find out why a rye shipment hasn’t arrived. To complete this quest, you have to walk 1200m or so to the next town, then halfway back, then back, then return all the way. It took 1.5 in-game days to complete. So, basically my entire Spring. The reward was 300g, for which I have no context whether it’s worth the time I lost. Some of the meals from vendors cost 270g for some porridge, so I’m guessing No.
It was nice to see that the quest had an 18-year time limit though. Especially since one part was locating the courier who was bleeding to death near a river. Would he have just been bones if I waited 5 “years?” I’m guessing No again.
Anyway, there’s that.
OK one more thing: I find it intimidating in these games when they say “build wherever.” I recognize the terror of analysis paralysis, so I end up creating a base camp within earshot of the beginning area. Somewhere along the way though, the base camp hits a tipping point where it would be too onerous to move everything somewhere else, so I keep it in a lame area and just deal with the dissonance.
In this game though? Shit is extra scary. I’m going to have to create and reload several Saves given how it might take in-game years to find a spot where I’m happy settling. Meanwhile, I don’t know which resources are more difficult to find/gather or any sort of late-game concerns.
Which is of course the smartest thing to worry about after playing something for 2 hours.
Sandbar
What a crazy 1.5 months. Huge work initiative is coming to a close, I passed a certification exam a few days ago, and things are approaching what might be considered whatever normal amounts to be.
So, let’s shill some more for Game Pass:
- Subnautica: Below Zero
- Superliminal
- Sable
- Tainted Grail: Conquest
- Medieval Dynasty
I mentioned it before, but basically my gaming life consisted of Hearthstone, Fallout 76, and Slay the Spire for the last few weeks. Not because they were the best games I had at my disposal, but because they were accessible, low-effort time-wasters that kept me (relatively) sane. I cannot guarantee that much will change at first, though seeing the above games available for free* is giving me a nudge in that direction.
Although I have heard mixed reviews on Subnautica: Below Zero, I never dug deeper into why things are mixed. Not necessarily for the sake of spoilers, but because games end up changing so often post-release that what people complained about originally may no longer exist by the time I get around to playing. All I know is that you apparently spend a bit more time outside the water, there is some kind of vehicle that handles like shit, and the devs turned the game into a sequel instead of DLC to the original because money and they got tired developing water games. Considering I spent 61 hours enjoying the first game, my bar is relatively more forgiving for even a v1.5 game that costs me nothing.
Superliminal looked cool and sometimes that is all it takes to get on my radar.
I heard an interview with the band Japanese Breakfast on NPR, talking about how they wrote the soundtrack for Sable. At one point they mentioned how their favorite childhood memory was playing Secret of Mana with their father, and NPR then overlaid the opening theme in the interview… and that was it. I was back in the 3rd grade coming home from school to my Super Nintendo playing A Link to the Past, Secret of Mana, Final Fantasy 6, and Super Metroid for the 30th time because I got precisely two videogames a year and those were it. Funny how advertisers spend tens of millions of dollars keeping my eyeballs on the screen for more than two seconds, and a goddamn MIDI from 25+ years ago rockets past it all.
Before work stuff consumed my life, I was on a real roguelike card game kick. One of the options I was an inch from buying was Tainted Grail: Conquest. Instead, I bought Deck of Ashes and (ahem) burned out a bit on card games. Aside from OG Slay the Spire. Seeing Tainted Grail on the Game Pass certainly makes me retroactively applaud my decision to take a break.
Finally, Medieval Dynasty is one of those survival-esque games that was on my radar, then wiggled inside my radar after SynCaine’s review, then shorted out my radar once I realized that the price jumped upon full release. Which… I get it, you want to reward the early adopters. At the same time, if you are going to game theory me into buying an unfinished product at a lower price and hoping things work out, you should expect some hesitancy on the back end if I miss the “deal.” It’s not about the $5-$10, it’s the principle. Or not, because I can play for free on Game Pass.
…
Things are weird for everyone else too, right? Like we went from the worst possible timeline with F2P and loot boxes everywhere, to Game Pass and Epic Store weekly giveaways and people seemingly giving a shit about Consumer Surplus in general. This is exactly what competition is supposed to do, but I nevertheless keep listening for when the music stops.

Are Gamers the Biggest Karens?
Nov 11
Posted by Azuriel
Browsing Reddit when I came across this post:
The comments are full of masturbatory glee and gamer “trolling,” as if none of those posters play games themselves and/or have had complaints about them. Taken on face value though, the comic is probably correct. With an asterisk. Because the thing about the term Karen is one near and dear to my heart: entitlement.
Karen is used as a pejorative because regular people do not ask to speak with a manager over a perceived slight. It’s an over-the-top escalation that presumes the individual is someone whom the manager needs to hear from. But… if you ordered a medium-rare steak and the server brings out one that’s well-done, nobody bats an eye when you have them send it back or ask for a refund. That is a reasonable escalation – if the manager comes out of their own volition to apologize, then that’s fine.
Here’s the thing though with games: anyone you can talk to is basically “the manager.”
And the other thing? The managers, e.g. the developers, want you to talk to them. Developers have fostered this transactional relationship industry-wide and monetized it. “Games as a Service” is the new “RPG-elements”: everybody has it. Which makes sense, as games are uniquely positioned to be interactive and adaptable. Books, music, and movies are created and finished. For all the millions of voices crying out to George R.R. Martin to change something about Game of Thrones – or to just finish his goddamn books for Christ’s sake – no one presumes that it is possible to actually accomplish anything. Meanwhile, an errant forum post can get a developer to shift the entire competitive metagame. Or more likely, a forum post that rouses enough rabble.
Keeping silent and voting with just your wallet is pointless – you need to vote with other peoples’ wallets if you hope to get a word past the whales. And that typically means getting vocal, getting specific, and I guess appearing entitled to have opinions of the transactional relationship taking place. Do the developers have to listen? No. They don’t have to have a forum, do any communication or outreach, and just build games. Presumably they looked at the numbers and (begrudgingly?) realized that the playerbase could be leveraged to push more product. And now they have the tiger by the tail.
Are some gamers over the top? Yes, of course. That went without saying… until I just did. But I am always leery of the predilection in these circlejerks to land on the thought-terminating cliche of entitlement. At its most pernicious root, using entitlement as a pejorative fosters an authoritarian environment in which you are made to feel lucky that you got any service at all, much less the wrong service, even if you paid for it. Meekness is not a virtue.
…okay, maybe it is.
However! Developers are not gods, they are just people building a collaborative, commercial product/service to sell to you. It’s okay to send back tacos when you ordered meatloaf. It’s okay to leave a bad review when your steak is cooked wrong. It’s okay to express passion in a hobby that you spend literal years of your life playing. Maybe don’t send death threats; send cupcakes instead. Advocate for yourself and your desires, especially if no one is making games you like anymore. No one has to listen, of course, or agree that its a good idea or implement what are clearly brilliant changes that will improve the franchise for decades to come. That’s going to be a on the devs and their conscience.
How some of them sleep at night, I’ll never know.
Posted in Commentary, Philosophy
4 Comments
Tags: Armchair Game Development, Entitlement, Games As Services, Karen, Reddit