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Farm-Sim Annoyances

Although I am continuing to play Stardew Valley, this experience is reminding me of design annoyances frustratingly common to the genre at large. Non-exhaustive list:

Challenge/Interesting Decisions are Front-Loaded

When you first begin any farm-sim, you have a mountain of dilemmas to resolve. Which seeds do you buy first? Do you focus on fast-growing crops to maintain cash flow or do you invest in long-term payoffs? Should you spend time clearing the farm, foraging for extra crops, mining for ore, or fishing? Do you spend your first wave of cash on building a Chicken Coop or buying more seeds? Do you focus on trying to complete the Community Center (or equivalent) in Year 1, or save that for later?

As time passes however, an inflection point is reached and things only ever get easier. Early investments in more passive income streams (Beekeeping, Animal Husbandry, etc) and Sprinklers free up all your time to do… nothing much. I mean, you could spend more time foraging/fishing/mining, but those activities were typically required to get you to this point in the first place, so they themselves may not be relevant anymore. While there may be endgame goals that require substantial amounts of cash, its achievement ends up largely a function of pressing the Sleep button over and over.

Robust (but Pointless) Cooking System Locked Behind Midgame+

It boggles my mind how consistently farm-sim games lock Cooking behind expensive home upgrades. Then comes the double-whammy of most recipes being a net-loss of income compared to just selling the ingredients – nevermind the opportunity cost of the home upgrade itself! Even worse, by the time you unlock the ability to cook, have the proper ingredients, and learned the recipes, the buffs (if they even have any) and Energy gained by consuming a cooked meal are largely irrelevant due to farm automation and/or character progression. In the Summer, I would frequently leave my farm with 50% Energy or less from watering crops. By Fall, I would leave with 100% Energy and have nothing to do to meaningfully “spend” it even outside the farm.

My assumption is that these game designers are afraid that making Cooking profitable will turn the farm-sim into basically a cooking-sim. Or perhaps Cooking itself is only intended to be another “Community Center”-esque achievement grind and/or money-sink. Nevertheless, it always just feels bad to be generating hundreds of crops and just throwing them in a bin because there is no reason to, you know, combine resources together.

Intentionally Limited Inventory Space

Managing inventory space is a key activity in several genres, but none feel so much like a punishment than in farm-sims. The primary problem is that you are typically restricted to a small amount backpack space and then given a dozen or more different crops that can have 3-4+ different quality outputs on top of tools, forage items, etc. There might be an argument that this leads to “interesting decisions” in whether to trash one item over another, but considering that this issue often appears even when on the farm, all it amounts to is an incredible annoyance of running back and forth.

Non-Trivial Amount of Trivial Combat

One of my deep-rooted disappointments in the genre is usually how little care is given to the combat side of the game. Now, yes, this is a farm-sim and not an Action RPG. And yet almost all of them feature monsters you must defeat in the Mines while you dig for ore. Presumably this aspect is included to make digging for ore more stimulating, but you know what would be even more stimulating? Supporting what ends up being 40% or more of the gameplay with some character progression.

Maybe getting random gear drops with different stats and abilities would feel a bit out of place in something like Stardew Valley – running around in plate armor isn’t quite the vibe it’s going for. Then again, there are a bunch of different weapons with stats, including weapon speed, crit chance, crit power, defense, rings with powers, and so on. Sophisticated gear systems aren’t necessary in every farm-sim, but if you are going to ask the player to engage in combat for 30+ hours, please make it a bit more meaningful than pressing left-click with the same weapon the entire time.

Tool Upgrade Timeout

The amount of necessary planning that goes into tool upgrades is quite absurd. Like, I’m never excited about upgrading my Watering Can or Axe. Instead, I’m meticulously scanning the calendar and weather report to gauge when I can safely forgo the tool for two days. And, inevitably, the next morning I realize that I needed some extra Hardwood or dig a patch of ground or whatever, and then become sad.

“No big deal. Upgrade the Watering Can the day before rain, go mine while your axe is in the shop, etc.”

Yeah, I get it. But… why have the mechanic in the first place? The verisimilitude of upgrading is too important to compromise, despite the fact that you can otherwise craft complex machinery instantly next to a wood chest? Perhaps it is to engender a sense of anticipation for how much more of the world the upgrade will unlock? I can see that… for the first upgrade tier. After that, the Watering Can becomes useless as you craft Sprinklers all over your farm, and the minute energy-per-swing savings from Axe/Pick upgrades is moot as your increased energy maximum (and ability to actually cook food) makes time-in-day the limiting factor.


I had some more annoyances written out, but I realized that many of them have become mercifully moot over the past few years. Sun Haven, in particular, slaughtered a lot of the sacred cows like only being able to Save the game when the day is over. The My Time at [X] games features a more robust combat system with more incremental gear drops. And so on. I remember reading a few days ago about another farm-sim game (whose name escapes me now) that would allow you to borrow a basic replacement tool while yours is being upgraded in the shop. Brilliant, if true!

There is a case to be made that the player friction created by some of these design decisions are integral to the fun. For example, if you could cook your first wave of crops into tasty Energy food, the entire “Energy economy” is liable to go away. Which it already does in the midgame due to Sprinklers and unlocking the Kitchen, mind you – nevermind how Sun Haven gets by just fine with no Energy bar (!!!) at all. Or how limited inventory space means you have to be more thoughtful about forays into town and/or the mines and develop a system of organizing the 37 different chests on your farm.

If this sort of friction is indeed integral, what does that imply when it all goes away in the midgame?

It could be the case that I’m playing these farm-sims more like survival/automation games than intended. If you just want to relax and farm shit with your bros and hoe, none of this really matters. “Oops, forgot to grow any Melons for the Community Center gift, maybe next year then.” I can’t imagine playing that way myself, but I have heard the same things said about my predilection towards optimization. In any case, I do hope that as the genre continues to evolve (or just iterate) one version will release that maintains the same density of interesting decisions from beginning to end.

Or maybe I should just go farm in Valheim instead.

All Roads Lead to Stealth Archer

It’s a well-established meme how players gravitate to the “stealth archer” build in games.

I was thinking about this as I passed the 25-hour mark in my new playthrough of Cyberpunk 2077 and its Phantom Liberty expansion. The original game’s Perk trees were a disaster of bad design, but even then there was a skeleton of optimization one could take towards different playstyles. In my original playthrough, I was… a stealth archer, basically. My build ended up being horribly inefficient though, as my Perks boosted damage using sniper rifles and also Netrunner hacks. As it turns out, there isn’t much of a point dealing with weapon sway while aiming and bullet drop when you can digitally one-shot enemies from an equal distance away via Quickhacks.

I vowed that my next playthrough of Cyberpunk would be different. I’d focus on a bullet-time abusing katana wielder that kicks down the front door and decapitates everyone!

As it turns out, pushing less buttons and having fewer decisions isn’t all that fun.

I really did give it the old college try. Funneled all my Attribute points into Reflexes so I could Dash and double-jump my way across the map. That bit? Super fun. In fact, I don’t even bother with cars unless my destination is more than 2 km away. When you equip the Sandevistan (aka bullet-time) cyberdeck though, it is mutually exclusive to more “normal” cyberdecks that allow you to do simple things like disable a security camera or upload Ping on an enemy to see where his friends might be hiding. Losing those options significantly reduced the fun I was having.

Also? Bullet-time + melee weapon just isn’t all that engaging. Using a combination of Dash + Leap Attack to sail through the air is cool. Once you land next to your target though, you just hold down left-click as you cut them to ribbons. There’s no finesse, there’s no real engagement – Metal Gear Rising: Revengeance this ain’t. Indeed, the sort of penultimate Perks of the Reflex tree unlocks Finisher moves intended to, well, finish off wounded enemies. The problem is that enemies kept dying to left-click before I could even see the F-key prompt.

So, I’m back to my more familiar stealth archer ways. Mostly. One tweak that I’m making is to focus on Throwing Knives and Pistols to make things a bit more interesting than just outright sniping. More ninja than archer, basically. I may have to use my one Respec opportunity to shift Attributes around to make this more viable, but its working well-enough for now.

But what I’ve come to understand is that the stealth archer archetype may have less to do with its inherit power (Sneak Attack bonuses, little risk) and more with, well, the satisfaction of pushing buttons. Quickhacking foes to death requires like two buttons; slowing time and killing with a katana requires maybe two more buttons; Sniping is one trigger pull, but requires some decisions on where to set up and the skill of aiming the headshot; infiltrating an enemy base and dispatching foes while distracting their buddies requires dozens of micro-decisions and improvisations.

That last one is preferable to me – the Tenchu series is one of my all-time favorites from the PS1 era – but it’s not always possible with the way some devs set up (or disregard) stealth gameplay. Luckily, Cyberpunk 2077 does support stealth gameplay and actually neatly avoids the stealth trivialization problem by making all endgame approaches overpowered. Which is certainly a way to solve things.

Procedural Dilemma

One of the promises of procedural generation in gaming is that each experience will be unique, because it was randomly generated. The irony is that the opposite is almost always the case, as designers seem to lack the courage to commit. Or perhaps they recognize that true randomness makes for bad gameplay experiences and thus put in guardrails that render the “procedural” bits moot.

Both Starfield and No Man’s Sky feature procedurally generated planets with randomized terrain, resources, flora, and fauna. Both games allow you to land anywhere on a given planet. But neither1 game allows there to be nothing on it. There are desolate moons with no atmosphere, yes, but in both games there will be some Point of Interest (PoI) within 2 km of your landing location in any direction. Sometimes several. And the real kicker is that there are always more PoIs everywhere you look.

There is not one inch of the universe in these games that doesn’t already have monuments or outposts on it, and the ludonarrative dissonance of that fact is never resolved.

The dilemma is that true procedural generation probably leads to even worse outcomes.

Imagine that the next eight planets you land on have zero PoIs. No quest markers, no resources of note, no outposts, no nothing. How interested are you in landing on a ninth planet? Okay, but imagine you can use a scanner from orbit to determine there are no PoIs or whatever. So… the first eight planet scans come up with nothing, are you scanning the ninth planet? At some point players are going to want some indication of where the gameplay is located, so they know where to point their ship. Fine, scanners indicate one planet in this system has two “anomalies.” Great, let’s go check it out.

But hold up… what was the point of procedural generation in that scenario? There isn’t much of a practical difference between hand-crafted planets and procedurally-generated-as-interesting planets surrounded of hundreds of lifeless ones. Well, other than the fact that those random PoIs in the latter case better be damn interesting lest players get bored and bounce off your game due to bad RNG.

Minecraft comes up as an example of procedural generation done right, and I largely agree. However, it is “one world” and you are not expected to hop from one map to the next. The closest space game to resolve the dilemma for me has been Starbound + Frackin’ Universe mod – some planets had “dungeon” PoIs and/or NPCs and many did not. Each star system has at least one space station though, so it’s not completely random, but it’s very possible to, for example, land on a bunch of Eden planets or whatever and not find an exact configuration that you want for a base.

As I mentioned more than ten years ago (!!), procedural generation is the solution to exactly one problem: metagaming. If you don’t want a Youtube video detailing how to “get OP within the first 10 minutes of playing” your game, you need to randomize stuff. But a decade later, I think game designers have yet to fully complete the horseshoe of leaning all the way into procedural generation until you come right back around to hopping from a few hand-crafted planets and ignoring the vast reaches of uninteresting space.

  1. NMS may have actually introduced truly lifeless planets with no POIs in one of its updates. They are not especially common, however, as one would otherwise expect in a galaxy. ↩︎

[Baldur’s Gate 3] (Un)Intuitive

I continue to play a lot of Baldur’s Gate 3. Indeed, I’m at 40 hours and still in Act 1.

Hey, don’t mind me.

Some of the problems I have with the game are my own fault. I was super into 3.5e D&D way back in the day, and a lot of my “intuitive” understanding of such systems are still based on that clearly superior ruleset. Just kidding – stuff like Short/Long Rests and similar refinements over the years are definitely welcome. But it did come as a bit of a shock that, say, Rogues are only able to get one Sneak Attack per round in 5e (and BG3). Back in my day, the only way a Rogue could keep up with spellcaster DPS output was being able to poke someone three times in one round and get a pile of d6s each poke.

Okay, that’s clearly my bad. But then the line starts getting a little blurry.

For example: Mage Armor says to increase a target’s AC to 13 + DEX modifier, as long as the target isn’t wearing armor. This sounds like a great bonus for a Barbarian who is already encouraged to not wear armor… but it doesn’t “stack” with their own Unarmored Defense ability (Add CON and DEX modifier to AC when unarmored). Like, I get that it would probably be a bit overpowered, but I had to reread the text several times to understand why it didn’t work – Mage Armor specifically puts AC to “13 + DEX” instead of simply increasing the base AC of 10 to 13.

Of course, that’s just the classical Mage Armor gotcha, that apparently has been getting people for 8+ years. Worked in 3.5e, by the way, but clearly if you read page 14 of the 5e Player’s Handbook: “if you have multiple features that give you different ways to calculate your AC, you choose which one to use.” Okay, Rules As Written, got it. But riddle me this, Batman… what does the BG3 spell Warding Bond do?

If you answered “create an unstoppable priesthood of clerics that only take half damage from everything,” you would obviously be wrong. Conspicuously absent from the BG3 description of Warding Bond is that the missing half of the damage you take can be found on the casting Cleric. Imagine my chagrin when I found that out, only after reading the “buff” that appeared on Shadowheart. But this is again a case of “just read the 5e Player Handbook to know how this 2023 CRPG works.”

Oh, hey, did you know that in BG3 prepared spells can actually be changed at any time outside combat? This is a big change from traditional (and 5e!) D&D rules that otherwise force you to, well, prepare which spells you can cast that day. What this means is that you can cast Mage Armor on yourself (which lasts until a Long Rest), and then drop it out of your list and put something else more useful in its place. You still use up one “casting” for the day, but now you get more options.

You can take things a bit further than that though, by having characters you’re not actively using cast things like Mage Armor while in camp. For example, you can have Gale cast Mage Armor on whomever, then swap Gale out for someone else. I had already been building my party in such a way that one person took utility spells and everyone else took offensive options, but knowing I could basically press the Camp button to essentially hotswap anyone at a moment’s notice took things to the next level. Now you can have your very own early-WoW era buffbot paladin, whose sole purpose is to stay at camp and buff your team.

Don’t worry, Astarion, you’ll always be by my side.

A lot of this highlights perhaps the biggest issue I have with BG3 at the moment: its inscrutability. A lot of the media praise thus far as been for the exact opposite, that the game is making 5e D&D or CRPGs in general more approachable. And that could certainly be technically accurate. But consider this: there’s no in-game way to determine what your characters will get at the next level up… until you level up. You can’t browse a list of magic spells. There’s a staff you pick up that gives you +1 to unarmed attacks and I have no idea how that works. Do staff attacks count as unarmed? Do you hold it in your off-hand and then make unarmed attacks with your on-hand? Does it only work with Flurry of Blows? I don’t even have a Monk character for which this would be relevant, but it vexes me.

And who knows, I might well turn Gale into a Monk next time I gain a level.

Perhaps the “average” player doesn’t care about any of this and will just take their character to level 12 just as they are. But that doesn’t mean Larian shouldn’t also include some kind of indexed in-game encyclopedia or something. If you have time for a Show Genitals button, surely you can have a Preview Level button. I would settle for a Wiki worth a single god damn, because the Fextralife one is near unusable and filled to the brim with outdated Early Access nonsense.

Anyway. Larian has indicated that they are working towards a Patch 1 with a “gigantic list of tweaks and changes.” Here’s to hoping that a little more clarity and intuitiveness is amongst them.

Impressions: Elden Ring

God damn.

If you can see it, you can probably go there.

I do not necessarily want to rehash everything about Elden Ring, as you probably have already heard loads about it. As of May 2023, Elden Ring has sold over 20.5 million copies, which made it the second best-selling game in all of 2022 (with Call of Duty taking the top spot). This is truly a stupendous achievement considering the type of game FromSoftware makes and where the Dark Souls series has come from. Although, yeah, this isn’t a Dark Souls game per se.

The overall formula has been shaken up quite a bit. Yeah, combat is still super tough, requiring patience, precise reflexes, and usually trial-and-error. Death still results in all your souls runes dropping on the floor and you possibly losing them if you die before picking them back up. You still level up in a deeply unsatisfying way, raising stats one at a time and getting vague bonuses on even vaguer secondary stats you will probably never actually use at any point in the game.

At the same time, the game feels entirely different. Dark Souls offered freedom of a sort once you got to the first main area, but nothing like Elden Ring. After unlocking three bonfires Sites of Grace, you get a double-jumping magical horse that you can call at a whim and even engage enemies while mounted. As a spellcaster, there is essentially zero downside for me to not be mounted 100% of the time. Your foes can knock you off the horse, but the mounted shenanigans fundamentally change how I approach open-world combat. I never felt comfortable just running past everything in Dark Souls, but here? Anything you actually engage is on purpose.

Round them up, let them hurt each other a bit, then blast them down.

Amusingly, there are even pseudo-stealth mechanics at play. Clicking the left-stick (these games demand a controller IMO) will cause your character to crouch, and there’s even a tutorial screen about hiding in tall grass. Again, you could backstab mobs sometimes in Dark Souls, but it typically only occurred during combat after they missed an attack, or with certain mob pathing. Now, you can practically Solid Snake your way through many areas, up to and including firing arrows at walls to make enemies turn around and investigate the sound.

I also appreciate that combat feels a lot… tighter? And more gamey at the same time? Dodge rolling is super important as always, but unlike in Dark Souls, I actually saw several times where my character clearly was hit by a sword or whatever but I had i-frames and thus took no damage. Enemy attacks seem to be telegraphed a bit better, or at least it feels that way.

At the same time, some of the weaknesses of the Dark Souls series are amplified in Elden Ring.

Sometimes the messages have been helpful.

I already mentioned leveling feeling unrewarding, but exploration (thus far) feels both encouraged and kinda punished. Caves act as Skyrim-esque mini-dungeons, filled with enemies and traps, with a mini-boss at the end. If you are successful, you are accumulating runes that you will need to spend to level up or upgrade your gear, lest you lose them. But the freeform exploration means you can never really tell where anything is, or what you are building towards. Do you spend resources upgrading your starting gear, to help you in the encounters to come? What if the very next chest or body holds a vastly superior item? What are the Intelligence requirements for spells you find soon? Where the hell even is the Sorcerer trainer?

These known unknowns are part of the “mystique” of Dark Souls and certainly would sell a lot of game guides back in the 90s, but it’s all part of the sort of design bullshit I hate. I don’t need to be optimizing for the endgame from level 1, but I do need to feel confident that the devs aren’t being obtuse on purpose. Can you miss crucial game mechanics (Ashes of War) for not fully exploring one of the beginning camps? Yes. Could you technically get by without using them? Yes. Can you complete the entire game just using Glintstone Pebble? Yes.

Would this lead to a richer, more fulfilling gaming experience? No.

Most messages are not.

It’s a fine line to walk, I get it. It’s also useless to complain about degrees of hand-holding in a FromSoftware title… although they clearly do give way more hints with the “lines of grace” on the map (or having a map at all). But I bring all this up because the end result is that I hit up the Wiki or Youtube to get one minor frustration answered and end up seeing “How to become OP in the first 15 minutes without fighting a single enemy.” Which, cool, good job constructing your game in such a way that it rewards technique and mastery in learning routes. But also, WTF, mate? I’m over here playing Elden Ring like a standard videogame with progression when I clearly should have been running past every mob just yoinking all the upgrades off the ground from horseback.

I dunno, man. The problem is: when does that stop? When do you start “playing the game” and actually tackling bosses? I encountered one open-world mini-boss recently and got clobbered, even on horseback. The typical Souls solution is to Git Gud and/or farm some more levels. I did the latter, but also spent an hour riding around and getting two additional flasks plus one flask upgrade before coming back. Beat that mini-boss and was rewarded with… crap I’ll probably never use. Not quite as bad in some RPGs wherein you can out-level gear rewards entirely, but certainly not at all on par with how powerful I had become to beat the boss. That’s certainly a unique sort of freedom, but I don’t exactly want to praise the freedom to make the game experience worse for myself.

Better or worse than infamy?

We’ll have to see where things go from here. I’m 15 hours in, zero major bosses down, still dithering in basically the first map of the game. Will things improve? Will it get worse in new ways? Who knows. If I’m casting the same two spells another 30 hours from now though, I’ll be very disappointed.

Cyberpunk Expansion

Cyberpunk 2077 is receiving an expansion called Phantom Liberty in September 2023. And even though I never finished the base game a single time… I’m excited. In fact, it’s hard for me to remember how excited I have ever been for any DLC for a game.

Why? Because the designers are actually addressing my deepest disappointments in the main game: the Skill/Perk tree and cybermods more generally.

The devil, as always, will be in the details. But we have some clues that they realize that hundreds of nodes of +3% Headshot damage is goddamn stupid. This screenshot shows how the current “Skill bush” will resemble a proper Skill Tree, with more consolidated abilities.

Then there is this hands-on Kotaku post:

CD Projekt Red has completely overhauled growth progression in a way that feels in-line with what the game always promised. If there was an alternate version of Cyberpunk 2077 where you can actually craft playstyles that don’t inevitably end with a shootout, this is it. The expansion brings new character builds and revamps old ones, and is geared toward build-defining abilities and augmentations, rather than the base game’s tedious numbers-go-up grind of incremental but meaningless stat boosts.

[…] For the hour I spent in Phantom Liberty, I played a build centered around agility, doing things I couldn’t have pulled off in the main game. I was able to dash on the ground and in the air, deflect bullets with my sword, and execute devastating finishers when I got in close. I was practically Genji from Overwatch, slashing my way through the militant forces of Dogtown. This was only one of the builds the demo offered, but a cursory glance at Phantom Liberty’s updated skill trees was enough to send my mind racing to the new possibilities.

Thank. Christ.

I’m a systems kind of guy. I enjoy thinking about possibilities, synergies, optimizations. And while it is very easy to reduce things too far and otherwise be overly prescriptive… the true danger is building your system to be boring. And Cyberpunk’s current system is extremely boring. It is full of “perks” like “Reduce draw time for pistols by 50%” and “Reduce time to aim down sights with Rifles and Sub-machine guns by 10%.” Even if the design argument is that there needs to be speed-bump perks to soak up excess points, would it kill them to make it more interesting? Why not make those perks affect all guns? Or have pistols get a 5% chance to cause bleeding, and then allow that to synergize with a different perk in another tree that increases critical strike chance by 10% on bleeding targets, and combine with a third perk that increases bleeding duration?

I wasn’t a fan of The Secret World generally – having to tab out to a Wiki to get through “basic” quests was not much fun – but its synergies between talents and such were top-shelf.

Now, is “Genji from Overwatch” potentially a bit too far? Maybe. That said, right around when I abandoned my playthrough I stopped using sniper rifles because I could already instantly kill people from similar ranges with Quickhacks without having to worry about bullet drop. So perhaps having a little Genji up in here is precisely what Cyberpunk needs more of.

In any case, the new system sure as shit can’t possibly be worse than what Cyberpunk already has. And yeah, I dare the Monkey Paw to try and jinx that one.

[Dark Souls 2 ] 45 Hours later

I’m continuing to progress through Dark Souls 2. Things have really started coming together.

Which is a shame, because it only serves to highlight how awful the general design philosophy is/was in this game. When first starting out (especially as a Sorcerer) you really don’t have the tools to survive well, presuming you weren’t already a veteran of the Souls genre. Each defeat reduces your maximum HP by 5% down to 50%, and the consumable that reverses that is not is ready supply. And you wouldn’t really know that unless you looked things up. Nevermind the invasions from other players who are likely to kill you. Which, by the way, counts as a regular death meaning your HP goes down too.

There’s no such thing as “cheesing” a fight in Dark Souls.

At a certain point though, things improve. My character was heading towards a pure Sorcerer build, but then veered off into Hexer and I’m loving it. Early on you barely have enough casts to step 20 feet from the Bonfires before running dry, but now I have 50 Dark Orbs, 75 Soul Arrows and whatever else I want to slot in. And those consumables? I have 38 of them ready to go.

Aside from being bullied in No Man’s Wharf, I encountered no other PvP invasions for probably another 20ish hours. Until Iron Keep. The fight was actually going my way for a bit, until the invader popped the Warmth spell on the bridge, a stationary AoE healing spell. Then he got in a stable rhythm for dodge-rolling my Affinity/Dark Orb casts and I was stuck either trying to bait him into overextending or run into melee myself. Eventually I baited him out, but an ill-timed block on my part (instead of just dodge-rolling) meant I got staggered and then he executed some combo attack on me that deleted 70% of my HP. Then he finished me off when I tried to stand up.

These bastards also tend to spawn after you already died and are desperate to retrieve your souls.

After the fight, I was kicking myself for not slotting in Dark Fog. See, Dark Fog is a ranged, obscuring fog that can poison foes very quickly. Aside from using it for area denial (like around his Warmth spell), it would also be good for casting spells through to hopefully give opponents less time to react. Plus, most Hex spells are hard to distinguish during the cast, so it can also bait them into rolling before/after the damage is done.

But the thing is… that’s dumb. Dark Fog has some PvE applications, but there’s a reason I didn’t already have it “equipped” in Iron Keep. That’s when I realized this is all by design. The threat of PvP is a “balancing” mechanism that keeps you from focusing on pure PvE (not equipping optimum souls-farming gear/spells), or if you ignore it, actively slowing your progress by killing you with invaders. Indeed, there are numerous spells in the game whose only real purpose is as PvP fodder – the “homing” spells are harder to dodge but deal less damage than normal, for example.

I understand the design logic. Adding PvP increases the design depth (“useless” weapons might be good against human players) and adds longevity and relevancy to your game. From what I have seen on some forums, Dark Souls 2 still has a relatively thriving PvP scene despite being eight years and two sequels old. That can be considered a design win, even if I don’t personally care for it.

Luckily for me, I figured out how to disable PvP via Windows Firewall. So I did.

And nothing of value was lost.

Time will tell if I continue playing however. One of the common criticisms of Dark Souls 2 is how much of it involves “gank squads,” e.g. enemy ambushes. I can absolutely confirm that the majority of the game indeed feels like jump scares. While the original Dark Souls had plenty of surprises, Dark Souls 2 takes them to another whole level with just an absurd amount of harassment. I appreciate that enemies do not technically pop into existence (except when they do, like the Pursuers… and Forlorn… and NPC invaders…) and thus you can often snipe them from certain angles if you are aware of them. But it gets really exhausting stopping at every single doorway and swiveling the camera around to check the corners all goddamn day. Earthen Peak in particular took ages.

“So why keep playing?”

Because I want to play Elden Ring but don’t want to spend $52 (current sale) on it. Other games exist, but when I develop an itch to play a particular genre, playing something else as a distraction doesn’t make the itch go away.

Note the boot, lest it fall on your neck.

Plus, you know, I do have fun after a fashion. The game is gorgeous, the dopamine hits from defeating bosses/unlocking Bonfires are legit, there is a tangible sense of both character and player progression, and the buttons feel good to press. In fact, if not for the HP penalty for dying (which amplifies the gank squad problem), I would rate Dark Souls 2 very high. There are a lot of improvements it brings to the formula, which I might talk about in a later post.

It’s just hard to enjoy a 1,000 mile journey with a rock in your shoe.

[Dark Souls 2] Day…WTF

I started playing Dark Souls 2 a few days ago. And I have been in a near-constant state of aghast since.

See, the devs messed with the formula, but they did so in cruel and unusual ways. It started when I made it to the first formal Bonfire only to find no option to level up. I talked to the NPC nearby twice, but still didn’t know what was going on, so I thought maybe I had to unlock it further on. So I went forward down the only path that was visible: the one leading to Heide’s Tower of Flame. Needless to say, I was very confused as to how the armored knights were an appropriate challenge for new players who couldn’t even level up yet. Then again, this was Dark Souls.

So, spoiler alert, you have to talk to the NPC near the fire THREE times before it is revealed that she is the only way you can level up in the game. You can teleport between Bonfires right from the get-go, which I suppose is handy since you’ll be coming back to the starting area dozens of times.

After dying a bunch of times to the armored knights – which were not as obviously “you came to the wrong neighborhood” as the skeletons in the original Dark Souls – I then understood something fundamental: Dark Souls 2 features failure cascades.

As you may be aware, dying in a Dark Souls game means you drop all the Souls (upgrade currency) you had collected up to that point, you get sent back to the last Bonfire you rested at, and all enemies in the area respawn. If you manage to get back to your corpse you can collect all those dropped Souls, but if you die beforehand, those initially dropped Souls are gone forever. In terms of harsh death penalties in games, it’s the industry standard for pretty fucking rough.

In Dark Souls 2, dying ALSO reduces your maximum HP by 5%. Per death. Down to a limit of 50%. What in the ever-loving Christ is the point of that? The game still prominently includes “surprise, you’re dead!” traps and ambushes, which means you spend a lot of the game with less than max health, which then makes it easier for you to die again. There are Human Effigy items you can consume to reverse the HP reduction, but they are a limited resource (at first?) which only serves to excessively punish people learning the game. Did I mention you must be in Human form (no HP reductions) in order to summon friendly NPCs/players to assist you with boss fights?

Oh, and get this: regular enemies stop respawning in an area after 12-15 resets. One might assume that this would make things easier for struggling players… but think this through. If you’re dying a bunch, about the only thing that you can do outside of “git gud” is farming Souls so you can level up and gain higher stats. But now the enemies you farm no longer exist after a dozen resets. In my particular case, I got caught in a failure cascade on the way to re-attempt the Pursuer fight. Killed the enemies on the way, started the boss fight, desperately collected my dropped Souls, then died to the boss again. Repeat a bunch of times, and now the enemies on the way to the boss aren’t respawning, and realize that if I die before retrieving my dropped Souls, not just those accumulated Souls are gone, but so are any potential Souls on that path to the boss. Again, what the fuck?

In the game’s defense, there are technically ways of getting enemies to respawn. First is the Bonfire Ascetic, which is a consumable that can be used to essentially “upgrade” an area to the New Game+ version. This, of course, means all of the enemies that respawn are the NG+ versions of themselves, which might not be an appropriate solution for someone trying to farm Souls to overcome regular enemies. The second option is joining a specific Covenant that unlocked infinite spawns… in return for a massive increase in enemy attack and defense, and a decrease in damage you deal for as long as you stay in the Covenant. So, yeah, not a great solution either.

I honestly don’t understand what the devs were going for with these changes. Did they just not like players farming Souls and experiencing incremental progression that way? Were they trying to save players from themselves? Did they intend to double-punish people who weren’t able to retrieve their corpse? The Bonfire Ascetic mechanic is a cool addition, but everything else they “added” to the formula feels like hot garbage and I really want to know why/how they thought it was a good idea.

Redfallen on Face

Redfall was recently released and the results… aren’t great.

Developed by Arkane Studios Austin, the same developers behind Dishonored and Prey, Redfall is a $70 game (also on Game Pass) pitched as an open-world, story-driven, action-shooter. The premise is that some vampires showed up in town of Redfall, and you are one of four characters with special powers that can do something about it.

The problem is that the game is terrible. And it is terrible for a lot of fundamental reasons. You may or may not have heard already about the braindead AI or the incredibly lazy art assets. Those are embarrassing corners cut that can be glued back together – update the AI, add some shaders to the chimney, ensure each area has different dead body models.

What cannot be fixed is the overall direction of the game and the utter destruction of any semblance of “immersive sim” the studio is known for.

The “open-world” in Redfall is basically dead. The enemies you face are vampires, a cult of humans working with the vampires, and more humans working with a corporation that attacks everyone on sight. However, the game itself is structured like a looter-shooter: you gain XP to level up and gain skill points to upgrade your powers, and you can loot more powerful guns from drops or in certain containers. So things play out like Borderlands… minus the inventive weapons, the vehicles, the enemy variety, the humor, or simple enemy density.

It is “immersive” that there are no NPCs running around outside, because vampires. It is also “immersive” that there aren’t zombies or a more filler enemy type that you plow through. But the end result is that you spend a lot of time walking around an empty world where 99% of the buildings are boarded up, desperately seeking any gameplay, only to face the same two enemy types over and over.

Amusingly, Phil Spencer (head of Xbox) addressed this vision problem in his recent apology tour:

Spencer also addressed a common question: Why not delay Redfall until it’s ready? (The game was already delayed significantly in 2022.)

“There are quality issues and we’re working on those, but I think there’s a fundamental piece of feedback that we get that the game isn’t realizing the creative vision that it had for its players,” Spencer said. “That doesn’t feel like a Hey, just delay it [situation]. That feels like the game had a goal to do one thing and when players are actually playing they’re not feeling that thing, that creative execution of the team.”

Polygon

Ouch.

Phil does say that they are committed to continue working on improving the game, but I have no idea how they imagine that will go. If they are going for a Borderlands vibe, they are going to need more enemies, like vampire dogs, necromancers, or anything else that might fit the “vision.” What they got right now doesn’t work. Like there is supposed to be a spooky vibe, but all the game systems revolve around you farming XP and getting better guns to farm XP faster. And while you can sort of handwave away the human body count, at a certain point the sheer number of vampires you kill as a matter of course gets ridiculous.

When it comes to game vision pivots, Fallout 76 successfully went from no NPCs to a more traditional Fallout NPC experience because the systems were already there. You technically already talked to robots and got quests and the game world supported all of that. It’s hard to imagine Redfall changing in this way. It’s not like Arkane can suddenly start leveraging their Dishonored or Prey experience, and fully committing to the Borderlands direction would make it even more generic than it already is.

Redfall was and is simply a bad idea.

Impression: Potion Craft

Potion Craft is one of the most brilliant gameplay experiences I have had in years.

The premise of the game is that you are a new alchemist moving into an inexplicably abandoned former alchemist house. As the title indicates, your job is to wake up, craft potions for townspeople, get paid, buy ingredients, experiment a bit, go to bed, repeat. Unlike a lot of other titles in this sort of storefront genre, there is no looming debt payment or other time constraint whatsoever. It’s just you, the ingredients, and a bit of alchemy.

It’s that very alchemical gameplay though that is so fundamentally brilliant and elegant and intuitive.

To craft a potion, you must move a potion icon around a map and land on a specific, potion-shaped effect. To move around the map requires you to place an ingredient into the caldron and stir. At the beginning, you start off with a limited amount of basic herbs and mushrooms. Hovering over each one reveals the properties of that ingredient, showing you where it will move the potion icon. What you will notice is that there is a sort of baseline distance you move, and then a further distance denoted by a dotted line. If that extra distance is desired, you must place the ingredient into a mortar and then pestle it as desired. Put the resulting mash into the caldron, stir, and repeat until you reach your destination.

Everything about this is so deliciously analog. When using the mortar & pestle, you do not have to grind things up fully – you can choose to stop at almost any pixel distance. Additionally, the quality tier of the potion is dependent on how close you end up overlaying the potion icons. Just touching? Tier 1. More than half? Tier 2. If you want Tier 3 though, you start slowing way down, grinding herbs just so, stirring the caldron ever-so-slightly, and diluting the mixture with water (which moves the icon back towards the center of the map) drop by drop. Until, until… ahh. Perfection.

What continues to amaze me is how… correct all of this feels. The alchemical map starts off nearly blank, and you explore its boundaries by experimenting with what herbs you have available. Finding a new potion effect on the map is exciting because you don’t know what it is until you brew it. Thankfully, Potion Craft does allow you to save custom recipes (limited by magic paper you purchase) so you don’t have to manually recreate every single potion every time. But as you help out your herb/mushroom suppliers, you get greater access to new ingredients that have different pathways. This then allows you to create the same potions with different (and usually) fewer total ingredients, improving the efficiency of your business.

Seriously though, I am deeply, deeply impressed with this gameplay. Indeed, I have spent the last three days trying to figure out if there is a term for what the designers have accomplished here, by so tightly marrying the concept of alchemy with this gameplay that embodies it. The closest I have gotten is “the opposite of Ludonarrative dissonance.” If you have better words for this, let me know.

Having said all this, I do want make an important distinction here: the gameplay is brilliant… but not necessarily engaging long-term.

There are a set of tasks that reward XP that sort of guide you through the general game, which is fine. But after about 8 hours, I have seen pretty much everything I imagine I will be seeing in Potion Craft. It is sometimes fun to realize you can use different herbs in novel ways to improve the efficiency of a recipe, but at the end of the day you are still selling a potion to a random customer for X amount of gold – once you have enough of a income stream, it doesn’t matter too much. And all that XP? It grants you Talent points which you spend to… improve the uncover distance of the alchemy map, increase bonus XP nodes on said map, and increase profit percentages. It’s a very shallow, closed loop.

There does appear to be an ultimate goal to create the Philosopher’s Stone, but it all seems kinda arbitrary. “Craft this precursor with these five potions, craft stage two precursor with these ten potions with an eclectic mixture of effects, etc.” This was all much less interesting than exploring the original map, trying to figure out how in the world you would make it past that obstacle, or figuring out that a potion which previously took 5 herbs to make can be done in two. The process novelty is very finite, in other words.

Be that as it may, I do commend the designers of Potion Craft and encourage anyone subscribed to Game Pass to give it a shot. It is a very unique, grokkable experience which is very rare these days.