Category Archives: Impressions
Impression: Infinity Wars
I took a look at my Steam Wishlist the other day, and noticed that one of the items was a F2P game called Infinity Wars. It was not a game I was expressly seeking out, but one of those games casually mentioned that I wanted to check up on later. “Hey, why don’t I just, you know, take care of that?”
So I did.
Infinity Wars bills itself as a digital TCG, but plays out as a hugely complex combination of Hearthstone, Magic, and one of those elaborate board games that weird friend of yours keeps trying to get you to play.

This Draft game isn’t going well already.
The basic premise is that each character has 100 HP, 100 Morale, and a fist full of cards to reduce one or the other down to zero. Oh, and you pick three creature cards to play in your “Commander” zone before the game, and those determine the “purity” of your deck, e.g. what type of cards you can put in. You gain 1 resource per turn, sort of like Mana Gems in Hearthstone, and the creatures you play have persistent HP levels also like Hearthstone. But rather than there being just one play area, there are three per side: attack zones, defense zones, and support zones. And the order in which you place creatures in a zone matters, as if they were lanes in SolForge (which can you rearrange at will). Also, there activated creature abilities and spells you can cast.
Oh, have I mentioned that all turns are simultaneous?
If this sounds like a complicated mish-mash of mechanics, that’s because it is. Rounds in Infinity Wars are incredibly, stupidly complex with about a million and a half different ways for things to go wrong (or right, depending on your ability to bluff and/or get lucky). For example, say you have a 7/7 and a 5/4 creature currently in the Attack Zone, while your opponent has an 7/4 in his Support Zone. The “ideal” play here would be to keep both your creatures in the Attack Zone, but rearrange them so the 5/4 is left-most, with the assumption that your opponent puts the 7/4 in the Defense Zone, they kill each other, and your 7/7 wins the day.
But maybe your opponent isn’t dumb, and knows you will do that. Perhaps they move the 7/4 to the Defense Zone but also plays a spell targeting your 5/4 that deals 4 damage, which would kill that creature and allow the 7/4 to trade with the 7/7. But maybe you figure that is what he would do, so you actually move the 5/4 out of the Attack Zone and into the Support Zone instead, thereby making it an invalid target for that spell. And maybe your opponent figures he will hedge his bets by also casting a separate spell to buff his 7/4 creature by +5/+5, so it can beat your 7/7. But you happen to suspect such shenanigans, so you move both of your creatures to the Support Zone.
End result? Nobody takes any damage, all creatures live, and your opponent has a 12/9 in the Defense Zone. Begin planning out next round.
The problem with Infinity Wars is exactly that: the complexity. Sometimes you can get your opponent to overthink themselves into just taking a ton of damage to the face. Other times you get tricksy and get wrecked. Or maybe you join the New Player – Constructed queue, and get matched with someone who plays the goddamn USS Enterprise.

Thought I was kidding?
I still don’t know what the fuck that even does – I blocked it once with a random creature and it got Phasered or something, and returned to my Support Zone and made Exhausted. Simply put, there is way too much shit going on to make an informed decision. All of my opponents cards were new, and I didn’t feel like 1.5 minutes was enough time in a given turn to make rational play. There doesn’t even appear to be a way to review what happened in the last turn, which if true, pretty much kills the game entirely.
Of course, once you get behind in this game, things quickly snowball all to hell considering your opponent can see what creatures you play before they ever get out of your Support Zone (unless they have Haste or Vigilance, creatures have to wait a turn to get moved to the Attack/Defense Zone). If you’re stuck casting one creature a turn, they can simply preemptively target your lone dude with the understanding you either try to block and it becomes a valid target, or you leave it in the Support Zone to make the spell fizzle but also eat another round of damage/bullshit effects.
What Infinity Wars was successful in doing though is making me appreciate Hearthstone all the more. Is Hearthstone a dumbed-down Magic: the Gathering? Maybe. But outside of Force of Nature/Savage Roar OTK combos and the like, you have time to react, read cards, and otherwise get a better grasp of what’s going on in a given game. Magic has deep complexity for veteran players, sure, but that same complexity really fucks over newer players when any given action they perform can be countered seemingly out of nowhere. “OK, I block your creature and it dies.” “No it doesn’t… Giant Growth!” “Oh, you’re tapped out? Fireball to the face!” “Nah, going to return three Islands to my hand to counter that spell.”
I dunno. Maybe if I stick with Infinity Wars, I will get a better grasp on the… Star Trek metagame, or whatever. Or perhaps I will simply realize that this is not a game you can enjoy without diving into the shit face-first.
If subterfuge and ruses and an infinite and a half different possible outcomes are your cup of card game tea though, have I got the game for you.
FFXIV Impressions: Dungeons
A little while ago I got the early dungeon wall that I heard people grumbling about back in the day: a point near level 20 where the Story quest gets gated around running three dungeons in a row. I spent an entire day’s session pushing through it like a particularly difficult bowel movement, with very similar end results.

Somehow they managed to make playing an Arcanist even more boring.
The first two dungeons were not actually that bad. Long, boring slogs through story-less gameplay, but whatever; I’m not sure Wailing Caverns performed much better when I played it six years ago. Then came Copperbell Mines. If I continue playing FFXIV, it will be in spite of my experience in this dungeon.
To be clear, it is not necessarily the dungeon’s fault. I assume Copperbell Mines is just as bland and flavorless as any other dungeon in this game. But within the first two pulls, I realized we were in trouble. The only non-new player was the healer, and it became very clear that 1) the tank had no clue how to hold aggro, and 2) the lancer had no concept of how dungeons or the holy trinity works at all. The lancer spent the entire dungeon running ahead, grabbing aggro, then running away once his HP hit 25%. While no one can expect a tank to completely take control of that, one can reasonably expect the tank to at least have higher aggro than the healer. Which he could not, to literally save his (and everyone else’s) life.
FFXIV has this reputation as a nice, friendly environment for noobs and such, but I feel that it let us down in this case. Friendly suggestions to not be fucking stupid (paraphrasing) did not reach the lancer, who might have been illiterate for all we know. Had this been WoW, either the lancer or tank or both would have been straight-up kicked (assuming no 4-hour timers) for not doing the goddamn jobs they signed up to do, but no no. It is our responsibility – nay, privilege! – to repeatably wipe with the classical stoic grace of British aristocracy. I summoned my tanking pet to at least give the healer an extra 15 seconds of life and largely went down with the ship with a stiff upper lip.
At the end of it, several things were very clear to me then:
- There was zero reason why those dungeons were mandatory for the story.
- There wasn’t any story to those dungeons at all. No background material, no Dead Mines-esque buildup.
- It was yet another “travel across the world three times sequentially” time-sink, after literally just finishing a similar one.
- I’m done waiting 15-20 minutes to play a game.
- I’m done waiting to play with bad players.
This attitude will, of course, put me at odds with the standard MMO appointment-gaming zeitgeist.
I was also struck with the realization of what FFXIV’s combat reminded me of: Aion. As in, a pretty world with great animation and bizarre old-school throwbacks combined with an awfully boring combat system. Again, I’m an Arcanist, so I’m sure that has something to do with it – Thaumaturge felt more exciting for the little I played of it. At the same time, I view FFXIV allowing me to pick a boring-ass class more of FFXIV’s problem, than my own.
In any case, my free month is up next week, so FFXIV has until then to convince me it has any redeeming factors at all. People keep going on about the story, but I can no longer tell if they mean an actual good story, or a good story in comparison to other MMOs. Either way, it has the aforementioned amount of time to get down to business if Square Enix wants to continue getting my own.
FFXIV Impressions: Combat
FFXIV has one of the worst-feeling combat systems I have ever played.

Must be some hill.
It is not just the 2.5 second global cooldown, although that is a significant factor; it is the entire early game experience. I started with Arcanist, which is probably something I shouldn’t have done to begin with, and here are the levels in which I get buttons I can use:
- Level 1: 2.5-second generic nuke.
- Level 2: instant-cast DoT
- Level 4: Summon and forget a pet
- Level 6/8: 60-second cooldown gives a buff that let’s you press a button once.
- Level 10: 2.5 second cast DoT
- Level 26: 2.5 second cast DoT

Eww.
So, from levels 1-9, you press 1-1-2-1-1-1, then from levels 10-26, you can press 3-2-1-1-1-1.
I thought that melee had it better, but when I rolled a Marauder, I saw that the level 2 ability was a 2-minute defensive cooldown and I instantly deleted the character. Now that I look at the rest of the Marauder ability list, I do see quite a few extra buttons to push, but I was pretty exacerbated at the time.
I did manage to get a Lancer up to level 8, and I will say that melee definitely feels better than Arcanist at least, but my Lancer was a Miqo’te so… yeah.

I hate when I’m disemboweled for 30 more seconds than normal.
Now, I have heard all the arguments already – something something console gamers, something something players new to MMOs. But, Christ, this is vanilla WoW paladin-level nonsense in 2016 (or 2013, whatever). Regardless of whether it ramps up to having too many buttons to push at max level, the era in which a game gets away with having a boring start is basically over.
…or not, considering how FFXIV is clearly the #2 MMORPG on the market at the moment. But still! In terms of combat, Guild Wars 2 beats FFXIV hard enough that even FFXI gets bruises, let alone in comparison to WoW. The moves look fancy, but that’s just because you have to look at something while you wait one extra second * a million goddamn times.
[Fake Edit:] After writing the above, I realized that I hadn’t actually seen the WoW beginning experience sans Heirlooms in like three expansions. So I went ahead and created a “F2P” Starter account and rolled up a Warlock, Mage, and Paladin. Conclusion? As it turns out, WoW doesn’t really give you many abilities either:

Paladin in particular looked pretty heinous, with Crusader Strike having a 4.5 second cooldown and Judgment not coming until level 5. If I’m looking at Wowhead correctly, it seems like Paladin is Crusader Strike, Judgment, Templar’s Verdict until… level 38, when Hammer of Wrath unlocks? Can that be correct? Holy fuck. I haven’t leveled a Paladin since TBC, but I’m pretty sure that was my rotation throughout all of vanilla content. At least back in the day, we had to recast Seals every time we hit Judgment!
In any case, one of the differences I noticed right away on all the WoW characters though was how utterly satisfying it was to kill mobs. The Warlock had 2.5-second Shadowbolts just like the Arcanist, but the Warlock was 1-2 shotting all the creatures in the opening areas. Hell, Corruption at level 3 was more than enough to kill them in seconds too. Try that with Bio and let me know how it goes.
So, basically, I’m sticking with what I said earlier: FFXIV has one of the worst-feeling combat systems I have ever played. And that negative feeling apparently has everything to do with the longer GCD and longer Time-to-Kill, rather than lack of abilities. Although more buttons to push would help a lot in making the combat feel less like a slog.
FFXIV Impressions: Beginning
Amazing opening cinematic? Check. Playing for two hours without entering combat once? Check. Playing a Final Fantasy game: confirmed.

Fantastic skyboxes.
I had bought FFXIV ages ago for $15 in some sale or another, and had ostensibly been waiting for a good time for me and a friend to jump in together. The GTA 5 brouhaha, however, gave me an impetus to clear hard drive space and I didn’t want to redownload FFXIV again. So I channeled my inner Shia LaBeouf and just did it.
The first thing I encountered (after the lovely character generation screen) was the inability to create a character on Hyperion. Apparently when there are a lot of people logged onto a given server, Square Enix just shuts down character generation for a while. There are websites to keep track of this sort of thing, but they are only updated every couple of hours. In digging around, it appears this issue is related to the fact that FFXIV does not boot you for being AFK. Like ever, apparently. Leave the game running for 10 hours while AFK? You keep your spot. Game has been out for three years, right? Don’t know if this is a Japanese thing or what.
[Fake edit:] Apparently they finally added an auto-AFK logout in the recent expansion.
Characters with fully-rendered panties seen through basic armor, though? Definitely a Japanese thing. And technically Korean too, but who’s counting.

Total accident in character design, I’m sure.
I ended up creating two four characters, as given how every character can be every class, the most important decision you can make is deciding on a look. And, bizarrely, this made character creation almost more difficult for me. If you don’t like playing a Druid in WoW, create a new toon. If you don’t like playing a cat-person in FFXIV though… good luck, as you’d need to do everything all over again.
I’m assuming there is a way to pay money to change it.
In any case, I stuck with human, because as nice as the Miqo’te look, I’m not terribly convinced that the tails won’t look goofy in endgame gear. Or any gear, really. Still kinda gun-shy with tails after sticking with my namesake draenei in WoW for nearly a decade and basically having 100% of all cloaks look dumb. Plus, apparently the Miqo’te are the spiritual Blood Elf equivalent in FFXIV, so there’s that. I almost stuck with Lalafell for the lol’s, but it was actually the running animation that nixed it for me. Playing a gigantic Roegadyn healer briefly crossed my mind as amusing, but my human (or “Hyur”) was already an Arcanist, and that seemed silly.
Further impressions to come.
GW2: Reloaded
I have tentatively begun playing GW2 again. After three years. Here are my (re-)impressions.
Getting back into the game, I am finally beginning to appreciate the concern designers have over the returning-player experience. Remember when Ghostcrawler and friends talked about not wanting to change too many things mid-patch? When I loaded into GW2 on even a low-level character, looking at the Skills page caused a moment of existential panic in which I desired to turn off the game immediately.

Just what I wanted: two hours of homework before playing.
Granted, I feel like the GW2 Skill system has always been convoluted nonsense, but it is especially weird now. Weapon skills are now tied to levels instead of weapon use – no more equipping a new sword and having to wail on easy mobs for 20 minutes to unlock everything, ala old-school WoW. So, that’s good. Less good is how the Skill system used to allow you to purchase skills from tier lists, but now they are unlocked in sequential groups. In other words, you usually have to unlock a bunch of crap to reach the skill you want, instead of picking it right away and then not having a use for skill points later. Then there are Specialization paths or whatever. Pick three of six specializations, each of which has three sets of three choices.
No doubt the system makes perfect sense for long-term players, but as someone logging back onto a level 80 character after three years… well, let’s just say that I fully understand why WoW was “dumbed down” the way it was.
Things are now a lot more account-based, which is also interesting. You still have to unlock bag slots per character because $$$, but now even things like gold are shared across all characters. Hell, the shop is even selling additional Crafting slots, so you can have more than the industry-standard two.

Things are looking a little, ah, different.
Magic Find was also turned into an account-wide deal instead of stats on gear. In a rather brilliant economic move, the only way to increase this stat is to destroy magic gear and consume the possibly resulting Essences of Luck in ever-increasing amounts. This neatly solves the Vendor+1c economic disaster GW2 had originally, all while providing an insatiable lust for dropped/crafted gear. Amusingly, it also squares the circle of the increasing amounts of Magic Find generating more magic items, as you simply destroy those too.
Actually, I feel like there is a entire post that could be devoted to this sort of design solution. Not necessarily the elegance of the Magic Find situation, but rather the kind of design which involves every player having a stake in consuming resources. I mean, look at WoW with all the junk greens and blues that drop. People vendor those all day, or possibly get them disenchanted and sell the resulting dust to either Enchanters or people trying to get cheaper prices from Enchanters. It’s easy to flood the market in those situations, because the demand is concentrated in just a small portion of the entire audience. And then, perversely, it’s nearly impossible to find usable gear at any given level because it’s never worth it to list on the AH due to low demand (and high fees). Lose-lose.
Meanwhile, the market for magic items in GW2 is effectively infinite – everyone has an incentive to get more Magic Find. And that’s a trick, because the majority of players will quit playing, never reach the cap, or whatever, but they have nevertheless drained the economy of those goods. It is the difference between everyone learning every crafting recipe drop they come across versus immediately putting it on the AH to be consumed by a much smaller fraction of players. The latter is the status quo, but the former neatly solves most of the issues that crop up in MMO economies without overt gear destruction.
Anyway.
In my brilliant foresight, I apparently cashed out all my gold before I stopped playing three years ago, so I have 1300 gems and like 8g. This is enough to apparently “purchase” Season 2 of the Living Story, which… makes very little sense to me. Did everyone have to purchase the second Living Story when it came out? Is it necessary to play? I’m assuming not, but who the hell knows in this weird-ass F2P Wild West. Given the horizontal progression touted by GW2, I’m not sure of the benefits. Skins, surely. Plus, you know, plot. But anything else?

Worth it? I’m guessing no.
It is actually kind of amusing, in a way. People gripe about all the planned obsolescence in MMOs like WoW, but GW2 seems to be the ultimate offender here. Lion’s Arch got destroyed or something, right? I’ve read about it, but I don’t think there is ever a way to see it. Unless it is in the Living Story bundle, perhaps. Someone might be able to breeze through the entire Mists expansion in WoW without leaving Jade Forest these days, but at least all that content still exists. In GW2’s sake, it is straight-up gone like a fart in the breeze.
The likelihood that I play GW2 long-term is effectively zero, as it is with any MMO I fear, but for now, it is something I’m playing. Luckily, I received something silly like twelve level 20 boosters and six level 30 ones, so I’ll be able to get a better feel for the classes without having to suffer through the painful low-level nonsense another half-dozen times.
And, hey, even if I stop playing, the game never had a subscription, so I could just revisit in 2019 and see (or not see, as the case may be) what’s new.
Impressions: The Elder Scrolls Online
Over the past few days, I played around 10-15 hours of The Elder Scrolls Online (TESO) and the experience has been… odd. I say “odd” because while in general I found the experience pleasant, the more I played the game, the more I wanted to be playing something else entirely.
There is a lot of interesting things going on in TESO. For example, while there is an option for a more traditional 3rd-person perspective, I stayed in first-person the entire time for its sheer novelty. I also appreciated the dedication to the traditional Elder Scrolls trappings, up to and including the ability to literally steal all the things. Want some Grand Soul Gems as a level 3 character? Just crouch behind the merchant’s cart and pocket (?) them. Finding a random armor rack with a full suit of wearable armor that you could just take and equip was rather delightful.
The progression/leveling system in TESO is interesting as well. There are four classes, each with three class specializations. Beyond that, every class has access to the same dozen or so general specialization lines: Light Armor, Two-handed Weapons, Destruction Staves, and so on. Most of these specialization lines have ~6 active abilities and a number of passives. Your character has a total of five hotbar buttons and one ultimate, and it is up to you to mix and match. Additionally, individual abilities level up with use in typical Elder Scrolls fashion, but once an active ability hits rank 4, it can be “morphed” into one of two mutually exclusive options, which typically adds bonus effects.
While all of the above systems felt satisfyingly crunchy, it reminded me heavily of Guild War 2’s system – limited ability slots, choosing abilities from a wide list, earning Skill Points from exploration (every three Skyshards found in TESO grants 1 Skill Point), and even “leveling up” skills in a sense. In fact, that was my exact problem: the more I played TESO, the more I felt like I’d be having more fun playing GW2. Especially when I started thinking about PvP and three-way battles.
Hell, I’m resisting the almost overpowering urge to redownload GW2 right now.
Strictly viewing TESO as a sort of pseudo-Skyrim did not assist in keeping my interest level high enough to justify more play time. As tends to be the case, the existence of other players ruins the MMO experience. Apparently mobs drop individual loot so there isn’t any kill stealing, but objects in the world (chests, etc) absolutely disappear if someone loots them. I did not stick around a particular place long enough to see if they respawned, but the bottom line is that there was never a point in time that I was thankful to see another human playing “my” game.
It’s worth noting that I made it to level 10 without seeing even one “kill 10 whatever” quests. In fact, many of the (non-side) quests I encountered were fairly lengthy and involved. Not quite Secret World-level involved, but more than the industry standard. That being said, I found myself actually missing those kill quests, as the opportunity to kill anything was rather muted.
Sometimes I like pushing buttons, you know?
In any case, those are my impressions of TESO. I deleted the 44gb installation yesterday and don’t particularly see myself downloading it again. It wasn’t bad – at least the little slice of the beginning I played – but my New Years resolution is to not play “just OK” games to completion as if I don’t have a backlog of potentially amazing games to play through.
Impressions: Overwatch Beta
I managed to get into the Overwatch beta stress test this past weekend, and ended up logging a dozen or so hours with the game. Did I have fun with the game? Absolutely, yes. Am I still concerned with the game’s longevity and overall direction? Sadly, also yes.
Matches in Overwatch are generally over quick. In fact, here is one with me playing Pharah:
That’s five minutes from start to finish. Respawn timers are 10 seconds. There were a few matches that went for 10-15 minutes, but for the most part, the only downtime you’ll experience in this game are either in-between matches or running back from the spawn room to the fight. Time-to-Kill generally depends on the character, but you can be one-shot or otherwise die within 1 second depending on what goes on. Fighting is almost always quick, manic action from start to finish.
One thing that I’ve enjoyed more than I thought I would are the MOBA-ish elements. There are four archetypes – Offense, Defense, Tank, Support – and each character generally has two abilities with cooldowns and an Ultimate ability that charges from damage. I also like how the character select screen will warn your team if it is missing the expected balance, e.g. no Support characters, no “builders,” and so on. Sometimes you can ignore the warnings depending on the maps, but for the most part it is accurate; without a Tank, it’s tough to push capture points and otherwise stop enemy advances.
(Incidentally, my feelings on the TF2 vs Overwatch matter haven’t changed from a year ago.)
That brings me to my first issue, actually. I kinda feel like the competitive scene of this game will be a joke, and there really isn’t anything Blizzard will be able to do about it. Such a conclusion was driven home to me rather forcibly in one of the most absurdly bad matches I have ever played, perhaps in any videogame:
The enemy team was Attacking in Hanamura, which meant they needed to capture Point A in King of the Hill fashion, then Point B to win the match. As you can see above, the enemy team consisted of three D.Va characters and a Winston (all four of which are Tanks), and Lucio, who is an passive AoE healer with an Ultimate that puts a huge shield around every friendly nearby. That they also had a Pharah is immaterial.
The short version of this match is that all the Tanks, whom all have the ability to jump/fly past barriers by the way, just rushed Point A and sat on it. I hesitate to say that such an attack is impossible to defend against, but I honestly have no idea how you’re supposed to within the time you are given. Your balanced team is just going to get murdered, and by the time you respawn, Point A will already have been taken.
Even if Blizzard made it so that only one person can be a certain character, there are enough Tanks to reproduce this strategy. And it’s not even a particularly risky strategy when Attacking. I’ll talk about the overpowered D.Va in a moment, but the only way I can imagine beating this would be to have Defense consist of 3-4 Junkrats just spamming the capture point with grenades. And even that might not be enough.
In this context, what is the Pro Scene going to consist of? Maybe Blizzard doesn’t particular care about the Pro Scene. In which case, I’d be nervous about “investing” in this game in the long-term.
As I said before, I have had fun with Overwatch. I kinda want to be playing it right now, actually. But at the end of each match, there is a lingering worry that this is just another Titanfall. In other words, it’s a game you’ll have fun playing for a week, and then never play it again. Which, admittedly, is how most games you buy end up. But when I look back at Battlefield 2/3/4, I see shooters that I had fun playing over months and even years. It would take some really crazy good progression system from Blizzard to engender a similar feeling of “investment,” and I just don’t see how that would be possible given the switch of Overwatch to the B2P model. Cosmetic unlocks could be a thing, but I doubt alternate guns will factor in, and unlocking new characters is totally off the table.
Characters
I am not quite sure how much more tweaking Blizzard plans to do with the characters, but some are crazy OP and others are just downright awful.
The Tank character D.Va is one of my favorites, and absolutely belongs to the former category. Her default Mech mode features dual-shotgun cannons that fire quickly and never need reloaded; her L-Shift ability lets her fly around for 3 seconds, reaching high ledges or just escaping; her E ability negates all incoming projectiles in a cone in front of her, including many Ultimate abilities. And D.Va’s Ultimate? She primes her Mech to self-destruct, which is instant death to all enemies (and herself) in an entirely way too large area. When “killed” in Mech form, D.Va bails out and runs around with a legitimately respectable gun but no other abilities. If she racks up enough damage, she’ll prime her other Ultimate, which is summoning another Mech to pilot. If you use the self-destruct Ultimate and it kills 1-2 people (not hard to do), that will be enough to allow D.Va to hop into another Mech right away.
Like I said, crazy OP.
An example of the opposite is Symettra, who is classified as Support and also technically a Builder. She “supports” by press E on teammates once and giving them a recharging shield. Which is okay, I guess, but that’s the extent of your healing support; if you see a teammate going down and you already gave them a shield earlier, there is zero you can do to assist them. Symettra can create up to 6 little laser turrets which deal damage and slow enemies, but unless you spam a bunch of them in one area, they are easily destroyed and do next to nothing. Finally, her Ultimate is creating a Teleporter. Which, while useful, isn’t likely to swing matches given how quickly they end.
The injury to the insult of Symettra’s abilities though is her weak-ass attacks. Left-click is a super-short range auto-target beam that deals more damage the longer it fires. Good luck surviving that long as a goddamn Support character at short range. Right-click is a less than useless charged-up, lethargic orb of energy that crawls across the map. I don’t know how much damage it deals, and I kinda doubt anyone does, as it’s unlikely anybody has ever actually been hit by it.
The rest of the characters are a mixed bag. I enjoy Pharah, but her Ultimate is almost always a waste of time as it makes you a huge, bullet-attracting beacon in the sky. Some of the Tanks are weird, because they’re terrible by themselves but way better “support tanks.” For example, Zarya couldn’t hold a point to save her life even with healer backup, but Zarya + Reinhardt/Roadhog is almost good enough of a combo to not need a healer at all. Winston’s sole function in life seems to be an anti-Reinhardt (the electricity gun goes through Reinhardt’s shield), as he will easily die to any other Tank 1v1.
I’m not going to go through every character – there are 21 of them, after all – but I do appreciate exactly how different each one of them end up being. If you can’t find a character that matches your play-style, then you probably just don’t like FPS games. Honestly, it’s actually to the point where I have to wonder what other characters Blizzard could really add in the presumed expansions.
Bottom Line
Overwatch is fun. Is it $60 fun? Not right now. We’ll see what Blizzard adds, but it’s possible nothing will make Overwatch more than just another Titanfall.
Fallout 4: Actual Impressions
I want to go back to playing, so let’s do this stream of consciousness style.
Bugs?
I’ve experienced very few, if any bugs. Or at least, I’m so used to Bethesda’s janky game engine that most things don’t register as bugs anymore. The only “game stopping” bug I’ve encountered has been when my Pip-Boy stopped showing up; it was technically there (I could hear the beeps) but it would not render. Saved my game, exited, and it was there upon my return.
Beyond that, I’ve seen Dogmeat fall off ledges, some enemies get stuck, and the AI act goofy in the thousands of ways you put up with in Skyrim for years.
Considering I was fully bracing for the Fallout: New Vegas-esque “download a fan hack to be able to even play the game,” this is one of the smoothest Fallout releases, ever. The bar is laying on the floor, but still.
Gameplay
It’s Fallout 3/New Vegas.
…in fact, I’m almost concerned. I played those games so much, nearly everything about them is a known quantity. It’s like quitting WoW for a few years and then resubbing for the expansion – things have changed here and there, but you fall into your old habits pretty quickly. Fallout 4 is going to have to do a lot to surprise me in any way. Not that it has to necessarily, but it can’t rely on novelty to get me in the mood.
By the way, I know it’s largely a thematic issue and all, but it would it kill them to not reuse all the posters and even radio songs from Fallout 3? The asset recycling got so bad in New Vegas that the entire game ended up feeling like an expansion to Fallout 3 rather than its own game. Thus far, Fallout 4 is getting a pass from me (voiced main character adds a little… character, to the story), but it’s a tiny bit disappointing just the same.
Crafting
The crafting system in Fallout 4 reminds me of exactly how garbage-tier The Witcher 3’s crafting is. I’ll have to make another post on this topic, as I feel a rant coming on.
In Fallout 4’s case, the crafting system is both robust and perhaps too clever for its own good. As you may have heard, now everything is useful. Which is great! And miserably awful. Here is an example:
Rather than require discrete units of a particular item – such as Wonderglue in Fallouts past – nearly every goddamn thing in the game world can be broken down into crafting components. This is pretty cool, as it was a giant pain in the ass in prior games when you unlocked a weapon blueprint and then spent the next two hours desperately looking for that one specific item in all the junk of the world.
The downsides… are many, unfortunately. First, when everything is useful, you tend to want to grab everything. There was never any reason to hoard telephones and hotplates and all the random bullshit debris in abandoned buildings before, but now there is. Right now, screws in particular seem almost more important than purified water. I love how you can “Tag for Search” specific components though, as it will tag items you are looking at with a magnifying glass icon to remind you that you need to grab that specific thing without having to double-check some crafting spreadsheet.
The second issue is that it appears Bethesda really, really wants everyone to have Charisma 6 for the first rank of the Local Leader perk. Without that perk, all of the Workshops you encounter in the world aren’t connected, e.g. they are not a shared stash. Which doesn’t sound too bad until you realize that you can easily grab 100 lbs of random garbage in any given building. Can you Fast Travel back to your whatever settlement you decide is your main base? Yep. Is it annoying to sit through those load screens just to unload your bags every 15 minutes? Yep.
The last thing that’s annoying feels like something that will get addressed with a fan mod eventually, but it’s still annoying right now. Basically, there’s no prioritization when it comes to breaking down “Junk” for crafting components. In the picture above, you’ll notice how one of the items being broke down is the Giddyup Buttercup Body. I actually already collected various pieces of this item (which is a little wooden horse toy), and I imagine that there may be some kind of trick or achievement to reconstruct it. Or would have been, had I not scavenged it for screws. Same deal with Deathclaw Hands: if you aren’t careful, those will be scrapped for generic leather, of all things. Not sure if there are craftable Deathclaw Gauntlets this time around, but for sure there are Baseball Grenades that require intact baseballs, and the game won’t stop you from breaking those down into leather either.
So the bottom line is that you have to be particularly vigilant when crafting lest you scrap an item you’ll need intact later. Which is a pain in the ass, considering Workshops have a “Transfer All Junk” button that’s too convenient not to use. I have taken to transferring everything over, then manually picking out what I suspect will be useful and placing those in a separate container.
Revamped Perk/Leveling System
I don’t know how I feel about it.
Actually, that’s a lie. Right now, I don’t like it. Back in the day, Skill Points were really like the old WoW talents in that there is really no “choice” in the matter (after you chose your direction) and the tiny incremental improvements didn’t feel that impactful either. That said, their absence leaves a void. For example, Sneak (Rank 1) makes you 25% harder to detect. Uh… 25% more than what? What’s the baseline? Another example are the gun perks, which gives a given weapon type (rifle, pistol, etc) +20% extra damage. There are level requirements to most Perks, so you can’t just get +80% damage with rifles right off the bat, but the difference between that first rank and not having one is immense.
I mean… okay… 20% immense, but still.
Amusingly, the way the game is set up, you can get at least a stat or two up to 10 right off the bat, granting you access to the “top tier” Perks straight away. Further ranks are gated by levels, but it’s an interesting approach. Want to be a level 2 character with Grim Reaper’s Sprint? Go for it.
The tricky part is that after character creation, the only way to access deeper Perks is to spend your Perk point from leveling up to raise the SPECIAL stat it corresponds to. Want to just start playing the game like a normal person? Fuck you, newbie, now you gotta spend the next four levels getting nothing of value. This is the situation I’m in with the whole Local Leader perk – in order to get one rank in Local Leader, I’ll need to dump three points into Charisma to unlock it (I only had Charisma set to 3 at the beginning). At the moment, I’m thinking that I don’t actually need that perk that bad, but it still sucks knowing that I could have “fixed” things at the beginning had I not, you know, started playing the game.
Skip “optimizing the fun out of the game” one time, and this is what happens. Lesson learned.
More?
Yes. Despite the negatives above, I have a burning desire to get back to playing. And I shall do so.
Facepalm: Witcher 3 Edition
I have been holding back on Witcher 3 discussions, in the vain hope that I will encounter the brilliance everyone else appears to see in it. But yesterday the game finally reached it’s unintentional shark-jumping moment to me:
The phenonom is not new. The Blade of the Bits was a quest reward, crafted by the legendary Hattori blah-blah, master craftsman, at the end of a high-level quest chain. The sword was said to have no equal; “a sword to outshine all others.” Peerless… aside from the goddamn common sword of the same level with better stats (!?) that Hattori himself is selling.
Many RPGs fall into this same trap. In fact, it’s rare that an RPG with a crafting system doesn’t. Remember Skyrim with that stupid amulet quest that rewards you with a 1,000+ year old neck piece that’s worse in every way than the stat bauble you crafted at level 10? If the best gear came from drops alone, crafting would largely have no point; the reverse is not true, however, as it rewards players for engaging in the crafting system while not necessarily penalizing players who skip it.
But goddamn if this particular issue is not just another glaring hole in the abyss of Witcher 3’s broken-ass game design. Immersion? Spot-on. Side quests having weighty story bits? Absolutely. But Witcher 3 fails at every other thing that makes a game a game. You know, the actual systems part? This Hattori thing is just a symptom of a much larger issue that apparently everyone is willing to ignore. Namely, the leveling, the crafting, the item collecting… basically all of it.
Bah. I’ll likely finish the game within the day, so I’ll save the full deconstruction for the review.








