I am done with Nightingale, (presumably) for now.
I stand by all of my prior reporting, including the original Impressions post. There is a lot of potential with the game and its central realm-walking conceit, the ability for it to introduce fantastical creatures, an absurdly complex crafting system, and how great it feels to move around and exist in these magic(k)al worlds. Overall there is a lot to like here, and Steam tells me I spent 39 hours playing Nightingale. That’s pretty good for any game, let alone an Early Access title.
That said… there is still a long way for Nightingale to go.
The first problem is the consistently uneven difficulty spikes. Right after completing the tutorial island, you are shuttled off to Sylvan’s Cradle, a realm suffering from corruption. This corruption impacts you as well, with a realm-wide massive debuff to passive healing. You are then confronted almost immediately with a new type of Bound enemy that is insanely aggressive and hard-hitting, along with all mobs in general being at “level” 20. Your own gear progression is dependent on collecting higher-tier Essence and spending it to unlock new recipes and crafting tables. And therein lies the rub: you must suffer through being wildly underpowered until you grind enough T2 Essence to spend to craft gear to get back you on par.
And, spoilers, you will smash into the same wall again two realms later with T3 Essence.
By itself, uneven difficulty isn’t that big an issue, although the devs have gotten themselves in a bit of a pickle with the hard T1/T2/T3 Essence delineations. To me, the more relevant problem is a lack of consistent vision when it comes to crafting more generally. There are stats like Injury Resistance that sound important (damage reduction?!), but end up being worthless (prevent sprained ankle). Under Alchemy, they have things like a potion that fills your hunger meter. Literally, why? Food is everywhere and the importance of food buffs means you must be eating all the time. There are other potions to reduce being hot, which is also easily solved by equipping an umbrella, nevermind the fact that heatstroke or whatever simply limits your Stamina regeneration.
One aspect that is also utterly bizarre is the very thing Nightingale cannot afford to fuck up: realm-walking. Specifically, the absolutely nonsense direction they are heading with the Minor Realm cards. Shortly after completing Sylvan’s Cradle, you get the recipe to start building your own portals. Opening a portal means crafting and consuming a Major Realm card to one of the three available biomes (Forest, Swamp, Desert). Minor Realm cards can be used at a Realmic Transmuter within that realm to tweak “the rules” and usually the weather in the process. At first glance, there appears to be a lot of Minor Realm cards, but the more you look at them, the more questions you end up having.
The first group of Minor Realm cards are environmentally cosmetic, which is fine. Cleansing makes the realm turn back to default settings, Foresworn Skies makes it look like a black hole is overhead, Tempest makes it rain all the time, and so on. Then you have some pure upside cards like Feast/Tavern that boost food buffs, Angler makes fishing easier, Treasury lets you farm Essence. Then come the tradeoff ones like Dragon’s Hoard, that boost treasure chest contents but increases damage taken. Fine.
But then you see Blunderbuss that literally says:
Play this card to increase the damage you deal with shotguns, the yield when crafting shotgun ammunition as well as the damage you deal with magickal ammunition, while reducing the damage from other guns.
What? The devs included realm cards for pistols and rifles, by the way, so don’t feel left out. Additionally, there are realm cards that improve the yield of refined building materials, of wood, of ore, of crops, of meat/hide. All separate, of course, and occur only after the realm visibly shatters into a new form from the use of said card.
I’m honestly struggling to identify the design goal here. Is it intended for players to radically remake the realm in order to craft extra shotgun shells, and then revert it to another form to increase the yield on Wheat? Or should this encourage players to turn their primary residence into the City of Doors with portals to themed realms and otherwise endure the loading screens for marginal gains? Why are there output-related cards at all? Tempest makes it rain all the time, which means your crops will always be growing without needing to be manually watered. That sort of thing is what I consider good design – it’s subtle, intuitive (after a fashion), and atmospheric (literally). But then you have Greenhouse/Farm card which just straight-up increases plant growing speed and yield “for reasons.” Are these placeholders? Please tell me these are placeholders. Although placeholders for what I have no idea.
By the way, realms can only have one Minor Realm card at a time. Again, WTF mate? When I first heard about this portal system, I imagined being able to mix and match cards to craft bizarre realms like a very mountainous swamp or whatever. No Man’s Sky this ain’t. Instead, it’s just three procedurally-generated biomes with different skyboxes and min-max bonuses. Granted, there is a Trickster card that lowers gravity and shuffles up resources sources – chopping down trees give meat, skinning creatures gives ore, etc – but most everything else is rote. Safe. Sanitized. Much like with Starfield, you also end up seeing the same POIs and ruins over and over again.
Technically, there’s still time to right the ship before Nightingale runs out of road, to mix metaphors. Well, maybe. I doubt the realm generation code is flexible enough to accept blended biomes. Or maybe the original three will stay as-is and we’ll see others like Snow, Volcanic, and maybe some kind of Chaotic realm. Actually, I just found a quote:
“I think once we get a new biome out there, that will cement the last piece of the puzzle in terms of how we will create content going forward,” Flynn muses when asked about 0.6 and beyond. “There’s a volcano biome, there’s an Arctic and a jungle biome, all currently in discussion right now as to which one we’ll do first.”
Well, there you go. I do think that if they keep the bizarre Blunderbuss-esque Minor Realm cards around, they need to have it as an augmentation to an environmental-style Minor Realm card. That may lead to clearly-optimized combinations like Tempest + Farm, but they should either lean all the way into the nonsense or throw away half the cards immediately. When I think “Victorian gaslamp-fantasy adventure,” what does not come to mind is rewriting the rules of fae realms to make just my pistols better. Now, opening a realm to where all the Bound are wielding pistols and/or there are giant enchanted pistol enemies? That sort of thing is interesting.
Getting devs to gamble on “interesting” is not easy. Especially not when they’re already on their heels.
Running Out of (Fae) Road
Sep 27
Posted by Azuriel
I am done with Nightingale, (presumably) for now.
I stand by all of my prior reporting, including the original Impressions post. There is a lot of potential with the game and its central realm-walking conceit, the ability for it to introduce fantastical creatures, an absurdly complex crafting system, and how great it feels to move around and exist in these magic(k)al worlds. Overall there is a lot to like here, and Steam tells me I spent 39 hours playing Nightingale. That’s pretty good for any game, let alone an Early Access title.
That said… there is still a long way for Nightingale to go.
The first problem is the consistently uneven difficulty spikes. Right after completing the tutorial island, you are shuttled off to Sylvan’s Cradle, a realm suffering from corruption. This corruption impacts you as well, with a realm-wide massive debuff to passive healing. You are then confronted almost immediately with a new type of Bound enemy that is insanely aggressive and hard-hitting, along with all mobs in general being at “level” 20. Your own gear progression is dependent on collecting higher-tier Essence and spending it to unlock new recipes and crafting tables. And therein lies the rub: you must suffer through being wildly underpowered until you grind enough T2 Essence to spend to craft gear to get back you on par.
And, spoilers, you will smash into the same wall again two realms later with T3 Essence.
By itself, uneven difficulty isn’t that big an issue, although the devs have gotten themselves in a bit of a pickle with the hard T1/T2/T3 Essence delineations. To me, the more relevant problem is a lack of consistent vision when it comes to crafting more generally. There are stats like Injury Resistance that sound important (damage reduction?!), but end up being worthless (prevent sprained ankle). Under Alchemy, they have things like a potion that fills your hunger meter. Literally, why? Food is everywhere and the importance of food buffs means you must be eating all the time. There are other potions to reduce being hot, which is also easily solved by equipping an umbrella, nevermind the fact that heatstroke or whatever simply limits your Stamina regeneration.
One aspect that is also utterly bizarre is the very thing Nightingale cannot afford to fuck up: realm-walking. Specifically, the absolutely nonsense direction they are heading with the Minor Realm cards. Shortly after completing Sylvan’s Cradle, you get the recipe to start building your own portals. Opening a portal means crafting and consuming a Major Realm card to one of the three available biomes (Forest, Swamp, Desert). Minor Realm cards can be used at a Realmic Transmuter within that realm to tweak “the rules” and usually the weather in the process. At first glance, there appears to be a lot of Minor Realm cards, but the more you look at them, the more questions you end up having.
The first group of Minor Realm cards are environmentally cosmetic, which is fine. Cleansing makes the realm turn back to default settings, Foresworn Skies makes it look like a black hole is overhead, Tempest makes it rain all the time, and so on. Then you have some pure upside cards like Feast/Tavern that boost food buffs, Angler makes fishing easier, Treasury lets you farm Essence. Then come the tradeoff ones like Dragon’s Hoard, that boost treasure chest contents but increases damage taken. Fine.
But then you see Blunderbuss that literally says:
What? The devs included realm cards for pistols and rifles, by the way, so don’t feel left out. Additionally, there are realm cards that improve the yield of refined building materials, of wood, of ore, of crops, of meat/hide. All separate, of course, and occur only after the realm visibly shatters into a new form from the use of said card.
I’m honestly struggling to identify the design goal here. Is it intended for players to radically remake the realm in order to craft extra shotgun shells, and then revert it to another form to increase the yield on Wheat? Or should this encourage players to turn their primary residence into the City of Doors with portals to themed realms and otherwise endure the loading screens for marginal gains? Why are there output-related cards at all? Tempest makes it rain all the time, which means your crops will always be growing without needing to be manually watered. That sort of thing is what I consider good design – it’s subtle, intuitive (after a fashion), and atmospheric (literally). But then you have Greenhouse/Farm card which just straight-up increases plant growing speed and yield “for reasons.” Are these placeholders? Please tell me these are placeholders. Although placeholders for what I have no idea.
By the way, realms can only have one Minor Realm card at a time. Again, WTF mate? When I first heard about this portal system, I imagined being able to mix and match cards to craft bizarre realms like a very mountainous swamp or whatever. No Man’s Sky this ain’t. Instead, it’s just three procedurally-generated biomes with different skyboxes and min-max bonuses. Granted, there is a Trickster card that lowers gravity and shuffles up resources sources – chopping down trees give meat, skinning creatures gives ore, etc – but most everything else is rote. Safe. Sanitized. Much like with Starfield, you also end up seeing the same POIs and ruins over and over again.
Technically, there’s still time to right the ship before Nightingale runs out of road, to mix metaphors. Well, maybe. I doubt the realm generation code is flexible enough to accept blended biomes. Or maybe the original three will stay as-is and we’ll see others like Snow, Volcanic, and maybe some kind of Chaotic realm. Actually, I just found a quote:
Well, there you go. I do think that if they keep the bizarre Blunderbuss-esque Minor Realm cards around, they need to have it as an augmentation to an environmental-style Minor Realm card. That may lead to clearly-optimized combinations like Tempest + Farm, but they should either lean all the way into the nonsense or throw away half the cards immediately. When I think “Victorian gaslamp-fantasy adventure,” what does not come to mind is rewriting the rules of fae realms to make just my pistols better. Now, opening a realm to where all the Bound are wielding pistols and/or there are giant enchanted pistol enemies? That sort of thing is interesting.
Getting devs to gamble on “interesting” is not easy. Especially not when they’re already on their heels.
Posted in Commentary
2 Comments
Tags: Armchair Game Development, Early Access, Game Design, Nightingale, WTF mate?