My Time at Portia: Beginner’s Tips
Here are a few critical beginner tips to make your experience in My Time at Portia more pleasant.
1. Slow Down Game Speed

One of the first things I recommend doing is opening the Options screen and reducing the Game Speed. All this controls is how quickly the clock ticks in the game. So, instead of burning two hours of daylight heading over to your neighbor’s house to chat, it may only take 30 minutes to cover the same ground. This will also give you more opportunity to use all of your Stamina on digging/logging.
For myself, I pushed it all the way down to 60%. This gives me plenty of time to stock all my furnaces, talk to who I need to, and complete all my chores with plenty of time to explore a bit more before hitting the sack. If you want to burn some more daylight, you can speed it back up at any time.
2. All your Storage is Linked

Even though the game mentions this in a loading screen tip, it wasn’t until a few dozen hours into the game that I realized that all your storages are linked. What this means is that if you have one easily-accessible storage chest, you can open it and then browse the contents of all the others, even if they are inside your house (which I recommend doing to save real estate).
Why is this useful? Because you can name each chest and then put that stuff in the chest and easily find them later. I have chests for Metal, Wood, Cloth, Foodstuffs, relics from Ruins #1, Ruins #2, etc etc etc. Considering how often you have to physically put stuff on your hotbar to assemble things, it’s helpful to organize all your stuff.
3. Fishing = $$$
If you haven’t already learned this from the Fishing Tournament in the first month, Fishing is one of the most lucrative endeavors in the game. As soon as you craft your first fishing pole, you can purchase bait from Sophia’s store and then head to the fishing hole near the waterfall. Goliaths are the common catch there and each one has a book value of 350g. The King Goliaths are very rare and hard to reel in, but their book value is 5000g. I recommend not selling those until you have two, because…
4. Breed Fish for Easy Cash
At a certain point, you’ll be able to craft a fish tank. If you plop two fish of the same type (and rarity) into the tank and feed them regularly, eventually you’ll get a 3rd fish. There’s a distinct lack of any kind of useful interface with the fish tank, but basically you can dump in as much food as you want and the fish feed themselves until it runs out. As long as they aren’t hungry, another invisible timer will be counting down until a third fish appears in the tank. Just make sure you don’t accidentally pull a fish out of the tank until they have bred, because it resets to timer even if you put it back.
For practical purposes: put in two King Goliaths (or other 5000g fish pairs), load it up with food, and then 7-8 days later you will have a 3rd 5000g fish. Rinse and repeat for some nice passive income.
5. Don’t Overthink Relationships
There are a few dozen members of the Portia community, and quite a few reasons why you might want to cozy up to all of them. For example, store discounts, extra stat buffs, periodic presents, or because you want to make one of them your beau. Just don’t go too crazy with it though.
Each star or heart container represents 100 relationship points. Talking with townsfolk confers… +1 point each day. Sparring with them confers… +1 point. Playing Rock-Paper-Scissors… yeah, +1 point. While there are Skills that can be unlocked to boost these numbers, they pale in comparison to the other avenues to raise relationships. Giving gifts, for example. Most townsfolk appreciate certain food dishes, and giving them it on the daily is worth +10 points each time.
Additionally, about midway through the game, you “unlock” the ability to go on Play Dates with most townsfolk, once per person per week. If you plan out things right, you can fairly easily score +25 to +40 points in an evening. This isn’t even counting the bonuses (+20 to +35) that come from quests, or them viewing relics you place in your yard, or when you complete their Commissions.
In short, don’t get hung up on talking to everyone everyday.
6. Embrace the Dig
Early on you will unlock some Abandoned Ruins. While these locations have buried relics to chase, the biggest draw is just to find a mineral vein and dig. And dig. And dig some more. While you do need Wood to power the Furnaces that turn all of the copper (etc) ore into usable bars, the vast majority of your time in MtaP will be spent digging. So embrace it.
Also, Pro Tip: you can trade up to 999 Rock for Wood at a 1:1 ratio at A&G Construction. While you will want to keep some Rock around to turn into Bricks on occasion, this conversion will save you a lot of time if you don’t have to split your time between digging and logging.
7. Note the Economy
Prices in Portia fluctuate: down to the low 70% all the way to 135%. Every vendor is affected by the same multiplier shown in the upper-right of the vendor window. Changes are typically gradual, so you’ll have some idea of the direction things are moving. Needless to say, if you are wanting to sell things, you will get more bang for your buck saving it for high-price days. Just keep in mind that each vendor has a maximum amount of money they have each day, so you can’t exactly unload 50,000g+ of goods all at once.
On low-price days, I recommend stocking up on items from Sophie’s Store like fish bait, dough balls, and random cooking ingredients like Sugar and Rice and Cumin. You can also save a few thousand Gols by waiting for these days to purchase new armor from the clothing store.
GW2: Full Steam Ahead
Guild Wars 2 is heading to Steam in November.
The details are sketchy at the moment, but it does appear that GW2 will have the same sort of account restrictions that Final Fantasy 14 had when it made a similar move back in 2014. Specifically, you will NOT be able to migrate your existing GW2 account to Steam, and you will likely be locked into the Steam ecosystem if you do end up spending any money. For example, you will need to purchase the expansions within Steam and not from other vendors or ArenaNet directly.
Speaking of expansions, ArenaNet also teased a 3rd one coming out in 2021.
But that isn’t the interesting bit though, is it? Why is GW2 coming to Steam in the first place, 8 years after its launch? Are the financials in that dire of straits?

Based on the above figures, things don’t appear too far off from their historical levels. Which, of course, is always a risk when it comes to NCSoft and their predilection to axing “just okay” titles (e.g. Wildstar, City of Heroes). If something happens to Aion, ArenaNet should start sweating.
In any case, perhaps we should not be surprised by the move to Steam. Like already mentioned, Final Fantasy 14 has been on Steam for quite some time. And if you missed it, even EA seems to have finally capitulated and are bringing over not only their hitherto walled-off Origin library, but even their EA Play subscription. At some point the math must have worked out: additional revenue from an expanded audience > Valve’s 30% (or whatever) cut on in-game purchases.
Interesting how nobody is heading to Epic… yet?
Having said that, I’m not entirely sure how successful the GW2 transition to Steam is going to be due to two systemic issues. The first is that GW2 is still using DX9, with no particular indication that it’s even possible for them to update. This is going to lead to some very negative Steam reviews (for what those are worth) for performance reasons. It’s 2020 and GW2 is still using single-thread drivers that came out in 2002.
The second is more insidious: ArenaNet’s insane Gotcha! paywalls. The Living Story updates that occur a few times a year are free… if you happen to log into the game and unlock them before the next one comes out.
Everyone else, including 100% of all Steam players, are going to face a screen like this one:

I suppose it could technically be argued that these are optional story content, but really the overarching plot in GW2 makes (even-) less sense if you are sticking just to the expansion pieces. You will be seeing completely new characters while your own character talks to them as if they have known them for years. Plus, there are certain maps and vendors thereon that make gearing up incredibly easy in comparison to the alternatives.
Steam already has a lot of “F2P” exploitative cash grab titles available, and I don’t think GW2 does itself any favors so obviously slotting itself into that crowd. But a lot can happen between now and November, so perhaps we will see a surprise bit of competence from ArenaNet. Either including the Living Seasons for free (ha) for everyone or bundling them with the expansion purchases (which should have occured from the start). We’ll just have to wait and see.
A Slower Drip: My Time at Portia
My typical gaming M.O. is to choose a different genre of game after focusing on one in particular. So after Forager, I should have picked something that was not another crafting/farming/grinding game. Following that ancient edict just left me with not wanting to play anything at all though. So, realizing that I am an Adult© with the means and opportunity to do Whatever the Hell I Want™ I decided to head right into My Time at Portia.

It’s good to be back.
My Time at Portia is a Harvest Moon/Stardew Valley game set in a bizarrely upbeat post-post-apocalypse future. There are ruins and collapsed buildings in the skybox, there are tales of the Age of Corruption, and even a period of darkness in which the skies were blackened for over 300 years. And yet the hero who cleared the skies is a man named Peach, the monsters you fight are things like Panbats (bats with panda faces) and sea urchins that float around with the help of balloons, and similar nonsense. It is all very cartoony and whimsical and doesn’t take itself especially seriously.
One element I do like that shakes the formula up a bit is how your character is a Builder and not a farmer. You can have farm plots and a stable and grow things if you want, but the primary mechanism of advancement is, well, building things. You can take one Commission a day from a posting board (“I need 3 Rubber Belts”), townspeople will occasionally ask you to build an irrigation system for them, some elevator needs repaired so investigations into water supply issues can be resolved, and so on. A lot more crafting than farming, in other words. This solves the sometimes awkward problem of having unlockable crafting tiers of items that you only ever make one of and never use the crafting table again.

While it has been an enjoyable game thus far, I do think I am over-optimizing the game a tiny bit. I am not even past the second season yet and have already unlocked and am using the highest-tier tools and Workbench. There are still longer-term items to purchase (expanded housing plot, etc) and upgrade, but I am primarily “done” in terms of exciting progression, e.g. needing a specific tool to gather a particular resource. We’ll see how the rest of the game pans out.
Having said all that, I am certainly doing what I enjoy. It is not ARK or 7 Days to Die or more freeform crafting-survival, but My Time at Portia scratches similar itches for the time being. It also feels more relaxing than even Stardew Valley, as you can tweak settings like Day Length to give yourself more time to explore/talk to townsfolk. If this is what you’re looking for, well, you found it.
Mainlining Forager
If you ever need to know what my game type is, look at Forager.

Forager is distilled, crystallized, crafting/collecting. Everything is stripped down to their elemental components. You are on an island with constantly respawning resources… like every 20 seconds. You bash trees and rocks until you build a Furnace, which you use to smelt iron and gold into bars to craft more buildings. You get XP for everything, and on level-up you get Skill Points to unlock new buildings, buffs, and gear. Once you have acquired enough gold currency, you can “purchase” new islands, which you build bridges to reach. Said islands expand your access to resources, including new ones, along with enemies and item drops. Rinse and repeat, until you have unlocked half the world and you have automatic resource gathering (to an extent), banks minting gold for you, while you are off scraping the landscape clean with lightning wands and magic scrolls.
The first time I booted the game up, I played for three hours straight.
What is extra interesting to me is examining the components of Forager in terms of other games I play and enjoy. Stardew Valley, for example. You can technically farm in Forager: there is a shovel tool for digging plots, a Windmill building to create seeds from already-gathered plants, and even sprinklers to automatically water said plants. But plants in Forager bloom in like 30 seconds. And you’re just as likely to get a similar yield just blasting everything on the screen along with piles of other components. So not really like Stardew Valley at all.
Now that I think about it, Forager is kind of like a parody of survival/crafting games. Similar to Progress Quest back in the heavy JRPG days, or Cow Clicker during the rise of Facebook games. As it turns out, sometimes parody becomes more fun than the game it makes fun of.
I will reach a natural satiation point eventually. It may be very soon, as most of the progress I can make at this point is grinding currency for the remaining islands. There is no deeper meaning here, or even particular sense of lasting accomplishment. This is decidedly a wirehead experience. But until my tolerance level reaches its peak, I will continue mainlining this game with no regrets.
Sometimes you just need gratification, instantly. In which case Forager has you covered.
[Fake Edit] Oops, apparently I am done. There is no final boss, I have already completed all the dungeons, bought all the islands, and done all the easy upgrades. No sense grinding for more powerful gear to face non-existent threats. Those 16 hours were a blur.
FF14 is Going F2Pish
Even after repeated attempts, FF14 has never managed to hook me. Part of the reason is because I am mostly done with the MMO genre in general. Another part is that FF14 is front-loaded with dozens and dozens of hours of irredeemably bad, garbage questing. The bar is pretty low for MMO questing, sure, but when everyone pontificates on how FF14 has the greatest story of all time, the “*only after 60+ hours of terribleness” asterisk is usually missing.
Nevertheless, I had heard of plans that the devs were going to overhaul the vanilla experience to make it less of a slog. Eyebrow raised, I made a mental note and went on with my life.
Well, the time is nigh.
Patch 5.3 is slated for August 11th and it includes:
- Main Scenario Questline Update: A Realm Reborn – The A Realm Reborn main scenario questline will be reworked to give new players a more streamlined experience as they progress through the story leading to Heavensward. Additionally, players will be able to use flying mounts to take to the skies in A Realm Reborn areas upon completion of The Ultimate Weapon quest.
- Expanded Free Trial – The free trial will now allow players to enjoy unlimited playtime up through level 60 and will also include access to Heavensward content, an additional playable race (Au Ra), and an additional three playable jobs (Dark Knight, Astrologian, and Machinist).
It is difficult to get precise information regarding how “streamlined” is streamlined. I have heard estimates ranging from 13%-30% of the quests have been removed, and other non-removed quests have gotten trimmed back in terms of required items. If after all this I’m still asked to run a dungeon to collect cheese for my own banquet, then I’m going to expect some dev seppuku in the future.
One of the bigger surprises though, was the second bullet point. Square Enix is expanding the Free Trial from level 35 to level 60, and including all content of the main game and the first expansion, including the new race and classes introduced. And keep in mind this trial is not time-based. For all intents and purposes, this makes the front half of the game F2P.
As it happens though, this will only be for “new” players. If your account has ever paid money to Square Enix, you are ineligible for any such trials. Which means if I come back to FF14, I will have to abandon the characters I already leveled. From *checks calendar* 2017. Which… okay, whatever. Hopefully the skids are greased enough that I can pass through the utter tripe of the starting experience and get to the supposed good stuff and see for myself if FF14 is the second coming.
My guess is No, but I have been wrong before.
The Outer Hype, Also
I finished Outer Wilds last week. Finally.

As with its similarly named cousin, The Outer Worlds, I walked into this experience under the cloud of effusive praise. Polygon named Outer Wilds Game of the Year 2019 and added it to their Game of the Decade list (#25). Which… makes sense, I guess. It would be kind of awkward for a GOTY to not be good enough for the decade.
But if Outer Wilds is Game of the Year 2019, then 2019 must not have been a good year for games.
To be fair, there are a number of praise-worthy elements to Outer Wilds. The premise of a time-loop mystery is fairly unique (Majora’s Mask notwithstanding). The lack of any form of combat is similarly rare. The game does a really nice job of simply letting you jet around the solar system right from the get-go. The soundtrack is great and the visuals and setpieces can be breathtaking. In truth, there is a lot to like here. The fact all this novelty and ambition came from an indie dev with a dozen people is the commendable bow on top.

It’s just that… the game isn’t for me. Or possibly you.
Everything was great for about two-thirds of the experience. Once you get the controls down, you can wake up from the beginning of the time loop and be orbiting any planet in the solar system within minutes. The impending supernova did grate on my nerves a few times, as it always seemed to occur when I was 90% done exploring a specific location, requiring me to make a return trip to finish up and then suiciding so as not to limit exploration time somewhere else.
As with all videogames though, things escalated from there. Exploration started requiring some gnarly platforming, where failure often resulted in survival… but lost minutes, of which you only ever have 22. So it may as well have been death. Then the game required gnarly platforming AND specific timing. It wasn’t enough to discover where you needed to go for the next clue, you also had to be there at a specific timeframe.
Up to this point, I had been doing everything on my own. But when I encountered a particularly annoying timing puzzle I could not solve after repeated attempts, I was ready to abandon the game. As is often the case, when I broke down and looked up the solution, it was something that should have been obvious. But immediately following that one sequence were many more that would not have been obvious (to me) at all. Still later sequences require you to sit on your hands for 7+ minutes before getting the opportunity to finish navigating a hallway that becomes impossible to complete within 30 seconds of the window of opportunity opening. Who is this fun for?

And that’s the $25 question. Or in my case, $17.80. And the answer is: Not me.
This should not have been much of a surprise. I don’t actually like Adventure/Puzzle games. Or more specifically, I abhor games in which you can come to a hard stopping point and flounder around not even knowing what it is the game is asking you to do. Can’t beat a boss? Gain more levels, or memorize its attacks, or try a different strategy. Can’t get into a locked room? Well, unless there are some movable statues right outside or a monster with the key, then good luck. There could be any number of reasons why the door is locked, up to and including the fact you aren’t supposed to go through the door. And when the solution ends up being “attach a probe to it and then wait FIFTEEN MINUTES for the entire structure to be sucked into a black hole and ejected out into space and then go through a different opening altogether,” I’m not exactly happy at the designer’s cleverness.
Nevertheless, I am glad I played Outer Wilds, if for no other reason than to see for myself as to whether it is a transformative experience. Again: not for me. I can see how it could be for some people though. Maybe. I’m not really sure, actually, because I find it difficult to imagine the sort of person who is capable of working through the entire game without a guide and also receptive to its underlying message. The guides I used didn’t ruin any of the details, but the experience itself gets a bit disjointed when you’re Alt-Tabbing every few minutes.
But if you are a fan of timed, Adventure platforming roguelikes though, you are in for a treat.
Generic Elements Got to Go
Is there anything more boring than Fire/Ice/Lightning/Earth damage?
I had been playing Fell Seal: Arbiter’s Mark, and it’s a pretty boilerplate Final Fantasy Tactics clone. Which is fine! But what I am getting immensely tired of is how all these RPGs just copy/paste generic Elemental damage into their games. It’s a tad egregious in Fell Seal because the Wizard class actually unlocks different elements as you move down the class tree, as if Thunder 1 did anything different than the Fire 1 you unlocked earlier. It’s literally the same damage. No frills, no multiplier, no nothing. Sure, you will be sad when you face lava zombies or whatever, but there is nothing else special about any of it.
Contrast that with Divinity: Original Sin 2. Fire spells can… light things on fire. Ignite oil slicks, explode poison clouds, inflict targets with a damage over time effect. Ice spells can slow/freeze enemies, create slippery ice on the ground, and so on. You will still have a bad day when your Pyro-centric character encounters lava zombies, but at least that’s a thematic choice that has consequences beyond the different colored numbers. It’s tough fighting indoors with a Pyro, for example.
The other frustrating aspect in copy/paste elements games is that there is a hidden “best choice.” In Fell Seal, all the different elemental weapons I have access to are the same price in the shop. But, on average, how many fire-themed enemies am I going to face versus something else? It’s not even as though I have a particular idea of what’s coming up. “Next stop is big desert theme area… let’s not pick Fire weapons.” That would be lame, but at least it’s something. Nope, just all blind choices.
It’s awful, it’s lazy, and it’s a “choice” that developers keep putting into games that actively reduces the meaningful options a player has. Go bold with your elements or go home.
Impression: Outer Wilds
I started playing Outer Wilds this week.
So far, I’m only 22 minutes in.

…five or six times. You know, because the solar system explodes and time loops back around.
I don’t think I’ll be talking much about the experience of Outer Wilds as I go along, because a lot of people have gone to great lengths to not “spoil” anything. Not that I have encountered anything in-game that might constitute a spoiler yet. Supposedly the game can be completed in 20 minutes if you know the right place to go, but… of course it can. The sun explodes every 22 minutes of game time, so by definition it has to be solvable within 22 minutes.
What I will say though, is that Outer Wilds has not thus far been anything approaching peaceful or idyllic or an explorer’s dream or anything of the sort. That seemed to have been the impression I gleaned from reading other posts about it.
In my first foray in space, I brought my spaceship over to some interesting orbiting debris, took a space walk to explore, and when I turned around I realized that my ship had floated away. Or rather, was in a rapidly decaying orbit around the goddamn sun. So I chased after it, damn near skimmed the surface of said sun, and then was slingshotted out into the abyss of space where I eventually suffocated in the darkness, alone.

That was the “first death” too, so I had to watch it play out in its entirety. Kind of fitting, I guess. On all subsequent screw-ups, you can use the menu to manually reset the time loop at will. But that kind of starter experience really sets a tone.
After that, I started exploring an ocean planet with constant, horrific tornadoes that are so strong that they LAUNCH THE ISLANDS YOU WALK ON INTO SPACE. That was a fun second experience. After surviving re-entry somehow, I died walking off a cliff, not having realized a jetpack at full thrust was unable to overcome the planet’s 2.0x gravity. The next few deaths were “only” due to sun explosion as I tried exploring some other ruins. Fun times.
So, yeah. Outer Wilds. Fun in the way I imagine Alien Isolation or the Chemical Plant level in Sonic 2 can be considered fun. But I’m getting the hang of things, and hopefully the experience will improve as time goes on. And loops again. You know what I mean.
Fell Seal Complete, plus tips
Just beat Fell Seal: Arbiter’s Mark after almost 60 hours.
Quality of the gameplay remained high throughout the campaign. I could probably have shaved ~20 hours or so off the time to complete, but I enjoyed getting most of my team to a point where they had OP combos and synergies. The plot itself is nowhere near Final Fantasy Tactics, but the dialog is surprisingly humorous and there are some slight twists. The main thing that could be improved was the lack of different battle music, but luckily what exists is not annoying.
There is some “post-game” areas and New Game+ options – and some DLC just dropped – but I do not anticipate coming back. I got my fill of the systems and progression; anything else would be going through the motions, like grinding out the rest of a Civilization match.
Gameplay Tips
I would not consider the following to be “spoilers,” but if you want to know nothing else about the game systems, you should probably skip this part. This is merely the text I wish I was able to see as I started playing the game.

Units gain AP after battle in two ways. Everyone who participates in the battle get a large chunk (110ish for random encounters, twice that for Story) of AP for their primary class. There is a second, smaller “Vicarious” AP gain (~40) that is doled out to each battle participant based on the primary classes of the other participants. So, for example, if you have a Knight, two Wizards, a Mender, a Mercenary, and a Scoundrel in a battle, then the Knight will get some AP towards its own Wizard, Mender, Mercenary, and Scoundrel classes, and so on with the other 5 people.
The above is useful to know because some of the best-in-slot Passive abilities comes from Classes that are only unlocked after some esoteric prerequisite classes. For example, if you want to unlock the Assassin, the chain goes:
- Assassin
- Gunner 4
- Mercenary 4
- Knight 4
- Ranger 4
- Scoundrel 4
- Gunner 4
That doesn’t actually seem that bad for a martial class, aside from the ranged portions. But something like the Warmage or Fellblade will require some Mender and Wizard levels, which can be awkward for some of the story characters. Luckily enough, all you really need is for there to be A Wizard or Mender in the party for 10-15 battles, and you’ll have enough AP to level the class to the minimum to unlock the higher classes. Characters get that Vicarious AP even if they have not yet unlocked the the class in question; it will be waiting for them once they do.
It’s not immediately obvious, but Kyrie is the main character of the game – she will be required for the vast majority of story missions. The other story characters can be unavailable for 1-4 missions.
Debuffs are very important throughout the whole game (including the final boss). Some boss-esque characters have 999+ HP that is much easier to chew through when you give them Bleed/Poison (% HP loss), for example. There are very deadly characters that are NOT immune to Sleep or Berserk, which means you can essentially delete their turns while you mop up the flunkies.
At the beginning of each battle, before deploying units, you can actually go into the unit screen and re-equip or change up abilities or whatever else based on what it looks like you’re facing. Is there water on the map and enemies who can move your units around? Equip some Flippers on your guys that can’t swim. Poison water around? Equip the rings that give immunity to Poison. And so on.
The most useful classes I found were Knight, Fellblade, and Assassin, surprisingly in that order.
The Knight’s Defensive Hit is probably the most damaging attack you will have for the early game, especially if you stack armor. Knight also has Taunt, which inflicts Berserk 100% of the time from two squares away, which can turn an enemy mage into an ineffectual melee attacker or make an enemy bruiser kill his own team. Life Font (gain HP when moving) is something I slotted into all of my characters, which pretty much removes the need for a dedicated healer.
Fellblade was pretty much my “default” class for all my characters due to versatility and debuffs. Sleep Slice to delete enemy turns, Poison Slice for high HP targets, Evade Magic as a counter-ability to ignore magic-users entirely, and Black Blade as a backup attack that deals magical damage and inflicts Blind. Plus, the Malice passive makes sure your debuffs have a good chance to stick.
Assassin is pretty much a splash class. What you’re really going for is Dual Wield, which enables some crazy damage. The ranged Blind and Sleep abilities are nice, but usually only have a coin-flip chance to succeed. Sabotage can be incredibly powerful in certain situations though. Specifically, if there is water in range and an enemy unit who cannot swim – Assassin hops in water, use Sabotage to switch places with enemy, instant death for them.
The sort of ultimate damage combo is a character with Dual Wield passive and Warmage class. Use Infused Edge, and your character will get two attacks plus an elemental bonus attack (or other spell). Personally, I was fine with Dual Wield + Attack Expert (Scoundrel’s passive +Attack based on level) and two weapons that had debuffs on hit. Indeed, I strolled into the final battle with story characters having primacy classes of Scoundrel and Knight.
Don’t forget the lowly Rock. It has a 100% chance to hit and always deals the full damage (50 when maxed out). This is useful for monsters that have crazy defense values like those jellyfish spellcasters, or even enemies with 30% evasion.
The crafting system is… annoying. Always go to Component View to see what your other crafting options are before using a resource you don’t think you can easily farm back. SAVE YOUR QUALITY THREAD. It’s a mid-tier Component used in an endgame armor (light helmet) and is supremely difficult to get any more once you’re in said endgame.
Who Buys Games Anymore, part 72342
Jul 31
Posted by Azuriel
Carrion came out a few days ago, and I was intrigued after reading a review. Basically, it’s a “reverse horror” game where you control the writhing mass of teeth and tentacles as you eat your way out of a research facility. Probably not groundbreaking, but seems like a fun little game to pass the time. Was it worth $20 though? Maybe I’ll just add that to my Steam wishlist and call it a day.
Oh… or I can apparently play it right now on Xbox Game Pass.
I honestly can’t even. How does this business model work? I have the following games installed and ready to be played at a moment’s notice:
Those are mostly indie-esque games, but they could be Dishonored 2, FF15, the Gears series, etc.
There apparently was an Xbox or Microsoft or whatever event a week ago, where they demoed a few of the upcoming games. I hadn’t been paying attention at all, until I started hearing people talk about STALKER 2. I enjoyed all three games of that series, jank and all, so hearing that there was a, erm, “sequel” coming out was great news. Bottom text, though? “Coming to Xbox Game Pass on Day 1.”
Also? State of Decay 3. Xbox Game Pass on Day 1.
Also? Destiny 2 and all (?) its expansions coming to Game Pass in September.
I’m paying like $5/month for this shit. How? The “catch” of course is that games rotate in and out all the time. I own none of these games. There really isn’t any modding supp… oh wait, there is. What?
The last time I used this title was a year ago, when I waffled on whether I wanted to buy Forager. Guess what’s on the Game Pass now? That’s right.
It’s kind of an open question on how much I would be willing to pay Game Pass, if it were not actually only $5. People still pay $15/month to play Battle for Azeroth for some reason, so that’s probably the floor. $30/month? I’m halfway to completing a $20 game that just came out, so maybe. Especially if it was a scenario in which I could sample/beat a lot of high-profile games all in a row.
Microsoft is not sponsoring this blog, I swear. But at these prices and with these games, they don’t need to.
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Tags: Carrion, Consumer Surplus, I Can't Even, Value, Who Buys Games Anymore?, Xbox Game Pass