Category Archives: Impressions
Impressions: Grounded
Grounded is a Honey, I Shrunk the Kids survival game from Obsidian, which recently graduated from Early Access. I played it for about a dozen hours during Early Access, but decided to wait until full release before diving in for real on Game Pass.

What I have discovered is… well, a fun albeit highly incongruent survival Soulslike.
To start out, the world of Grounded is amazing. You wake up in a small cave that opens out into a forest of grass and weeds that towers above you. Although there are giant juice boxes and other items to hammer home just how tiny you are, they are really unnecessary – everything about how you move around the yard, the distances involved, and of course the creatures keeps everything front and center.
Your first experiences with the yard fauna is usually benign. Aphids, Weevils, and Gnats are basically mobile food and resources. Red Worker Ants are curious about you, but only go hostile when you hit them. Same with the lumbering Lady Bug, although they will quickly one-shot you in the beginning when attacked. Mites are typically your first hostile mob, and they are only really dangerous when you’re distracted or get surrounded. But it doesn’t take a lot of exploring before you encounter the apex predators of the backyard: spiders. Orb Weavers relentlessly patrol their territory and Wolf Spiders are the terror of the night, ranging far and wide through the yard from dusk till dawn. Daylight does not offer much comfort once you journey further afield though, as you encounter Larva, Stinkbugs, Mosquitos, and more.

And this is where things go a little off the rails for me. Grounded has all the trappings of survival games, including a huge map where you can build bases just about anywhere, resources needing to be gathered, and so on. But what you are actually doing to progress at all is a series of escalating Souls-like melee encounters. I say “Souls-like” because everything revolves around performing Perfect Blocks against insect attacks, then counter-attacking. You can technically just regular block attacks (with a shield made out of Weevil meat), but you still take a significant amount of damage, can get debuffed, and eventually stunned depending on the frequency of attacks. Meanwhile, you completely block all damage even with a Pebble Axe from any enemy if you Right-Click your mouse at the correct time.
In games like ARK, there’s no Perfect Blocking a T-Rex bite. But, you can still take out a T-Rex through clever terrain and/or structure use. In Grounded, most enemies ignore most terrain that otherwise slow you down, e.g. grass stems. And even if you happen to engage from on top of something they cannot reach, your (early) ranged attacks with the bow don’t deal much damage. Indeed, since you cannot block while using the bow, the game seems to discourage any realistic use of it outside first-strike or fleeing bug scenarios. “What about flying bugs like Mosquitos?” Yeah, sure, try to get a few arrows in. But you will 100% die if you don’t perform Perfect Blocks with a regular melee weapon of some sort, even if you have the clunkiness of having to toggle between it and the bow.

The worst part, IMO, is how there isn’t much of an escape from the bug-based progression. I guess I cannot claim that it is impossible to complete the game without learning each bug’s song and dance, but it is a fact that several crafting stations require bug parts to be constructed. Again, in ARK the dinos are “soft” required because nobody has time to collect 10,000 Stone and Iron to build the goodies you want. In Grounded, you simply aren’t building a Drying Rack without Bombardier Beetle parts. I haven’t made it into any of the later Lab story areas yet, but there are plenty of bugs between me and where I think the front door is, so… yeah. Prepare to “git gud” or die trying.
(Or play on a lower difficulty, I guess.)
Overall, though? I’m still having fun. The first dozen or so hours had me running from everything more powerful than a Solider Ant, but I’m basically approaching Tier 2 equipment and a general level of confidence to take on most things. Had it not been for an Orb Weaver Jr joining the fight in defense of its momma, I would have taken one of those down already. Luckily, the game features both the default survival “fuck you” of dropping all your gear on death AND the ability to Save your game at any time. Which… is weird. I’m assuming you don’t get saves while playing Multiplayer and that’s the difference. In any case, saves won’t, er, save you from getting owned by spiders or whatever, but it at least affords you the opportunity to practice Perfect Block timing as many times as necessary to get the last bug part to craft a new Hammer or whatever.
Beta Impressions: Forever Skies
Forever Skies is a survival sandbox – airbox? – currently in a beta playtest state. The central premise is that the Earth has been wrecked by several flavors of disasters such that the only safe means of exploration is in a customizable blimp above the roiling green fog below.

The beta is severely limited. As soon as you unlock the blimp, a 20-minute timer counts down and things just end no matter where you are. Nevertheless, I still got a feel for the basic gameplay loop.
Forever Skies is essentially a simpler, airborn Raft. One of the principle tools you have is a blimp-based extractor gun that allows you to deconstruct specific objects at a distance. The main two resources have been Metals and Synthetics, which you can extract in unlimited quantities from floating tumbleweed-esque things. These let you build insect fishing lines (which penetrate the green fog below), moisture extractors, water purifiers, and create fuel for your engines. Although I appreciate the fact that the tumbleweeds ensure one doesn’t get stranded in a failure state while exploring, it does sort of undercut any perceived need to explore anywhere – you essentially solve all food, water, and fuel concerns within 5 minutes of getting the blimp.
In any case, one of the limiting factors in the creation of additional higher tech goodies are Solid State Batteries, which are found in sort of light beacon structures on the tops of skyscrapers. I managed to have time to float towards one such structure, explore around, grab the battery, and then build the tool that allows me to add rooms (etc) onto the blimp. I then unlocked the ability to create a turbine, which would have allowed me to fly higher up, presumably granting increased access to other such “islands” above the clouds.

Having written this out, my impression is less and less that Forever Skies is a sandbox at all. Even if each beacon island (or probably their location) is procedurally generated, you are not really “exploring” anything on the way to one. And once you arrive, your goal is to A) grab the battery and B) check for blueprints. Hopefully there are more uncommon ingredients introduced later on, as the tumbleweeds essentially made anything else you could pick up redundant.
It is difficult to gauge where exactly along the Early Access progress Forever Skies happens to be. If this demo is early-early, then good. If what I saw was basically Beta… yikes. The trailer seems to indicate that this is not the case, what with the sample environment not looking exclusively green, there being a few additional tools, and a better-looking blimp.
Still, I have some concerns about the sort of fundamental “island to island” gameplay. In short: meh? The overall concept of the game is different than other survival ones – no trees to punch, for example – but the islands may as well be instanced puzzles inbetween loading screens. This isn’t Subnautica where there are interesting things going on around you, even if you are in transit to another spot on the map. Effectively nothing else exists outside of the blimp and islands, which is why it reminds me so much of Raft. The trailer indicated that maybe your blimp will take damage from storms or creatures or whatever, but again, that alone is not going to elevate (har har) the experience by much, if at all.

Also? The demo has you get a virus early on from eating a melon, which results in you taking damage any time you look towards the sun. Okay, fine, that’s unique. You end up curing the virus by eating a pepper in another area. Like, I know that the premise of the game centers around viral shenanigans, but I’m not exactly sure what this sort of “mechanic” is supposed to bring to the game. Maybe an enforcement of not being able to exclusively grow melons (which you can’t do in the demo anyway)? Are we going to routinely get infected with random shit and need to go to the next island for the cure? In some games, you do need to encourage players to expand their horizons instead of turtling in one particular area. This one ain’t it – there isn’t anything else to do but head to the next island.
In any case, that’s the Forever Skies demo. I’ll submit my feedback in the more proper channels as well.
[Cyberpunk 2077] The Other 40 Hours
I have a very dim view of the designers behind Cyberpunk, but as Nogamara pointed out, I do have 40 hours and counting in the game thus far. So, what gives?
As it turns out, Cyberpunk 2077 is a lot of fun in the moment-to-moment gameplay.

My prebuilt beast of a PC is running Cyberpunk pretty much on max settings (1440p) with 60-80 fps, and… damn. Night City looks incredible. Aside from the absurd number of loading screens when booting up the game, I notice nary a slowdown or hiccup as I speed around the streets looking for trouble to get into. In this regard, it is pretty much like GTA 5 mixed with Skyrim: a pleasure to just get around and get into trouble.
In the beginning, I was playing the game like I always default to with first-person games: sneaky archer. Cyberpunk does support this to a point, but only just so – Dishonored this is not. To clarify, you can indeed stealth through pretty much all the missions, taking special care to perform silent takedowns, pick up Quickhacks that will blind or distract enemies, hide bodies from patrols, add silencers to your weapons, and so on. There’s just… no particular reason to. Stealth is not extrinsically rewarded, locations are huge with dozens and dozens of mooks to plow through, and pretty much every other aspect of the game leads you towards more direct confrontations. Indeed, if you end up picking fights with higher-level “skull” enemies, you are no longer able to perform takedowns on them.

Having said that, the game gets a bit weird once you stop pulling punches and start pulling grenades. As it turns out, grenades are rather good at solving a lot of problems, like gang assaults in progress, enemies hiding behind cover, and basically anything you toss them at. While these have been my preferred method problem-solving, bullets work just as well. By the midgame, there aren’t a lot of things that are especially difficult. Granted, I am playing on Normal difficulty, but I’m not certain whether increasing the number of headshots necessary to defeat foes would do much to make things more engaging.
From a story perspective, Cyberpunk has been serviceable to good. There are a lot of weird side gigs and cross-references that sort of make the setting feel more Outer Worlds goofy than Deus Ex. For example, there are direct Office references, Portal cake jokes, and so on. The main story segments are more reserved and philosophical… ish. While I’m not done with the game yet, the whole Keanu Reeves rock star terrorist angle feels bizarre. Is he supposed to seem cool? Was he a rock star turned partisan, or was he always a commando and did concerts as a front? I’m not sure the answer even matters.
Indeed, I was presented with a few “choices” between unlikeable major factions and I just chose to destroy the one that insulted/betrayed me more recently. I’m fine with games introducing decision-points that have no bearing on anything other than roleplaying, but guys, would it kill you to offer a bit more context? What’s my motivation here? Hard to hate The Man if none of your interactions up to this point have dealt with The Man in a meaningful way. For all the implied Corpo oppression, it doesn’t affect the player in any way. Yeah, there’s poverty and gangs everywhere, but that’s window dressing and content, respectively. I would have liked to have seen a variation of the Wanted meter where instead of cops, you start getting hunted by Corpo mercs depending on the side jobs you take.

In any case, those are my positive impressions. It’s fun to run around and shoot people in the face. The commitment to first-person perspective – including little things like being able to see your feet, seeing when you get cyberware installed on your hands, etc. – is refreshing and welcome. I seek out opportunities to fight and infiltrate buildings and cause mayhem. I love cyberpunk as a genre.
However. I am currently sitting on 1 unspent Attribute and 7 unspent Skill points. Nothing in the talent trees get my juices flowing, and I have nothing to look forward to, nothing to build towards. Shit, I just found out one of the capstone Technical Ability Skills I had within reach – the one that makes Tech weapons ignore all enemy armor – doesn’t actually work. As in, enemies don’t have armor to ignore. What kind of literal fucking clown show is this? Apparently I was also supposed to be getting free Quickhacks for my hacking efforts (and spent Attribute points) but some bug that’s been around since 1.0 prevents it. Neat. This game would arguably be better off with zero Attributes or Skills systems at all. Not even “everyone has everything all the time,” but literally no one having any enhancements.
After all, there are always grenades.
Having said all that… there is a greater than zero chance I segue right into a second playthrough with a male V focused on “studying the blade” at max difficulty. Quickhacks have been cute, but I’ve been eyeing time dilation katana shenanigans ever since I saw the requisite cyberware on vendors. Viable? Probably not. But it is just crazy enough to possibly be fun.
[Cyberpunk 2077] Terrible Design
Cyberpunk 2077 has undergone a ton of changes since its disastrous launch. I was not keeping track of everything they fixed and tweaked, but suffice it to say, there was a lot. Some of which was immediately indicative of… well, idiot designers. That may sound harsh but let me give you an example: there is an early talent (Dagger Dealer) that allows you to throw your equipped knives. What was missing from the launch of the game until literally February of this year was any way to retrieve your thrown knives. Some designer thought this talent up and some programmer put it into a game where there are legendary knives, and no one thought that maybe losing them forever was a bad idea? Again, this was fixed in version 1.5 which I am currently playing. But the fact that it was even a thing outside of alpha is mind-boggling.
What I am coming to understand is that Dagger Dealer is a symptom of deeper issues.

The overall leveling system is just a mess. You gain XP and gain character levels, which grant you Perk points and occasionally Attribute points. The latter are very important because they determine the maximum level of perk you can select within that Attribute. Additionally, each Attribute has multiple Skill Trees associated with it. So for example, the Reflexes Attribute contains the Assault, Blades, and Handguns trees, each of which contain 17-20 Perks that can have multiple tiers.
BUT WAIT, THERE’S MORE! Each Skill tree has its own XP meter that increases by utilizing that specific Skill in various ways. The more you use Handguns, the more Handgun XP you generate, and eventually you work your way down the reward track up to the limit of the Attribute. The rewards are usually little enhancements (Recoil reduction on Handguns, etc) but sometimes they are Perk points which you can actually assign anywhere. While that could lead to some interesting decisions wherein you start farming Blade XP to generate extra Perk points to put into Handguns or whatever, the emphasis should not deviate from the word “farm.” Because that is what it takes.
All of that may sound complicated, but none of it is particularly interesting.
I could live with all the overcomplicated shenanigans, but what I cannot stand is a Talent/Perk/Skill system with so few synergies. It is like the designers didn’t even try. I scoured the various trees and the closest thing to interesting that popped up was a Reflexes 8 Perk in the Blades tree called Stuck Pig that increases Bleed duration by 3/6/9 seconds. That is notable not because it’s actually any good, but because there is no “inflicted by a Blade” qualifier to it. Some things other than Blades inflict Bleed, so that would be an interesting choice and/or build to work towards if Bleeds were your thing. If instead you put any Perk points into Handguns, well, all of them turn off the moment you equip anything else.
And, Jesus Christ, don’t get me started on the crafting system. Because I’m going to anyway.
Crafting is governed by the Technical Ability Attribute and subsequent perks in the Crafting Skill tree. The most important ones are those Perks that unlock the crafting of Rare (5), Epic (12), and Legendary (18) items. In many games, there is always a tension between player crafting and found loot: A) if crafting is better, why search for loot, vs B) if loot is better, why engage with crafting at all. Cyberpunk kicks this up a notch with Iconic gear – these are weapons/armor with unique effects that you can continually upgrade… provided you dump a bunch of Attribute points into Technical Ability. If you don’t, those Iconic items might be good for a mission or two before trash drops start dealing more damage.

Aside from that, crafting largely sucks. You need to purchase weapon/armor “specs” from vendors to unlock the ability to craft that item in that specific tier. Just because you can craft a Rare sniper rifle does not mean you can craft the Epic version of the same sniper rifle, even if you unlocked Epic crafting via Perks. Also, the spec for that Sniper Rifle costs 75,000 credits which is just about what it costs to just purchase the Legendary version of that Sniper Rifle from the same vendor. At a certain point you can farm practically infinite amounts of credits via crafting anyway (purchase components, craft X gun, sell to vendor, cycle vendors), but the point is that the system as a whole makes no fucking sense. What was the harm with a more reasonable weapon spec cost? Woohoo, I get a “cheap” Epic Sniper Rifle by dumping Attribute and Perk Points into a tree that does not otherwise enhance my ability to deal damage with said Sniper Rifle. Christ, I bet that I would deal more damage with a trash-tier Sniper Rifle and those points spent in Reflexes instead.
By the way, Cyberpunk does feature a Respec button. The hilarious thing – in a comedy of errors sort of way – is that it only refunds Perk points, not Attribute points. Thus even though I am 40 hours deep into the game and realize how terrible Crafting has been for me, none of it matters because I can’t shuffle many of those points elsewhere because I’m limited based on Attributes, not Perks. I guess there is an argument that people would game the system by switching to a full Crafting build, upgrade all their shit, get infinite money, and then swap back to a weapon-specific build, but come on.
Know what else is disappointing? The cyberware parts of Cyberpunk. The game is predicated on body enhancements and everyone certainly looks the part. But the thing you find out after browsing a few Ripperdocs is that all the enhancements are… just random buffs locked behind Attribute gates. Sometimes you will find a common-tier upgrade not locked behind such a gate, but the vast majority are tied to your character’s Body or Reflexes Attribute, which means a Technical Ability/Intelligence character (cough) doesn’t have much to gain by cyberware. Which is really fucking bizarre, right? Compare that to how Deus Ex handles things – augments grant gameplay-changing abilities and are otherwise a big deal. In Cyberpunk, they are non-choices.

Ultimately, that is the biggest disappointment of all: everything in Cyberpunk (outside of dialog) feels like a non-choice. Can you “choose” to build your character around using Shotguns and Katanas for roleplaying purposes? Sure. Place your Attribute and Perk points in the corresponding slots. But none of that is interesting. And to me, there is no such thing as an uninteresting choice – there are choices and mere decisions. You decide to use Shotguns, and everything else follows. Notwithstanding the banality of having to decide on a specific weapon to use in the first place, there is no room for synergy choices within Skill trees or trying different strategies once Attribute points have been committed.
I am not certain this part of Cyberpunk 2077 is fixable. Being able to Respec Attribute points would help, or perhaps granting more Attribute points overall. Perks would have be radically reworked to introduce synergies though, and I’m not certain designers who had to wait a year and half to noodle on how to fix throwing knives is up to the task.
Impression: Necromunda: Hired Gun
In a word: jank. But the good kind. Mostly.

Necromunda: Hired Gun (N:HC) is a run-n-gun, arena-based looter-shooter set in the Warhammer 40k universe. You play as a cybernetically-enhanced mercenary taking contract-killing jobs deep in the bowels of the eponymous Imperium hive world. And you also have a dog. And that dog can be cybernetically-enhanced.
The gameplay is… well, jank. Cool jank, but jank nonetheless. After about the first mission, your character unlocks a bevy of amazing movement capabilities. These abilities include double-jumps, wall running, power slides, and even a grappling hook. However, these maneuvers become downright required mechanically – several of the player upgrades include 50%+ dodge chance while wall running, for example, or even that your guns become more accurate and have aim-assist… while wall running. That said, the movement is not as tight as, say, Titanfall: when you power slide off a catwalk, your character instantly drops to the lower level in a sudden abandonment of physics.
Despite this focus on movement, the maps are not all that set up for you to take much advantage of these maneuvers, up to and including many instant-death zones for you to fall into. Sure, that makes the environments feel more real and dangerous. On the other hand… jank.

The gunplay is also not really that tight. There are several classic Warhammer 40k weapons available, but several of them are downright awful. Enemies have near-perfect aim and you will be taking constant damage, so the entire gunplay element requires you to be in close range to take advantage of DOOM-esque self-healing by rapid enemy takedowns. This makes longer-ranged engagements (and the corresponding guns) functionally impossible. So you end up being laser-focused on close-quarter weapons like shotguns and the like.
As mentioned previously, this is also a looter-shooter. You will acquire a lot of incrementally more powerful guns that you can customize with various mods and relics. You can also farm cash with side missions to assist with upgrading your cybernetics and special powers. For as many powers you have available, I did find it quite odd how limited you end up being with accessing them via hotkeys (there is 1 total). You can pause time to select from the full menu but that breaks the game flow a bit.

To be honest, the weird feeling of the world and overall game design snapped into place once I read the the developers of this game were the same as EyE: Divine Cybermancy from a decade ago. I don’t expect anyone to have ever played that but it was basically a radiant-quest Deus Ex meets Warhammer 40k meets… developer dreams exceeding their grasp. It wasn’t a great game, but it had a lot of ideas and they did their best to execute on them. Same thing here.
Ultimately, I do find Necromunda: Hired Gun serviceable in the “shoot people in the face” department. Boot it up, play a mission or two, and put it down. My copy came from a recent Humble Bundle that got discounted down to $6 instead of $12. If yours didn’t, well… maybe it’ll come to Game Pass.
In Other News…
…this happened yesterday in FF7R:

Not quite playing as much FF7R as I probably should for how much amusement I get each time I do.
If there is a particular reason, it’s this: FF7R is not a survival crafting nor a roguelike deck-building game. Those are apparently the only ones capable of consuming my entire life in one go anymore. Everything else has to be… “intentionally” done. Or perhaps there is indeed something critical to be said about the lengths between exposition in FF7R, filled such as it is with vast expanses of empty, dungeon space.
Which reinforces the size of Midgar, mind you, just perhaps too well. Or conveniently well. Hmm.
Second Impressions: FF7R
I didn’t think it was possible, but I like Final Fantasy 7 Remake even more.

One aspect that I didn’t like initially has really grown on me: uninterrupted dialog. Basically, there are no RPG-esques pauses whenever someone is talking. Conversations just flow with zero button inputs. It was initially kind of frustrating, because some of the banter is hilarious and it goes by too quick for me to take a screenshot (I always have subtitles up in games precisely for screenshot purposes).
But do you know what it all reminds me of? Mass Effect.
Over ten (!?) years ago now, I was writing about how the winks in Mass Effect were blowing my mind. There is a lot more than winks going on in FF7R, but that’s not really the point. The point is that these are genuinely interesting characters with personalities and mannerisms. They wink, nod, pose, strut, and otherwise behave in consistent ways. Some of those mannerisms are very anime-ish, but hey, Japan. At least these land miles better than in FF14.
Anyway, I just got to the point where I party up with Aerith and I’ve been smiling the whole goddamn time. I’ve always historically been Team Tifa, even before Disc 1, but Aerith is the biggest dork in the Remake and I love it. Just the little things like Cloud saying “The wererats pray on the weak” and Aerith replying “Well, you better be careful then.” Typing this out seems so dumb but there’s just this whole vibe going on in the game, and I’m feeling it.
Oh, and there’s this moment when Cloud and Aerith reach a pipe and have to slide down to get to the next area. Aerith goes first… and says “Wheee!” with her hands raised in the air as she goes down.

Guys. Guys. Again, feel super-dumb typing it out. But when was the last time you played a game where you were able to vicariously feel the joy and care of the designers through the screen? Whoever scripted that moment loved their job. It didn’t have to exist. It was over in literally two seconds – I couldn’t even hit the screenshot key fast enough – and it has no bearing on anything other than to flavor the experience and convey that which is Aerith.
It made me smile. When was the last time a game did that for you?

In closing, let me reiterate the disclaimer that the original Final Fantasy 7 has been in my top 5 game list for 25 (!?!) years. So FF7R is basically intravenous nostalgia from the word GO. Will you appreciate the “personalities and mannerisms” of these characters in the same way I do? Probably not. In a vacuum, they might just be cliché.
Nevertheless, these devs have taken a formative experience of my childhood and brought it to life in a way that has exceeded all my wildest expectations. A breath I never knew I was holding has been released as a cathartic sigh, blowing away my whole jaded gamer schtick. For the time being, at least.
So there it is. Hopefully the rest of the game holds up, but it doesn’t even matter. I’m happy right now.
First Impressions: FF7R
Oh, man. OH. MAN.

I know the game is a remake and the devs have had decades of modern game design experience to leverage… but, guys. I’m home. I haven’t been this giddy and excited since… I don’t even remember. Every single part of game so far is like finally finding someone who shares the same passion as you and catching up for hours. Walking around Sector 7 Slums and looking up (looking up!) just pulls the FF7 memories of my high school imagination straight out of my head and serves them right back in high definition.
And it really reinforces, to me, how groundbreaking FF7 originally was. For you see, FF7 was not my first Final Fantasy game – that was actually FF6. So this is not a “always remember your first love” situation. This instead is a recognition of how novel the pseudo-sci-fi setting was, the mind-blowing scale of Midgar, and that first time you leave the city and see it as just another town on the world map. Blew my fucking mind. That experience is right up there with first leaving the Vault in Fallout 3.

There are some other things I like. An extremely flirty Jessie. The random NPCs commenting on Cloud. The aftereffects of the reactor explosion. The extra cutscene on what really caused the reactor explosion. The well-stitched narrative in which I felt it difficult to stop playing. Not that I was going to stop playing until I reached Tifa for the first time. Tifa.

The one negative so far, and it’s kind of important: the combat system.
Basically I’m not quite sure what’s going on yet. Like obviously I’m reading the tutorial prompts and successfully navigating the fights. But it seems like I’m taking a lot of damage and I don’t know if that is expected, or if I’m supposed to not, or what. It’s “action gamey” but not in the same way as, say, Nier Automata. Controlling Barret feels even worse as none of his attacks feel particularly satisfying. Hold X to rapid-fire for some amount of time, or press Y to… speed up the charging of a special attack. But that attack can be stopped by random terrain if you aren’t careful.
Anyway, not going to let a little thing like a combat system interrupt my JRPG nostalgerbation. I am going to assume it gets better, or that I can change things around enough to make it so, or that it will not diminish the rest of the experience. Which would be quite the feat considering how much I am enjoying myself already just walking around.






