1000xRESIST Complete

I finished 1000xRESIST about a day or so ago. Verdict: it’s very good.

Then what are you even good for?!

Also, fair warning, it’s longer than you think. I kept getting into sequences where I’m like “oh they’re wrapping things up” and… nope. Another entire section. And then another. Total playtime for me was 13 hours. The game doesn’t overstay its welcome or get too diluted necessarily, but it’s one of those things you should keep in mind as you play.

Speaking of “playing,” as previously mentioned, 1000xRESIST is definitely on the walking-simulator side of things. You have to talk to certain people to move the story forward, but you can also run around and talk to a bunch of different people too. I very much encourage you to do so, because there were surprisingly poignant side stories that were tucked away in unassuming spots. That said, there are definitely some really cool time jump sequences where you can bounce back and forth to navigate around obstacles. Plus, the devs really mix things up with perspectives at times.

Still cutting me deep, BBF.

So… what’s it all about? It’s tough to go in deeper than a surface level without getting into spoilers.

Essentially it’s a sci-fi story wrapped in a coming-of-age story wrapped in generational trauma and real-world (Asian) political events. Specifically, the Hong Kong riots of 2019. At times, this both worked and didn’t work for me. There is a kind of banality when it comes to political metaphors in fiction, IMO, especially when things are so on-the-nose. The 3-Body Problem book series starts out with Mao’s Cultural Revolution, but it’s not about the Cultural Revolution. With 1000xRESIST, the game is mostly about the Hong Kong riots back in 2019 and ensuring diaspora; not only were the parents of Iris protesters who eventually fled, but the alien beings who invade are labeled Occupants, the deadly disease they bring causes you to leak water from your eyes (tear gas), etc, etc.

That said, the rest of the dialog and interpersonal relationships within the game make it worthwhile. Seriously, I ended up taking over 100 screenshots throughout the game from when the writing shocked me and/or made me abruptly laugh. The banter is witty, biting, and sometimes all too real. The shifting gameplay elements are unique and kept things interesting. I’ve mentioned it previously, but I also extremely enjoyed the world-building language of the game as well. Still want to use “hair to hair” IRL.

Mercy.

Overall, I enjoyed my time.

Broken FOMOmeter

It’s really sad to see games at 40%+ discounts still end up being almost $40.

I guess it’s not that much of a difference back (in my day) when games MSRP’d for $60, but psychologically… nope. Not doing it. Dragon’s Dogma 2 is probably not the best example either.

Even with all the other sales going on, it was ironically Satisfactory that most recently broke my internal FOMOmeter. I typically try to stock up on cheap games to assuage my ephemeral gaming moods, as not doing so can lead to ruining an experience by forcing myself to play something else. In the depths of mainlining Satisfactory though, I would throw some discounted games in my Steam cart… and leave them there. A few days later, I would check back and realize they were no longer on sale. *Empty cart*.

A few cycles of that and the spell was broken.

We’ll see how long it lasts, but so far, so good. If nothing else, the fact that Satisfactory is an indie game that consumed my life for 120+ hours whereas I have a literal graveyard of half-finished AAA titles should give me pause. Or maybe I’m just fully into survival-crafting/deckbuilding/roguelike/automation territory now. It can go either way.

Decemberiment

Trying an experiment for December: just post stuff as I go.

Finished a second session of 1000xRESIST. It’s been a long time since I’ve taken so many screenshots. Looks like… 58 total, so far. Not really because of the visuals, although those are good, but rather the sometimes hilarious, sometime brutal dialogue.

Burn.

And then you get into stuff like this.

Okay then.

That’s not really brutal, but most of what I’ve taken have spoilers so, yeah.

The experience has been great overall, although it is absolutely a walking-simulator style game. You walk around, talk to people, get pulled into crazy sequences, do some very light puzzle work with time skipping, and, uh, fly around by shooting at glowy purple things? It’s kinda weird.

Model indeed.

The other thing I wanted to briefly talk about here is that I really, really enjoy the general weirdness of the made-up words/phrases it has. “Hekki ALLMO,” “Sphere to Square,” “Six to One,” “Hair to Hair,” and so on. A lot of games and/or media stick in random crap into dialog to enhance the “realness” of the fictional world, but many times it feels forced or otherwise a token effort. Think of all those fantasy games where people exclaim “By the [#gods]!” and basically nothing else. A Handmaid’s Tale did a fantastic job with its phrases; Game of Thrones had a lot of phrases, but, eh, sometimes felt more (ironically) rote than meaningful. 1000xRESIST lands much closer to A Handmaid’s Tale. Maybe it’s the repetition or something like the smaller scale of interaction.

Or maybe it’s just fucking catchy and evocative. “Hair to hair” is nonsense, but you could make sense out of it. Standing back-to-back? Being linked genetically? Regardless, it’s cool.

Review: Zero Sievert

Imagine a top-down pixel STALKER roguelite with a dash of Escape from Tarkov and that’s Zero Sievert.

The general gameplay loop is:

  • Take a train to one of six randomly rearranged zones
  • Loot, kill, maybe complete some radiant-style quests
  • Stay alive long enough to get to the extraction point
  • Offload junk back in base, buy/craft things, prep for the next scavenging run
  • Repeat

That may sound a bit reductive, but honestly, that’s the game. And I can say that out of the 40 hours that I played, I had fun for almost 30 of them. Which is good! Probably. I just wish that all of the hours were fun, rather than slowly succumbing to an aching grind and increasingly vague story progression.

In the beginning, everything is dangerous and exciting. Wildlife can kill you in seconds, you have no armor to speak of, your weapons are likely terrible in comparison to Bandits or others you encounter. The first time you kill a Bandit and realize you can just take their (damaged) gun and armor though? Exhilarating. You will end up needing to loot a whole bunch of related items to earn enough cash to make repairs, but the feedback loop goes hard. Death means you lose all progress since you arrived via train, with the harder difficulty options actually resulting in your losing everything you had equipped too. Don’t worry, just losing your time is punishment enough, as there is no guarantee that the enemies you face will even have the gun you are hoping to see the next time around.

After a while though, the veneer rubs off. You cap out progression-wise, with the guns and armor you wanted, and you’re still slogging your way through story missions increasingly filled with hundreds of mutant foes. Then there are times when a late-game quest says to explore a lab, but what it meant was talk to a dude first then go to the lab, as otherwise you spent 40 minutes to accomplish nothing. And once that’s done, your next mission is to explore the last zone… but it’s not an option until it’s unlocked. Somehow. No, seriously, there was no active quest that indicated how to unlock that last zone. According to forums, you have to complete some random number of missions to finally get it to populate. Which… nah, I’m done.

Overall, I’m not mad with Zero Sievert. It was fun until it wasn’t. The v1.0 release happened just last month and it’s very clear that, like a depressingly large amount of Early Access titles, it was released more for dollar reasons than design reasons. For example, you can talk to friendly factions out in the world and you have the same Talk/Quest/etc options that you would back at base, but they never have anything to say. Although such NPCs have very short lifespans, I could see future updates fleshing out that mechanic a bit better.

In any case, that’s Zero Sievert.

Game Passed

As you know, Game Pass has been good to me over the years. I haven’t been playing as much, but it definitely still feels worth the subscription. Recently, I even started playing through the last portion of the Starcraft 2 campaign (Protoss) which I missed back in the day. Definitely looking forward to STALKER 2 as well… maybe a year from now when they work out all the bugs.

Then again, I recently logged in and saw this message:

Specifically, that message was regarding Coral Island. I enjoyed my time well enough, got decently far within the game’s narrative and just sort of trailed off. Which was strategic in a way, because the game wasn’t actually done – there was a very obviously cordoned-off Savannah biome, among other things. And here I am, a year later, and the game is leaving.

There does appear to be a convoluted method of finding and porting your save file over to the Steam version. Or, you know, just buying it from Microsoft. Either way, the value proposition in that is a bit dubious. I’ve already played for 46 hours… am I really going to pay $25+ to reach whatever “endgame” is available? On the other hand, it also feels bad losing access. Which, of course, happens all the time with Game Pass. It’s just that I haven’t actually been burned in quite this way before.

Oh well.

Review: Satisfactory

I have finally completed Satisfactory after 123 hours.

My primary endgame base. I’m… more of a function guy.

Satisfactory is an automation game in the same vein as Factorio, aside from taking place in a first-person perspective of a very detailed 3D world. Like all of the other games in the genre, the goal is to craft a series of production buildings to harvest, smelt, and otherwise produce an ever-more complicated string of widgets to achieve certain milestones that unlock fancier widgets that require other widgets to produce, et cetra. The joy and satisfaction comes from planning and then executing these complicated production lines and witnessing the factory coming to perfectly efficient life.

Well, mostly efficient. 80/20 Rule applies.

I’m not an expert on the automation genre. Previously, I played Factorio for a few hours and bounced off; Dyson Sphere Program was starting to get good, but then it left Game Pass. So, coming into Satisfactory, I was a bit skeptical. It is difficult at this point to tell whether it was the genre itself that finally clicked for me, or whether Satisfactory itself had enough tweaks to the formula to break through, but… it did. In a big way. I played nothing else for almost four weeks straight. The genre jury is still out for me, but thus far the evidence points to the latter.

Nice. OK, back to hunting Hard Drives…

The first thing to understand about Satisfactory is that resources are infinite. When you find an Iron Vein and plop a Miner Mk1 on it, you will receive 120/minute of Iron Ore. Forever. Believe it or not, this is not actually common in the genre. What this certainty allows for is the construction of permanent supply chains. That 120/minute Iron Ore can be fed into enough Smelters to output 120/minute Iron Ingots, which then get split into different conveyer paths leading to Constructers outputting X/minute Iron Plates and Y/minute Iron Rods. The only time things would slow down/stop is if your power grid goes down or if there is nowhere for your end products to go.

That sort of subtlety of design ended up being the secret sauce for me. Is perfect efficiency required? Nope! It may just take longer, and maybe you’re okay with that. Progression in the game comes from taking ever-increasing volume (and complexity) of goods and blasting them into space. If they want 1000 of something and you’re making 5/minute, well… it’s your choice whether to do something else for 200 minutes or try to pump up the other number(s). Maybe you need to tap another Iron Vein somewhere to increase supply. Do you know of an untapped node somewhere close, or will you need to explore? Do you transport the raw ore back to your home base, or just the finished products? Have you unlocked alternate recipes via Hard Drives found in the world that could change entire production chains? I swear to god, Civilization’s “One More Turn” got nothing on this game.

It is hard to identify downsides, as this genre is new to me and I obviously had a lot of fun in this one. Something I will say though, is that there was somewhat of an insurmountable dissonance between the need to automate and the need to explore in Satisfactory. Hitting Milestones and unlocking new resources like Coal? Absolutely, let’s prioritize setting some Coal Generators up. Inbetween that though, there is an entire alien world you can (and should) explore. Not just for its own sake, but because there are Hard Drives that unlock (unfortunately) random alternate recipes, and alien artifacts that will similarly change the way you play the game later. But when can you explore? Those “wait 200 minutes” Milestones I mentioned before don’t arrive till later, so it’s more of a dilemma between “wasting” potential factory output time or just turtling up at your base and exploring only after 80+ hours.

Pictured: the limits of my exploration after 80 hours.

The latter of which, ironically, is very possible because the devs actually over-engineered the world.

Seeing YouTube videos of other peoples’ massive factories and dozens of train track lines made me originally believe that sort of thing was going to be required. Surprise! Not at all. Part of the reason the world is large is because the devs give you the option of several different starting locations. But also… just because, apparently. The sheer size of the world naturally encourages you to invest in the more advanced transportation options, although you can certainly just run conveyer belts everywhere. Or be like me and spend 80 hours along a little tiny slice of the coast until more esoteric recipes required me to branch out. I guess my point is that you have options in exploring early if you want. Or not.

(Somewhat) Pictured: my entire base and all outposts, minus the oil fields around the far cliff.

What more can be said? Satisfactory is great. I’ve spent more hours playing it than Skyrim, Fallout 4, Dragon Age: Origins, and actually most other games. Is it better than all those? Nah. I would personally rate a good survival title over Satisfactory any day, let alone a meaningful RPG experience. Buuuuuut… if you want possibly 120+ hours of almost-pure wirehead experience, this game has you covered.

And sometimes that is exactly what you need.

Welp – 2024 Election Edition

I suppose they do say you get the government you deserve. And apparently we deserve to be fucked.

For my own grief processing and prognostication, let’s speculate for a presumed posterity:

  • Certainty – End of all US support for Ukraine, eventually leading to a “negotiated peace” whereby Russia annexes even more of the country. Ukraine will not be able to join NATO, of course.
  • Certainty – Full-throttle support of Netanyahu’s Israeli government and the continued purge of Palestinians. This is arguably already happening, but it will be dialed up further.
  • Certainty – Climate is fucked. Not only has the current Supreme Court already gutted Federal agencies’ ability to regulate environmental impacts, Trump has vowed to cut things further. We may already have hit some inevitable tipping points, but inaction – let alone acceleration – is not something we can afford.
  • Certainty – Massive increase to federal debt. Despite tax cuts never paying for themselves, Republicans will approve Trump’s corporate/income tax cuts and the government will generate less revenue as a result. Weird how that works.
  • Certainty – Trump will escape all legal accountability and revel in naked, in-your-face corruption. For example, elevating Judge Aileen Cannon to Attorney General or, you know, having an open bank account pipeline directly into Trump’s pocket via DJT stock.
  • Likely – Economic recession and/or collapse. Trump has vowed to implement broad, across-the-board tariffs (e.g. regressive taxes), including potentially replacing Federal Income taxes altogether with tariffs. Additionally, Trump will appoint Elon Musk to a potential cabinet-level position with a broad mandate to cut government spending from… somewhere. The only real place to do so with any impact would be from Medicare and/or Social Security. Meanwhile, Trump is also promising mass deportation which, regardless of where you fall on the issue, will result in economic upheaval. See: Florida.
  • Likely – Rollback of mandatory vaccines and general societal health initiatives, and increase in childhood polio (!!!) and measles. Trump has invited RFK Jr (aka brain worm guy, aka dead bear cub prankster, aka whale decapitator) to “go wild” on health in his administration. RFK Jr is deeper in the conspiracy tank than even Trump, and will use the platform to broadcast nonsense further. Only the best people.
  • Likely – Continued attacks on the legal rights and general humanity of LGBTQ+ individuals. In particular, banning (directly or indirectly) gender-affirming care for all ages.
  • Possible – Nationwide abortion ban via Comstock Act and/or removal of FDA approval of mifepristone.
  • Possible – Elimination of the ACA and general upheaval in the health insurance market as a result. Reminder: the ACA was “saved” by John McCain back in 2017. Other reminder: “Preexisting condition” used to be a thing that denied you coverage and can absolutely be a thing again. Other other reminder: having COVID is absolutely a preexisting condition for dozens of things.
  • Possible – All the absolutely batshit crazy Project 2025 ratfuckery.

There are some people – a majority, apparently – that may consider all this alarmist. After all, we had four years of Trump already, and he did not build a wall that Mexico paid for, among other things. I guess we will have to see. Because isn’t that fun? Chaos at the highest levels! What will the aggrieved mind of a 78-year man with a family history of dementia think of next? Stay tuned!

Hi-Jacked

Guys. Satisfactory has hijacked my brain. I’m not entirely sure what’s going on, but I have played basically nothing else in the last two weeks. I’m not into this genre, but I’m apparently into this game.

And I’m not even done. I mean, probably kinda sorta close? Still got two endgame items to factorized in this phase, neither of which I can build yet, and have spent the last three days working my way to harnessing Nitrogen gas. I think there is one more phase after this, but maybe not. Who knows.

Regardless, for now this shit has me wireheaded something fierce. Bounced off Factorio, didn’t get too sucked into Dyson Sphere Program in the days before it left Game Pass, but Satisfactory is apparently my jam. I doubt that I’m into it enough to like start another playthrough or whatever, but goddamn.

Looking at that list though, I don’t think it matters much. It has already joined an esteemed company.

In any case, that’s where I’ve been and/or will be for the foreseeable future.

Autobivalence

I have a love/hate relationship with automation games, like Factorio, Dyson Sphere Program, Satisfactory, and others.

Ratios? Who needs ratios?

On the one hand, they mostly satisfy the survival-adjacent itch of accumulating resources, building a “base,” and otherwise growing stronger each play session. Any game where you can think about it offline and come back the next day and be better off for having pondered, is a huge win in my book. These games should be localized entirely within and up my alley.

I also hate them.

The most clever I’ve felt in this genre for quite some time. TWO whole sciences!

Long-term readers know that I very frequently engage in “optimizing the fun” out of the games I play. There are two corrections to make here. First, “optimizing the fun” is a strange way of rephrasing “leveraging my full mind towards achieving success.” By no means am I implying that I’m some genius or whatever, but I do enjoy not having to handicap myself in Perk/Skill/Talent/Strategy selection because the designers left in some obviously OP power. If a given move is powerful, I’m going to utilize it, even if the game is less fun as a result… because the game is already less fun if I have to ignore imbalanced shit. Looking at a list of available choices and finding the surprising synergies of given combinations is precisely the fun I’m looking for. Optimization is fun.

However, this is where the second correction comes in: I dislike trial-and-error, e.g. reinventing the wheel, e.g. the grunt work. This is where all the automation games lose me. While it is technically optimization, I do not find it at all fun or engaging to spend hours rearranging conveyer belts to increase production by 5% or whatever. That’s assuming I would even know how to make things better, which I honestly do not. Indeed, it irks me every time in these games’ tech trees when Blueprints are unlocked, as it confers the assumption any of my macaroni factory art is worth copy & pasting. But I also know that just copying the perfected blueprints of others would “rob” me of a lot of the gameplay of these titles. So… I usually just struggle, flail about, recognize I’m not having fun, and uninstall.

Oh yes, let me just get my blueprint button ready…

Having said that, I am playing Satisfactory in 4-hour increments every evening for the past few days.

I was playing Dyson Sphere Program (DSP) a few days before that, as I saw that it was leaving Game Pass and so I wanted to give it a whirl. While DSP was fun enough, it really reminded me a lot of Factorio which I had bounced off of. Conversely, Satisfactory improves (IMO) a lot on the general formula. For one thing, the “tech tree” unlocks by consuming regular items rather than abstracted science cubes. The actual tech unlocks are are immediately grokkable too, like a faster conveyer belt, new building, unlocked resource, or whatever. In DSP, I would research 5-6 things in a row without actually understanding what (if anything) they did or how it would impact my factory until later.

The main thing though is that I “cheated” in Satisfactory. More specifically, I watched a Youtube series on compact, scalable blueprints of various buildings. I’m assuming someone out there would consider that cheating. But here’s the thing: it actually unlocked the game for me. I have heard of things like “main bus” and “manifold” and similar jargon before, but all that did was make me feel as though there was a secret language that everyone was just supposed to know. After watching the series of Youtube videos and recreating them inside the game, I understood. Even better, the designs weren’t 100% efficient. Which meant I had a choice: sacrificing Efficiency for Quality of Life (i.e. simplicity).

We’ve upgraded to Lasagna art. Next stop, Gnocchi!

That’s the secret about optimization: it’s always in relation to something else. Maximum widgets/min? Sure, there’s one answer to that. The most widgets/min while also maintaining your sanity and/or having fun? Something something Sid Meier interesting decisions!

Anyway, I’m at 30 hours in Satisfactory and counting. There are some elements I’m not too fond of – it’s hard to justify exploring the map before you spend dozens of hours setting up a factory to output stuff in your absence – but overall it has been surprisingly… satisfactory.

Frostpunk 2

I have played and completed Frostpunk 2 via Game Pass in about 15 hours.

Just your usual minor minor miners problem.

Frostpunk 2 is a sequel to the original both narratively and from a gameplay perspective. New London survived under the Captain’s rule in this alternative history 1899 ice age, but with his death, the fate of the city now rests in the Steward’s (aka your) hands. With a much more zoomed-out perspective, you must carve out space for various districts, explore and set up outposts, and placate diametrically-opposed factions whilst also ensuring the city never falls to the cold.

In the original game, the “plot” was broken into various Scenarios. With Frostpunk 2, there is a single narrative thread composed of five Chapters, throughout which your city progress is maintained. This continuity resolves a lot of the issues I had with the original game, wherein tech tree unlocks seemed pointless considering you barely had time to research any of them before the Scenario was over. Continuity also makes your early decisions much more important, as you continue to receive the benefits of it for a dozen hours. For example, your scouts might discover wreckage and give you a choice: gain important materials, or get +800 Workforce permanently. Choosing the resources might get you out of an immediate crisis, but there actually is a “long-term” to consider here.

Potentially less grimdark and more… grimacedark

Of course, that also becomes a problem. Although I beat Frostpunk 2 in ~15 hours, realistically the game was over after about 8 hours. By the time Chapter 3 rolled around, I had maximized the citizens’ Trust, all Factions supported me, and I was running a surplus of every material with an immense stockpile behind it. I played on the equivalent of Veteran difficulty, and so it’s possible that this is an indication I should have challenged myself further. However, I doubt harsher RNG events and a poorer start will make some of the “binary” choices/tech less obviously OP. If anything, I am now much more savvy to which Laws are critical to unlock early and which can wait.

On the other hand, the likelihood of my playing again is kind of low. Having a strict narrative thread means experiencing the same events in the same order, exploring the same map, and maybe making different choices for roleplaying purposes. The game is extremely engaging in the moment – way “worse” than the Civilization “just one more turn” hour evaporation – but a lot of that depended on the consumption of novelty. There is an Endless Mode option available, although how interesting that may be is dubious; as I mentioned previously, there are actually ways to end up effectively infinite even within the base game. Best I can do is hope there are updates in the future that add new Scenarios in.

Spoilers!

Overall though, Frostpunk 2 is an extremely slick and fun city-builder for the time I spent with it. Given how much was changed, it’s hard to say whether someone who loved/hated the original would find the sequel any better. It’s on Game Pass though, so it’s relatively easy to give it a whirl.