Author Archives: Azuriel

Abiotic Factor is Incredible

Whatever plans I had for Blaugust (read: none) these past weeks evaporated in the furnace of fun that is Abiotic Factor. I played about 18 hours worth a year ago and stopped because I was having too much fun, and wanted to wait until the complete experience was available. Well, it’s here, and I currently have… 130 hours logged. Not even counting the original 18. Jesus Christ.

In spite of the low-res graphics, some places can surprise you.

If you are link-averse, Abiotic Factor is essentially a closed-world survival-crafting game set in a SCP meets Half-Life-like setting with a similar plot. I mentioned “closed-world” instead of “linear” earlier because while the game does have an generally predefined path – as opposed to something like ARK – you get to unlock doors and open up shortcuts that will make backtracking more convenient. And there is indeed some backtracking required to collect additional resources to fuel your science machine.

I have found that the way resources are handled is… mostly acceptable. Just about everything in the facility can be stripped down for parts, but once they are gone, they are gone. In the meantime, you will find portals to various “anteverses” that you need to explore and complete. These portals are similar to the general facility in that they are more linear but you can unlock shortcuts for subsequent visits. Emphasis on subsequent visits. Twice every in-game week all portals reset themselves, including any items therein. To an extent, this does lend itself towards a sort of resource speed-run that gets tiresome after a while, especially when you’re looking for just one particular thing (Staplers, Glue, etc).

On the other hand: what other survival-crafting game doesn’t require farming some resources?

Truly in the “find out” part of this encounter

One element I have been surprised about is how well the devs maintained a sense of positive progression. In the beginning, the night is indeed dark and full of terrors – electricity is shut off, hostile security bots patrol, and you’re mostly sitting in the corner somewhere praying the noises of unknown source will just stop. After a while, you learn how to craft batteries and traps and makeshift barriers, creating a safe(r) space for yourself. Exploring further afield leads to longer return trips, which sucks. Then you make a cart, where you can stack your loot and push it back to base. Or you unlock a particularly helpful shortcut cutting down on the commute. You start creating forward bases instead of bringing everything with you. Finally, slightly past the mid-game… absolute bliss. Let’s just say you still need to explore new areas, but returning somewhere is no longer a problem.

At the same time, the general lethality of the game remains high even on Normal difficulty. You can be well armed and provisioned, but some enemies will still be able to take you out in short order. In the endgame where I am, some of the enemies have become a bit bullet-spongy too, but I’m not too mad about it because the difficulty of each encounter is largely in your hands. Having trouble clearing a room? How about setting up a bunch of turrets in the doorway and let them duke it out instead of you? There are power sockets in a bunch of places in the facility, and even if there aren’t, you can always bring your own fully-charged batteries. While not quite on the level of Prey, Abiotic Factor does give you a similar level of freedom.

Yeah, maybe just keep sneakin’

On the negative side, the game is not afraid of sometimes setting you up against (mostly) invulnerable enemies. Usually these act more as mobile traps/hazards, but a not insignificant portion of the game is spent being stalked by the equivalent of a Boo from Mario. It’s spooky and provides plenty of dynamic jump scare opportunities at first… and then the game keeps going for another 20 hours before you get something that can grant you peace. But surprise! There’s another at the endgame. Sigh.

Another downside comes from some lingering rough edges from Early Access. The devs have been very quick with hotfixes to patch various bugs, which is great. But there are some things that need some more love, or semblance of purpose. For example, there are several dozen cooking recipes with complex/rare ingredients that barely provide more sustenance than basic ones. Some weapons serve no discernable purpose, being weaker than what you had access to before. There are several endgame Sharp weapons, but no Blunt ones. Speaking of which, the late game annoyingly introduces you to new weapons and then immediately enemies that are resistant to their damage. Like… why?

Used this baby for quite some time

These are all fixable problems though, and the devs seem like reasonable people thus far. I’m excited to hear what they have in store for v1.1 and beyond. Mostly. Because at the end of the day, I am very clearly nearing the end of the game. Clocking more than 130 hours is certainly sufficient for my money’s worth, but I’m nevertheless sad that starting over is unlikely to generate the same novel experience. This is where a more traditional, rogue-like survival game (e.g. 7 Days to Die, Minecraft, etc) might pull ahead in the long-term.

Having said all that, well… one hundred and thirty goddamn hours. Abiotic Factor is legit. It’s one of the most novel survival-crafting experiences I have had since Subnautica, and reminded me why I love the genre so much. Play now or play later, but I recommend playing it. Also, it’s on Game Pass.

Following the Money

Found a news article (via Reddit) with a refreshingly straight-forward headline: Newzoo: North American gamers spend an average of $325 annually The Reddit conversation focused mostly on how inexpensive gaming is as a hobby in dollars-per-hour terms, compared to going to a bar/movie ($20-$80) or even a concert/sporting event ($150-$800+). You know, traditional talking points.

After actually reading the article itself though, that wasn’t what this report is about:

The motivations behind player spending in these regions also differ. 34% of North American players spend money to unlock exclusive content, while 29% do so on personalisation/character customization. […]

The report also found that there’s diversity in player spending patterns between regions. In North America, 27% of players invest in content packs, power-ups, and in-game currencies, 24% buy subscriptions, and 23% purchase battle passes.

What’s conspicuously missing is “percentage spent buying the game.” At least, I assume unlocking exclusive content does not count. And actually, all those percentages are kind of weird. Is character customization not also exclusive content? Are content packs not battle passes? Who knows.

Regardless, the through line is clear:

According to the findings, the West games market is seeing slowing “payer growth,” with a 1.1% compound annual growth rate (CAGR) in North America and 3.1% CAGR in Europe between 2023 and 2027. As such, Newzoo and Tebex recommend studios “shift from acquiring new players to maximizing value from existing ones.”

There’s a tangled web of chicken vs egg speculation about why player growth has slowed. Market saturation? Higher prices and too much “maximizing value” squeezing people out? Shaky economic future? The rise of lifestyle/live-service/forever games like Fortnite, Roblox, etc? (Time) Competition from short-form video content?

Funnily enough, most of these points were covered back in January in the Hopes of the Game Industry. And the answer is… Yes. All of those things, simultaneously. There have been tremendous layoffs in the games industry this year, including high-profile sequels and nearly-complete games thrown in the trash. We mourn the loss of what could have been, but the suits see how only ~12% of gaming hours are spent playing new games. Why risk $100m+ and eight years building a game when you can “maximize value” out of established ones? And if you don’t have any of those games, just buy’em up.

Again, it could be an interesting debate about which happened first. Did escalating prices for new games send players back into the arms of familiar classics? Or did the introduction of microtransactions start making games stickier, as a means of assuaging sunk costs?

True answers, if any exist, are academic at this point. Developers are following the money and it’s hard to blame them. Well, aside from being increasingly incapable of making fun games even after 4-8 years and tens millions of dollars and are now choosing to erode your consumer surplus instead.

You can certainly blame them for that.

Continue Reading

In the spirit of Blaugust, allow me to give an unsolicited opinion: excerpts suck. If I see a post in my Feedly roll that is just a paragraph that ends with Continue Reading… I don’t. That blog gets dropped.

There’s really only two reasons to have excerpts on: you don’t know better, or you do. In the latter case, congrats on being a cog in the giant SEO/clickbait bullshit machine. Be better, if you can.

In case you’re a member of the former category though, for WordPress check Settings > Reading:

Just do it.

Are there legitimate concerns about having your blog content displayed in an RSS aggregator versus readers coming directly to your blog? Maybe. I have no idea if someone reading this post on Feedly will have their View register on my WordPress stats or whatever. I could also see concerns about post formatting if you care about that sort of thing. For example, I spend an inordinate amount of time trying to avoid orphan words in the blog proper. Seriously, check my posts sometimes (engagement!). None of which matters for Feedly readers though, because those line lengths are all over the place.

I hate orphans!

You might think me arrogant for suggesting that losing my subscription to your blog is a reason to turn off excerpts. I would instead suggest that forcing readers to open a new tab just for you is itself the height of arrogance. Do you yourself open tabs for every blog you follow every day, like it’s 2005? No.

Turn off your excerpts. Thanks for reading.

AI Won’t Save Us from Ourselves

I came across a survey/experiment article the other day entitled The Hidden Penalty of Using AI at Work. The “penalty” in this case being engineers more harshly judging a peer’s code if they were told the peer used AI to help write it. The overall effect is one’s competence being judged 9% worse than when the reviewer is told no AI was used. At least the penalty was applied equally…

The competence penalty was more than twice as severe for female engineers, who faced a 13% reduction compared to 6% for male engineers. When reviewers thought a woman had used AI to write code, they questioned her fundamental abilities far more than when reviewing the same AI-assisted code from a man.

Most revealing was who imposed these penalties. Engineers who hadn’t adopted AI themselves were the harshest critics. Male non-adopters were particularly severe when evaluating female engineers who used AI, penalizing them 26% more harshly than they penalized male engineers for identical AI usage.

Welp, that’s pretty bad. Indeed one of the conclusions is:

The competence penalty also exacerbates existing workplace inequalities. It’s reasonable and perhaps tempting to assume that AI tools should level the playing field by augmenting everyone’s capabilities. Our results suggest that this is not guaranteed and in fact the opposite could be true. In our context, which is dominated by young males, making AI equally available increased bias against female engineers.

This is the sort of thing I will never understand about AI Optimists: why would you presuppose anything other than an entrenchment of the existing capitalist dystopian hellscape and cultural morass?

I don’t know if you have taken a moment to look around lately, but we are clearly in the Bad Place. If I had once held a hope that AI tools would accelerate breakthroughs in fusion technology and thus perhaps help us out of the climate apocalypse we are sleepwalking into, articles like the above serve to ground me in the muck where we are. Assuming AI doesn’t outright end humanity, it certainly isn’t going to save us from ourselves. Do you imagine the same administration that is trying to cancel solar/wind energy and destroy NASA satellites monitoring CO2 is going to shepherd in a new age of equitable prosperity?

Or is it infinitely more likely the gains will be privatized and consolidated into the techno-feudal city-states these tech bros are already dreaming up? Sorta like Ready Player One, minus the escapism VR.

I could be wrong. I hope I’m wrong. We are absolutely in a transition period with AI, and as the survey pointed out, the non-adopters were more harsh than those familiar with AI. But… the undercurrent remains. I do not see what AI is going to do to solve income inequality, racism, sexism, or the literal death cult currently wielding all levers of government. I’m finding it a bit more likely that AI will be used to, you know, oppress people in horrible new ways. Or just the old ways, much more efficiently.

Wherever technology goes, there we are.

Oh, yeah… Blaugust!

That’s certainly a thing I signed up for! Probably should have had a post ready to go or something.

As it turns out, I have been playing Abiotic Factor pretty much nonstop since the 1.0 release. It is not often that I manage to find a game that takes over my entire life, although the survival crafting genre is certainly good for that. I’ll have more to say about the game later, as I’m in that enviable state of not wanting to spend time talking about how much fun I’m having when I could be, well, having fun.

In any case, if you’re a Blaugust tourist, welcome! I’ve been blogging since 2010 with close to 1600 posts full of premium quality words. You can either take my word for it, click on The Goods drop-down over to the right there (I recommend Philosophy) to check for yourself, or, well, buckle up, buttercup.

…for tomorrow. Oh, wait, it’s the weekend. Monday, probably!

Game Passes: Blue Prince, Atomfall

These are games I played recently on Game Pass that are, well, passes for me.

Blue Prince

I had seen Blue Prince be praised a bunch recently, but I’m apparently not smart enough to enjoy it.

So close, yet so far away…

The premise of Blue Prince is that a young boy has to navigate a magic estate that moves rooms around every day, and discover the mysterious “46th” room. You start with 50 steps, which is how many rooms you can enter within a day, and when you reach a door, you get to pick one of three random blueprints for what kind of room is on the other side. The blueprints themselves come from a deck of sorts, so there is an element of strategy involved as the unchosen blueprints go back into the “deck.” You keep going until you run out of steps or, infinitely more likely, you end up getting dead-ended with your choices and/or the doors start getting randomly locked and you didn’t RNG your way into enough keys.

And that is kind of where things fell off the rails for me. I don’t like puzzle games generally, but I have played and enjoyed ones like Braid, The Talos Principal and… uh… does Portal 1/2 count? In the case of Blue Prince, the actual playing bits aren’t fun. Go to door, pick 1 of 3 options, possibly collect items, go to next door. I have encountered some “chests” that require other items to open, but near as I can tell, the required items are RNG-based as to whether they will show up in a given day. There was one run when I alllllllmost got to the Antechamber but then every door was locked/gated by a currency I ran out of and… it honestly felt like those bad roguelites where they make it impossible to win until you grind some progression. Although I guess there’s an achievement for winning on Day 1? ¯_(ツ)_/¯

Whatever. The bank can have the house.

Atomfall

British Fallout!

…except not at all.

To be fair, they never said British Fallout, even though that is what everyone wanted. Instead, you have a first-person pseudo-mystery game in which you accidentally solve all the mysteries by just playing the game like a Fallout. Except the hoarding part, because you have an extremely limited inventory, no means of crafting anything until you purchase schematics, and no currency to purchase schematics, only what you can trade with what you’ve managed to stuff in your limited inventory.

Honestly, exploring every derelict house and having to continuously pass up on yet more Scraps or Cloth because I had the maximum amount already is what killed this game for me. Can’t stash the extra bits, can’t sell them for currency, can’t (yet) craft them into useful items, so… what? Should I just ignore all the exploration and make a beeline to the quest objective? I understand 2.5 hours might not be long enough for any plot to materialize, but if the gameplay or setting or characters can’t bridge the gap until it does, then you’ve got a pretty piss-poor design, IMO. And certainly not worth 71.6 GB of space.

Switch On

I have been waffling on whether to get the Switch 2 or a regular Switch or nothing at all for quite some time. To a certain extent, the question itself was silly – if you weren’t going to get a console after seven years of its life, you clearly weren’t all that interested, yeah? Just let it go. And I was doing just that.

Then, my son was meeting some new friends and they asked if he played Minecraft.

*cue MGS guard exclamation mark sound*

To be clear, my son hasn’t actually played Minecraft… or any formal videogames at all. There’s been some “educational” apps and the Nex Playground sort of things, but nothing what I would consider serious. Indeed, I had actually been waiting since his conception for a time when he would be ready to ascend to the P2 position (or technically P3). So, sensing some weakness in my somewhat-crunchy wife’s protective shell, I decided to turn up the heat.*

The funny thing is, I didn’t know how my son would play Minecraft. I bought it ages ago on PC but there’s no way he’s going to play it there. Of course, Minecraft has been ported to literally everything, so we’re technically spoiled for choice. But how could we play it together? Sure, there are probably some workarounds like cross-play from a tablet to the PC or phone to tablet. Or, you know, a game console.

So, yeah, this past Prime Day I bought an OLED Switch.

As pictured, it was a new OLED Switch with Mario Kart 8 Deluxe for $275 from Woot. I legitimately thought about trying to do some legwork and find a Switch 2 bundle someplace despite it costing double – you know, for future-proofing – but on the whole this “experiment” seemed safer anyway with a 6-year old. Besides, I had sorta regretted not getting a retro handheld with an analog stick and, well, here one is. Playing N64 games would require a subscription, but ehhhh it’s probably fine.

The funny/sad thing is that, at the same time as all the other frantic research being done before the end of the Woot sale, I actually got around to figuring out and executing on Switch emulation on my PC. So… maybe I didn’t need to be buying anything, really. Still, overall I feel like a legit Switch would be a good family-room style option to have. If it doesn’t work out in a couple of years, hey, Nintendo gear does appear to retain a lot of its value based on my eBay searching.

[Fake Edit] I’m going a little bit overboard, I think. Purchased the following:

  • Legend of Zelda: Breath of the Wild [$45 via Costco voucher]
  • Legend of Zelda: Tears of the Kingdom [$45 voucher trick above]
  • Super Mario Bros Wonder [$38 eBay]
  • Super Mario Party Jamboree [$45 Woot]
  • Super Smash Bros Ultimate [$44 Woot]
  • Super Mario Bros Odyssey [$40 Walmart]

That’s… a lot. Aside from the two Zelda games though, everything else are physical cartridges. I technically would have preferred digital games – who really cares for possibly losing cartridges around the house? – but the thought process is that physical games would retain some amount of resell value into the future. I’m positive that any of those Mario games would sell instantly on eBay for $30, for example. Will they continue to do so 5 years into the future or whatever? We shall see.

Something something, treat yo self.

…oh, and I’ll probably need Minecraft at some point too.

* I talked everything over with my wife beforehand, of course. Give me some credit.

AIrtists

There’s some fresh Blizzard drama over a Diablo Immortal + Hearthstone colab artwork:

Going to need an AI editor to correct the AI mistakes…

The top comment (1700+ upvotes) is currently:

Guess $158 pets aren’t enough to pay an artist to draw the image for their colab lmao.

I’m all for piling onto Blizzard at this moment, precisely because what they are currently doing in, for example, Hearthstone is especially egregious. It’s not just the pets, though. The dev team had been advocating for reducing the power level of sets for a while – ostensively to fight power creep – but after like the third flop set in a row, their efforts are beginning to become indistinguishable from incompetence. The Starcraft miniset has been nerfed like 2-3 times now, but people are still playing cards from there because they’re more powerful than the crap we got today. First week of the expansion, and the updated Quest decks all had winrates of less than 30%.

Having said that, it isn’t all that clear that the AI artwork is actually Blizzard’s fault.

Last year, there was another AI art controversy with Hearthstone regarding the pixel hero portraits. While there was no official announcement, all signs pointed towards the artist themselves being the one to submit the AI-generated product rather than Blizzard actively “commissioning” such a thing. And remember, even the small indie devs from Project Zomboid got burned when they hired the same person that made their original splash screen and said artist turned around to submit AI-smeared work.

This sort of thing used to sound insane to me. Why would an artist use a tool that specifically rips off artists and makes their very own future work less valuable? Is there no sense of self-preservation?

On the other hand, that Hearthstone hero portrait “artist” almost got paid if it weren’t for those pesky Reddit kids. Considering that Microsoft is now requiring its employees to use AI in their jobs, perhaps the artists were just ahead of the curve. In my own meatspace job, AI tools are being made available and training being required if only to styme certain employees from blindly pasting sensitive, personal data into ChatGPT or Grammarly. Because of course they do.

Regardless, I am interested in seeing how it goes down and what eventually wins. AI does, obviously. But do people stop caring about AI-generated product art because so many examples eventually flood the zone that it becomes impossible to keep up? Will it be a simple generational change, with Gen Alpha (etc) being OK with it? Or will AI advance enough that we can no longer spot the little mistakes?

All three are going to happen, but I wonder which will happen first.

Impressions: Len’s Island

I try to keep tabs on every survival game that comes out as, despite first appearances, there ain’t actually that many. So, when I got notice several weeks ago that not only has Len’s Island came out of Early Access but was also free to play over the weekend, I quickly jumped aboard.

Unfortunately, after playing about 6 hours or so, the game is a bust.

Somewhat surprising verticality.

The problem with Len’s Island is that it feels like an A game. As in, one less A than AA. Maybe BB would work better? This is the game’s own description on Steam:

An open-world survival crafting game for 1–8 players, blending intense dungeon crawling and ARPG combat with peaceful farming and creative building. Take on quests and explore a vast, procedurally-generated world full of danger and discovery.

Yeah, no, almost all of that is misleading as fuck. Imagine my surprise when I figured out that in this “open-world survival crafting game” you… can’t actually craft armor. Armor drops from the end chest in dungeons, but not in an ARPG, Diablo-ish way either – it’s a singular, set piece. The only other way to get armor is to purchase some from vendors, who also tie into your general tech/decoration progression. There are like four weapons in the game and you just upgrade them with identical sets of resources for each tier. Quests do exist, but they are achievement/milestone style quests rather than any kind of coherent narrative. Perhaps things get spicy later on, I dunno, but I very much doubt it.

Not at all worth it.

I’m not really sure there is much else to say. The general gameplay is not fun, the survival elements are nonexistent, and crafting itself is perfunctory. I haven’t been this disappointed since Farworld Pioneers.

The Alters

I recently completed The Alters after about 24 hours of gameplay via Xbox Game Pass. Overall, I found the experience to be unexpectedly poignant and also refreshing.

Somehow I’m not sure a giant unicycle is the best base platform, but I’m no sci-fi engineer.

The general premise of the game is that you are Jan Dolski, sole survivor of a crash landing on a hostile planet. Getting your bearings, you discover that while the mobile expedition base is intact, there is no realistic way you can manage all of its components by yourself and still escape a scorching sun just over the horizon. In the midst of despair, you find Rapidium, the MacGuffin mineral that precipitated the expedition in the first place. With Rapidium’s special properties – plus a Quantum Computer and Mind Records – you are able to clone yourself and selectively modify the clone’s memories such that they made different choices at pivotal moments in your past, thereby specializing in different fields (such as Scientist, Refiner, Doctor, etc). You must then balance exploration for resources, base management, and keeping your surly other selves happy long enough to (all?) get rescued.

The first kind of obstacle I encountered with the game… was its very premise. I actually felt like the various Jans getting physically pulled from other dimensions would have been more believable. After all, you do actually encounter numerous “anomalies” as enemies to fight or flee from on the alien world you are stranded on. But the game does a good job of exploring multiple facets of its own seemingly-shaky premise, so if that is a potential hang-up, well, please dial again.

Rough childhood, man.

The only other sort of criticism I have with the game is the sort of stark shift in gameplay that happens within each Act. At the beginning of each section, you are typically left dangerously low on supplies in the midst of an unknown landscape, knowing that the game-ending sun with be coming up behind you after an unknown amount of days. This part feels exciting and strategic, as you attempt to balance securing resource locations with longer scouting trips. Once the map has been filled out though, you wind up ending yours days within 5 minutes by holding down a button at a mining drill (which fast-forwards time) before clocking out. At one point, I started to avoid leaving a specific Act so I could “farm” research unlocks and add the maximum number of sections to my mobile base. The difference between that and how I felt immediately after getting to the next Act was enormous. I just wish the ebbs and flows were more uniform, ya know?

Of course, I would be remiss to not mention the Alters themselves. While you are out and about (or even farming resources), the Alters will get into certain moods and come to you with requests that might require the diversion of resources. It is during these times that you learn more about your alternative paths and what could have been. This sort of thing could easily have devolved into some on-the-nose proselytizing, but… it doesn’t. None of your other selves really have fairy tale lives, and in spite of diverging several possibly ways, all end up choosing to participate in Project Dolly in the end. Was that narrative convenience? The constraints of the Quantum Computer in altering the Mind Records of the clones? Or is it a broader commentary on the choices you make in life and how you must seek meaning in them even if you end up in the same place?

Barely pictured: deadly anomalies, some of which will chase you.

Overall, I would consider The Alters to be a top-tier Game Pass game. There is technically some replayability as you cannot choose all of the available Alters within a single play-through. Additionally, there are higher difficulties that probably make the second half of each Act more exciting from a resource juggling perspective. Regardless, hats off to the devs for making an engaging game, and also releasing it for $35 MSRP.