Impressions: Abiotic Factor
Short version: Highly impressive survival crafting game in Early Access.
The overall vibe Abiotic Factor has going for it is the original Half-Life (complete with polygon counts from 1998) from the perspective of the scientists. You play as a new recruit to a secret Australian (?) underground laboratory doing SCIENCE… on things from another dimension. Something happens literally during your first day of orientation, the base goes on lockdown, and you are basically on your own to escape.

One thing I loved immediately was the novelty of the survival experience. Playing this game reminded me of playing Subnautica for the first time when none of my “punch trees” experience applied. Sure, the wooden crates give wood, but you’re mostly in an office setting at first, and wood isn’t even really what you need to craft the basic items. You might not think slinking through cubicles, snatching keyboards and breaking monitors for their sweet, sweet coils while hiding from alien monsters would be fun… or maybe you would. Because it is. There was some primal pillow fort energy when I set up my base in the gym area, hiding in terror from the rampaging night bots, and then making forays into the break rooms for literal supplies – including buying food from the vending machines to tide me over! – while getting my in-game bearings.
Are there some rough edges? Sure. One of those edges is, in fact, somewhat systemic: being a survival crafting game at all in a relatively linear, plot-driven narrative. While you can possibly spend in-game weeks in the first area, the fact of the matter is that you need to specifically craft X using resources from Y to open the next area Z. Once in that new area, you will encounter new obstacles, new crafting material, and new things to take into account, which is good. What wasn’t immediately clear to me though is that I should have packed up everything I built in the first zone and carted it with me rather than starting from scratch in the new zone. It certainly feels lame leaving an upgraded workbench that can auto-heal and warm you by proximity and going somewhere with a dearth of the more basic building materials. It especially felt super lame when I got locked into an extended journey sequence that resulted in my entire plant farm dying from lack of water while I was gone. So much for utilizing the more advanced cooking options, eh?

Aside from those sour grapes though, Abiotic Factor nevertheless gets high marks from me. While most workbenches require power and thus need to be located near power outlets, everything else can be placed just about anywhere. Which includes literal ramps and platforms that allow you to skip certain areas entirely. Now, whether you actually want to skip any opportunity to hoard bundles of pens, deconstructed file cabinets, and other debris is up to you. Personally, I tend to steal everything not nailed down and sometimes even that stuff too. You just never know what may come in handy.
What I do know is that I liked Abiotic Factor enough to stop playing, so the devs can finish cooking.
Blaugust 2024 – Day 1
I have chosen to participate in Blaugust 2024 this year, despite the fact that I am currently on vacation.
Hello. My name* is Azuriel and I have been blogging for almost 14 years now. In the early days, my blogging was focused on World of Warcraft. In fact, “Azuriel” is the name of my main in WoW. I started Player Vs Auction House for the release of the Cataclysm expansion, and despite that ultra-niche topic, the blog did well enough for itself. Over time though, I started to realize that chasing gold trends was less interesting than the design philosophy behind the game, so I pivoted to that. Once I started drifting away from WoW itself, it was time for another pivot towards “let’s talk about whatever else I want.”
That is probably enough as far as introductions go. If this is your first time here, I recommend clicking on the drop-down over on the right labeled The Goods, and selecting Philosophy. Everything that I post is top-quality, but those trend towards a higher level. Or you can check out this list of posts, back when I participated in Blaugust 2015. Nevermind that my best work seems to be from years ago.
Otherwise, well, welcome.
*Not my real name, of course.
Impressions: Icarus
TL;DR: Empty wildlife murder simulator.

To understand what Icarus is all about, you need to know what it was about. At release, Icarus was intended to be a sort of survival roguelike, where you are dropped off at a location, fulfill a mission before the timer expired, and then bailed on the world (including anything you built) within a few days. In fact, it was originally so hardcore that if the timer expired before you left – and it counted down even with the game turned off! – your character would straight-up be deleted. Successful missions granted you a currency that could be used to both research and then later buy items that you could then bring with you planetside in the future. For example, instead of starting at zero every time, you could start with an upgraded spacesuit, a backpack with bonuses, weapons, etc.
As you may imagine, that novel approach didn’t sit well with many people. Indeed, it’s difficult to imagine a worse genre mashup… although I suppose 7 Days to Die somewhat pulls it off (e.g. eventually enemies get too tough). But generally, the beginning stages of punching trees is the least interesting part of survival games, and losing progress is the worst. Icarus had both. The developers suddenly had to pivot, and so they eventually released a more traditional open-world survival mode.

The pivot has taken some time, although the developers have sustained a weekly update schedule for over two years now, which is impressive. Or would be, if the game was fun or interesting at all.
The fundamental issue with Icarus is that there isn’t much going on. There is a relatively solid survival crafting framework in place, with XP and levels and recipe unlocks and talent points and such. The world is gorgeous and thick with trees, bushes, rocks. There is even a semi-voxel thing going, with fallen trees being satisfyingly split into logs, and ore/rock nodes deforming exactly where you are hitting them. All of which will sustain genre fans for a few hours past the refund window.
But after a while, you start to realize what you have in Icarus is basically the window dressing of other games. A forest with deer, rabbits, wolves, goats, moas, bears? A desert with hyenas and scorpions? Snow biome with polar bears and mammoths? Other titles like 7 Days to Die, The Forest, ARK, etc, have those things… aaaaand the rest of the game game. Without the parameters (and timers) of Missions, the Open World aspect falls flat. Technically, you can craft a radio that opens up both short and longer-form Missions even in the Open World, but you still run into the issue of “why.”
“Why do anything at all in any game, eh?” Because shooting zombies and looting things is fun? Because delving into caves and uncovering mysteries while running from mutants is (supposedly) fun? Because dinosaurs are fun? With Icarus, what you see is literally what you get. Kill thousands of animals to farm XP and unlock more crafting benches so you can kill more animals efficiently. Or build a quaint little abode in the woods. Which is fine for the people that want to do that, but you can also do that in (cheaper!) games that have more meat than potatoes.

In an effort to be totally fair, I did go ahead and run a few Missions, e.g. the way the game was designed to be played, once the open-world lost its luster. And… it was pretty much as bad as it seemed. After the tutorial one, the next Mission was to collect up meat and vegetables into two different drop pods. Cool. What they neglected to mention was the fact it was going to be like 150 Pumpkins, 200 Carrots, and so on. The only possible way of gathering that much was going to be setting up a farm, and then hanging out for a while. Which I did. Next was the meat, which was something absurd like 300 meat, 400 hide, and 300 fur or whatever. I got about halfway through murdering literally every single mammal that moved before the tedium overtook me and I uninstalled.
Having said all that… is there anything good going on in Icarus? Sure. Although it is a limiting factor, the existence of oxygen as a necessary meter to watch gave texture to the survival experience. It helps that Oxite Ore is in most places, so you aren’t as constrained as in, say, Breathedge. The storms in Icarus are also interesting. Staying outside in one fills up an Exposure meter that begins hurting you when full, and the storms themselves do damage to most buildings. Now, you usually just spend the storm inside your base running around and smack-repairing things with a hammer, but it elevated “weather” from a pure, ambiance detail in most games to one that you must account for. And you do have to account for it: your walls will collapse if they take too much damage from the weather or anything else.

That’s about it, though. Part of me feels bad for the devs since they likely had to scrap a lot of their post-release plans when they pivoted to a more traditional open-world structure. But then I look at how much they are charging for the game + DLCs in its current state and those feeling go away.
Boardgate: Hearthstone Edition
Hearthstone is releasing a new expansion next week called Perils in Paradise, but they aren’t releasing a new board along with it. And this is heralding the beginning of the end. Possibly.
As with most things, it’s not about the game boards themselves, but what they represent. Every Hearthstone expansion has had a new game board – there are 30+ of them – so the absence of one is notable, especially given this year will be the 10th (!!) year anniversary. Of course, this is the same year that Blizzard discontinued the Duels mode and enacted some boneheaded changes to the quest system in an apparent attempt to inflate engagement metrics.
It doesn’t help when the official Blizzard response plays right into everyone’s fears:
We hear your questions on what’s changing and why, including why there is no new board for Perils in Paradise.
Hang tight, as we’ll be sharing an update next week on that, along with what the team is focusing on for the future.
Why not just, you know, address it this week? Because the $50/$80 preorder bundles are still going until next week. There may be a less cynical argument that discussion over future Hearthstone changes is more appropriate in an flashy expansion release post. On the other hand, there have been plenty of those teaser-esque posts in the weeks leading up to the expansion, and Blizzard community managers have been bobbing and weaving the “where board?” questions for just as long. All the delays accomplish is elevating the doomsaying ahead of what should otherwise have been talk about the expansion itself.
Incidentally, when Blizzard removed Duels it was spun this way:
As we think about the future of Hearthstone and where the team can best focus their efforts, we’ve made the difficult decision to discontinue support for the Duels Mode. […] This change will allow us to shift our resources to where we feel they will have the most impact, including Traditional Hearthstone, Battlegrounds, and more.
Looking at the current state of Hearthstone more generally, it’s difficult to identify what “focusing efforts” has accomplished. Game balance in Standard mode is amongst the worst it has ever been; power is no longer creepin’, it be runnin’. Battlegrounds has re-introduced Buddies (presumably for a limited time), which is worst of the three types of historic meta-shakeup mechanics. Battlegrounds Duos is a mode no one asked for, is rife with trolling, and basically a content-creator dead-end. What could the devs possibly be focusing on, aside from updating their resumes?
I suppose we will see more next week. My guess is that they will start offering Premium Boards in the shop as another channel of monetization. Which, whatever. That, at least, would be less problematic than them coming out and saying “we’re only making one new board per year so we can focus on other things” and then those other things never materialize because it was shareholder value all along.
Impressions: Once Human
Once Human is an open-world survival crafting MMO whose Beta details I mostly received filtered through the amusing lens of Bhagpuss. Based on those posts, I wishlisted the game and promptly forgot all about it. Then Tuesday came along and now its officially released. I played for almost six hours straight on that first evening, and not because it was, as my 5-year old terms it, a “stay day.”
Nor, incidentally, because the game necessarily deserves it.

Let’s start with the Pros, I guess. First, the game is free to play and not obnoxious about it. By that I mean I did not seem to get prompted to buy the Battle Pass every time I opened a menu, or had a red exclamation mark on my UI until I opened the shop, or the myriad of similar design disasters. Indeed, there is a Wish lottery mechanic (for cosmetics) somewhere in the game, but I was not actually able to find it. Maybe it unlocks later? I found a few vendors who require obscure currencies for vague items, but near as I can tell, none of them were extra bag slots, carrying capacity, or the like.
Second, Once Human does seem to support a rather robust survival crafting experience. You are encouraged to build a base immediately once out of the tutorial, and you can do so almost anywhere not already occupied by other players and/or the pre-existing set pieces. I also really appreciated the ability to go into “flight” mode when building, rather than having to awkwardly maneuver your character every which way. Collecting resources from trees/ore nodes is not too onerous at this early point, and you are overall encouraged to revisit points of interest to collect junk items that you then break down into smaller components to craft new items.

Then it struck me: Once Human is basically Asian Fallout 76.
Viewed from that lens, the veneer started to peel. Is the base-building better than Fallout 76? Absolutely not. Crafting? No. Quests? Nope. Environmental storytelling? Nonexistent thus far. The feeling of collecting and hoarding resources? Not even close. Both are post-apocalyptic, both have cryptids, and Sanity is basically Radiation – both reduce your maximum HP until healed and, hilariously, grant you special abilities if you accumulate too much (Whim vs Mutation).

I originally didn’t want to complain about the Once Human combat system in these early stages – tutorials going to tutorial – but it’s… trivial. Every creature died to 2-3 hits with a torch, and having access to guns makes it even more ridiculous. Presumably mobs will sponge more bullets later on, and there is a dodge-roll button, but the fact that Once Human will be releasing on mobile phones in two months does not inspire confidence. The boss (or mini-boss?) fights were more interesting, and seem to be where the devs spent most of their imagination capital. Not saying that Fallout 76’s combat system is groundbreaking or anything, but it nevertheless has a heft to it even early on that is definitely lacking in Once Human.
Again, it’s possible this is all a bit unfair this early in the experience. The map looks huge, they give you a motorcycle within the first few quests, the Deviation (pet-ish) mechanic seems akin to Pals from Palworld, which could be interesting. The notion of Seasonal world resets and ever-changing “scenarios” is fairly unique in the survival space, and could go a long way in keeping the experience fresh. Time will tell.

Time will also tell if I don’t just end up reinstalling Fallout 76 and playing that instead.
Impressions: Keplerth
Not going to lie, the name “Keplerth” was both intriguing and ultimately accurate.

Keplerth is a top-down survival crafting game reminiscent of Terraria, with art assets straight stolen from RimWorld. Other reviews mention this as being a post-apocalypse knock-off of Necesse, if you know of that one. You will punch trees, create crafting benches, craft gear, and then tackle bosses to unlock the next tier of equipment, resources, and mobs. Rinse and repeat.
There are some interesting innovations to the formula though. For example, there is no XP here. Instead, you unlock new genes based on special resources that drop from basically everything in the game, e.g. plants, mobs, minerals, etc. The genes start simple, with stuff like +5% Evasion or +10% Attack Speed. Towards the beginning of the game, you have plenty of room to “equip” every gene you unlock; later on, you have to choose amongst them and their potential synergies.
I also appreciated how equipment bonuses work. Essentially, each piece of gear has a random set bonus and a random set bonus score (+0 through +3). So, the leg armor you craft might have bonuses to +Defense or +Pet Attack instead of the +Melee you were looking for. And even if it does have +Melee, the final set bonus may only trigger when you have 7/7 equipped and the piece you rolled grants +0. While random can be frustrating sometimes, many survival games are kind of rote in that Iron armor is Iron armor, and thus you only need 22 Iron ingots total to kit yourself out on that tier. This at least means you need to collect a buffer amount of resources. Later on, you get the ability to spend other resources to “reroll” the tier bonuses, so it is not too frustrating for long.

Where Keplerth struggles is… kinda everywhere else.
A lot of the mechanics feel half-baked. One of the early tutorial quests involves you attracting other survivors to your base with a communications tower. What the game doesn’t tell you is that the survivors… don’t really do anything. There is an entire elaborate construction station to create fancy furniture, but ultimately the survivors need 1 (one) recreation item (hot tub) and their heart meter will eventually fill and you click on them for money. That’s it. They do not defend your base, work the fields, or anything. You can also have farm animals like cows, chicken, horses, etc, and they will reproduce asexually as soon as their food meter hits 100%. Cooked food does require a variety of meat and plants for pretty useful buffs, so there is a point to all this, but it doesn’t always make that much sense. Like why have Horse Meat in the game when eggs are really the limiting factor for advanced food?
The special material mechanic I praised earlier is also a bit uneven. A lot of it felt natural at the time, as you just pick up all the things and new stuff seemed to unlock every 5 minutes or so. Eventually though, once your gene grid fills up and you start needing to examine what’s left, you start to realize that 5-6 of the missing genes require Thorns or Apples or some early-game stuff. Luckily the grind isn’t too bad since you can chop most everything down and replant it near your base to more quickly get additional chances when harvesting it – as opposed to having to wander around for more natural-occurring spawns – but the amount of things tagged to Thorns specifically is a bit odd.

What kind of broke the game for me though was one of the mid-tier boss drop weapons. Up to that point, you may have some melee weapons, bow and arrows, some early guns, and so on. Even with guns, there were some trade-offs with damage versus shooting speed. Then you get a 100% drop of an energy beam gun that deals constant damage with zero ammo. While it technically is out-classed in DPS later on, the utility of being able to trigger knockback, certain genes (“each hit adds X effect”), and the lack of ammo makes everything else feel dumb to use in comparison.
Later bosses also get into SHMUP/bullet-hell territory, which forces you to turtle up with your genes and equipment, which makes the fight last ages because you are no longer specced for damage.
Having said all that, I did end up playing the game for ~25 hours or so, somewhat obsessively. Keplerth definitely hit a stride for me after about the 2nd boss, once you unlocked the ability to tame battle pets, get some better weapons, better genes, and start finding other human settlements to spend money at. It is unfortunate how that petered out in the endgame, but what else can you do?
Play something else, I guess.
Space Saving
When I bought my new computer a while back, I splurged on a 2TB SSD to ensure I had enough space to install a large(r) number of games. I get in certain gaming “moods” and thus need to ensure that I have certain flavors available, lest I do something dumb like watch YouTube Shorts for hours instead. Unfortunately, not even 2TB can save me forever.
After installing Folder Size Explorer, I found the top offenders:
- Red Dead Redemption 2 – 120GB
- Diablo 4 – 45GB
- Starfield – 127GB
- Star Wars Jedi: Fallen Order – 51GB
- Star Wars Jedi: Survivor – 130GB
- Control – 50GB
- Death Stranding – 63GB
- Alan Wake Remastered – 38GB
- Baldur’s Gate 3 – 142GB
- Day’s Gone – 60GB
- Elden Ring – 48GB
- Assassin’s Creed: Odyssey – 78GB
- Assassin’s Creed: Origins – 49GB
That’s definitely a Who’s Who of backlog shame.
Now, of course, none of this is a problem-problem. I don’t actually need to have SW Jedi Survivor installed when I haven’t completed the first one. Starfield can probably go too, since I already played it for 65 hours and am unlikely to go back prior to the expansion coming out (or at all). And not sure why I have any of the Assassin’s Creed games installed. But… You Never Know™.
Of the list, I am making the most current progress on Control and Diablo 4. Which is tragic, in a way, given the installed alternatives. But what I really want to be playing right now is some dumb survival crafting game. I am not playing one due to the fact that I have basically played them all aside from the ones not currently on sale. Mercifully, the Steam Summer sale starts on 6/27, so I can get back to vigorously scratching the eczema that is a predilection towards punching trees and hoarding resources.
…although, I’m just now realizing that I will actually need, you know, space to install these games.
Oh my. Better get back to it.
Forever Winter
Going to be adding Forever Winter onto my list of games that look cool that I’m probably never going to actually play:
I say that because it’s being described as a “co-op tactical squad-based survival horror shooter.” I have zero interest in playing with randoms anymore, let alone in a scenario that allows for an entirely novel way of griefing, e.g. making too much noise and getting caught by AI horrors.
Conceptually though? Game is Badass with a capital B.
While the above trailer looks amazing, it was actually this video that hit hardest:
In short, it seems like most of the people that are working on the game are concept artists that finally get to implement their concept art. A battle tank draped in bound, naked corpses? Flamethrower troops in spacesuits with American flags draped over their face? Yes, please. Granted, I did not quite see any of those in the gameplay reveal trailer, so who knows if they actually follow-through.
It will be interesting to see how the game ultimately shakes out. I’m a big fan of grimdark, post-apocalypse looting. Having to be weary of getting into fights that are impossible to win is also compelling. But there will need to be a real trick on how that translates into long-term fun. Will there be a story mode or overall plot? The trailers seem to indicate you may end up fighting “bosses” eventually, which provides something of a “why” to grind out whatever resources. But if the whole of the game lends itself to not attacking things, and possibly punishes you for doing so, it will be tricky to land the transition without feeling like the game itself turned into something else. Sort of like when you have a stealth game that suddenly has a stealth-less boss fight (Deus Ex: Human Revolution), or a traditional FPS with an annoying stealth level (too many to mention).
Regardless, I will be following Forever Winter with interest.
Bad Romance
Jun 26
Posted by Azuriel
Avowed is an upcoming Obsidian game that is, perhaps unfortunately, being more defined for what it’s not. As in, not Skyrim, not Baldur’s Gate 3, and so on. Instead, it’s… basically The Outer Worlds set in the Pillars of Eternity universe. Which is a thing they can do, I guess.
But one of the things the developers intentionally left out is causing some discussion: romance options.
For the record, this is generally how Obsidian rolls anyway. Fallout: New Vegas didn’t have romanceable companions, the original Pillars of Eternity didn’t have any, and The Outer Worlds teased a bit but didn’t have any either. At some point though, you have to wonder if it’s more a philosophical viewpoint, personal preference, or… a lack of experience.
On Reddit however, the thread turned into a deeper commentary on romance options in games more generally. The topic did give me some pause, as the two “camps” were not necessarily in direct opposition. On the one hand, you had people who said:
And then you have people who respond elsewhere:
I would say both things can be true at the same time. Crafting a believable game romance is difficult, and yet a paper-thin attempt is often better than nothing. Now, obviously, no one really wants it to be paper-thin, and a lot of this is predicated on the devs being able to craft companions that you care about to begin with. We’re also kind of hand-waving away what counts as a “believable romance.”
Anyway, there are some baseline improvements all devs can make who do include romance in their games. For one: how about not having the relationship start at the last Save Point before the final boss? It’s a fairly common trope in basically all media, and I understand the function, e.g. it allows players to head-cannon their own happily ever after. And, sure, sometimes whether two characters get together is the entire plot; basic relationship maintenance is much less exciting. But I would really like to see more attempts like Cyberpunk 2077 wherein you have more interaction with your bae over time. With some RPGs that might end up too complex – imagine having to script hundreds of branching combat dialog depending on when and with whom you are smooching – but even the little gestures would make things feel more grounded in-game. Again, like with Cyberpunk’s little chat messages and such.
The one argument against romance options I do not respect though is the whole “it’s usually just a checklist of dialogue choices, a quest then fucking,” therefore why even bother including it. There might be a broader conversation to be had about how media depictions of romance may lead some to incorrectly believe real-life relationships are a matter of putting in enough gift tokens until sex pops out or whatever. But also… no. As someone else more elegantly countered:
Games are gamified with game mechanics, news at 11. Love bombing an NPC with gifts until they marry you is indeed not realistic (although…). But it’s not as though the player often has any choice in the language of action available in the game. You cannot wink, joke with, twirl your hair, casually touch the shoulder of, or any of the myriad of ways we clumsily indicate and/or reciprocate romantic interest IRL. If the only way you can interact with the game world is pressing E and picking a dialog, then yeah, those are the parameters on how romance happens.
Can devs do romance better within the confines of the medium? Absolutely. I really appreciated in My Time at Sandrock how there was a clear dialog option which indicated your romantic interest with an NPC, which opened up more flirty dialog later; that would prevent the sort of (now infamous) misunderstandings with Gale in Baldur’s Gate 3. Going further, my idealized “solution” would be for the player to be able to select in a menu somewhere that you are romantically interested in character X, and then subtly enhance all your interactions (body language, etc) towards that character. That may alleviate some of gift-spamming and perfect dialog choice concerns and help the relationship progress feel more natural. Or as natural as you can do via a controller and game menus.
And, yeah, writing deeper characters with more interesting personalities works too. Obviously.
Obsidian is, of course, free to sit things out if their writers aren’t feeling it. I haven’t played Pillars of Eternity 2, but I’ve heard the romances there were especially bad, and thus the devs may be feeling it’s not worth trying again. It’s also true that not every narrative needs or is appropriate for having romance options. But I do think it’s okay to be asked about romance in any game focused on developing “meaningful bonds” between characters with dialog choices because that is a thing that happens. And many players, myself included, enjoy it even if it’s at or below trashy romance novel levels. Sometimes especially if it’s at that level.
As to whether Avowed works without it, we shall see.
Posted in Commentary
2 Comments
Tags: Game Design, Language of Action, Obsidian, Romance, Romance All the Things