Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Sunday, August 6, 2023

Drama Drama Drama!

Just a quick one today as I'm eager to work on this 40K project, and then get some more gaming in.

One of the best parts of any RPG are the characters.  From the witty companions who provide comic relief, to interesting villains you can't help but root for a little, good character writing can make up for a lot in a game.

Baldur's Gate has had its share of memorable characters.  From Boo and their ever faithful companion Minsc, to the cunning and menacing Jon Irenicus, the original PC games are full of interesting souls to fight along side and against.  Baldur's Gate helped cement this, not just through memorable cut scenes and dialogue, but was also one of the first games to popularize party banter.  This meant that while it was more powerful to travel with your own party of hand crafted PCs, it was almost always more fun to craft parties around your favorite party members.

However, this does come with some downsides.  In order for characters to be realistic, they have to have their own goals, motivations, views, etc.  If two characters conflict with each other, that conflict needs to be present in the game for the characters to feel real.  This is great for writing and entertainment, not so good when you're trying to put together your dream team.  Additionally, Baldur's Gate 1 & 2 used characters to provide some balance to alignment.  Nearly all the best characters in each game, often both in power and writing, were evil.  So while being evil tended to be harder, you got some really good parties from it.

This second point seems to have been addressed right from the start by Larian.  At no point so far has the concept of alignment reared its complicated head.  The designator isn't in character creation or on any character sheet.  Even spells like Protection from Good and Evil refer to supernatural creatures and not alignment.  It feels much more like character interactions are determined organically, rather than just, "Your evil, I don't like you!"

The first point is a little bit harder.  As I mentioned before, I'm playing a pretty heroic type of character.  But at least two of my current party members are all business and don't have a lot of patience for my desire to help people, even if I argue that it'll benefit us in the long run.  Additionally, if characters aren't getting along, that can severely threaten party composition.

Here Baldur's Gate III has a few answers too.  The first thing you can do if you don't want to deal with a party member disagreeing with your tactics, is the classic table-top method of going behind their back.  If you can't get the Paladin to closely examine the fine yet rustic architecture, then what they don't know can't hurt them.  In BGIII, you can send party members back to camp by talking to them.  They can be a bit snippy about this, but so far it doesn't seem to affect relations.  That doesn't mean they won't have anything to say about my Paladin deciding to pursue an alternate objective, but it might keep them from being mad about the actual conversation.

I do somewhat wish BGIII had a more modern party interface though, if only at your camp.  It would be really nice if we could change party members through a menu when we leave camp and swap items freely between everyone while we're there.

Baldur's Gate allows you to address party composition too.  You can gain an NPC that travels alongside you and can respec your characters.  Simply get 100 gold, then talk to them with the character you want to respec.  This allows you to keep the original characters and still have a custom party, if even for a price.  There are apparently some narrative issues here though, as the game's story and dialogue will still treat them as their original class.

So there you have it!  Just wanted to talk about some fun ways BGIII let's you keep a lively, well written party, without having to suffer mechanically.  For now, I've still got a ton of data entry to do!

Saturday, August 5, 2023

Something Old and Something New

I honestly thought I'd made a blog yesterday!  Shows you how out of it I can get.  At the same time, I'm not surprised.  This bug just won't die, and I'm starting to get really frustrated with it.  But I'm sure many of you think you know a better reason why I didn't get a blog up, and you'd be half right.


GETTING THAT WORK DONE

I actually got a decent amount of work done on project yesterday.  I've still got a lot of work on the main big one, which I'll discuss more in the future, but I think it's going well.  Still, I don't think it will be ready when I want it to be, especially with this bug and recent releases.  So I'm going to finally be running out of 40K content to cover.  So I'll probably be covering broader gaming topics in the future, and might even go into Combat Patrol.  I do also still plan on doing that "What I Got Wrong" article.

So you almost certainly know that Baldur's Gate III came out for PC yesterday.  As soon as I got up and gotten comfortable, I immediately setup the download.  But with the day one patch, that was over 200 MB, leaving me plenty of time to do some work while done.  However, I eventually needed to take a break, and the download wasn't done.  And I had some YouTube vids I wanted to listen to for research.  So I wanted something to relax to for a bit that would still let me split my attention.

And I'd just happened to have downloaded something else recently that I've been meaning to play.


LOOKING FOR THOSE SURVIVORS

I hadn't played Vampire Survivors or any of its clones yet.  But I have Game Pass, which means I have access to it.  So I decided to finally give it a try.

And yeah, I think it's a ton of fun.  I actually kept playing it after Baldur's Gate III finished installing.  It's actually kind of crazy how thematically similar the two games are.  Both are incredible call backs to classic games that are now being redefined in our current era.  But while Baldur's Gate is evolving and refining its formula, Vampire Survivor redefines it.  And the interesting thing is that it does so by taking away one of the most crucial systems in video games.

If you've never played the game, Vampire Survivor is a throw back to classic horde style Arcade Games of the past where wave after wave of enemies comes after you.  From watching gameplay, the game looks at first like it's reinterpreted these classic games by combining a twin-stick shooter with Rogue-like systems.  Not even the first game to do that, right?

Except it's not a twin-stick shooter.  There's only one stick.  There isn't even an attack button.  The only thing you can do in Vampire Survivor is move your character.

And it's crazy how much of a difference that makes in the game play!  It makes you completely rethink how you play a game.  Instead of focusing on wiping out the incoming enemies, instead you're focusing on planning out your build and determining the best paths to your objectives.  Every so often you encounter an enemy you really want to kill, and then you'll start focusing them down.  But the way you do so is completely different from any other game.

And there's so many other clever things they've done.  Instead of getting points or experience automatically, you have to pick it all up.  And the waves, of course, get more powerful as the time goes on.  So you have to balance making sure you're killing enough enemies and picking up enough XP with making progress through a map.  And then, of course, you have the items and builds and the recipes, plus old school style unlocks.

Yeah, I got addicted really quickly.


THE MAIN EVENT

After dinner, I finally sat down to enter a new Baldur's Gate adventure!

And wow, it felt like coming home.  For all the improved visuals and cutscenes, the new version of D&D, the new turn based combat, the modern dialogue systems, it still feels like a Baldur's Gate game to the core.  I'm still enjoying exploring, meeting the new characters, putting my party together, and, of course, planning my way through the RPG systems.

For my first character, I've of course gone with trying to make an Erdrick.  I'm using a Paladin with the Oath of Devotion in this game, as I have in prior games.  What took me by surprise though, is I also got to make a Morrigan for my game too.  I haven't met her in game, let alone figured out what her purpose was, but that was a delightful surprise.

Since the game has only been out for a day, I'm not going into even the tiny slice I've played so far.  For now, I have five characters at my camp, and have completed my first dungeon.  It's quite the cast, so far, and I can't wait to see what secrets this rogues' gallery is hiding.

But that'll be it for now I think.  I'll probably talk about the game more in the future.  I'm going to try and get some more work done before The Sword Coast calls again.

Tuesday, August 1, 2023

Exile Con 2023 Part 2

In case you couldn't tell, Path of Exile II was definitely the star of the show of ExileCon 2023, the majority of its time and panels dedicated to it.  But it was not the only game getting coverage.  As I said in the last blog, GGG still plans to support the original Path of Exile for the foreseeable future.  And League Start is just a little over two weeks away.


PATH OF EXILE: TRIAL OF THE ANCESTORS

https://www.pathofexile.com/ancestor

In the new expansion, we'll be traveling with our old friend Navali to the Karui afterlife.  There, under the gaze of Hinekora, we will join with the greatest warriors of the Karui tribes in a great Tournament!

Yeah, it's time for a DBZ afterlife tournament arc!

Yes, that's right, Navali returns alongside her Silver Coins.  Only now, instead of prophecies, we'll be gaining entry into the tournament.  There, we'll assemble a team, plot out our strategy, and try to defeat the enemy Chieftains for game changing rewards.


Path of Autobattle

GGG loves riffing on popular trends in gaming.  From Pokemon to Battle Royal, many of their leagues, events, and April Fools jokes have been the devs trying to interpret something in their game.  We've had an endless dungeon, tower defense, Rogue-like, and I'm sure we'll get more in the future.  Some people are already saying Path of Exile II is a Souls-like!

In this new form of endgame content, we'll be putting together a team of legendary warriors and beasts, each with their own unique abilities, to defeat our enemies.  The goal of each game is to destroy the enemy totems before they destroy yours.  And if you die or fail, it's not game over.  The tournament is double elimination, so you get a second chance at victory.

Yes, you heard right, dying doesn't count in the tournament!  Since Hinekora is watching over you as her guest, you can't permanently die in this content.  Hardcore characters can experiment and try different strategies without fear.


Sweet, Sweet Loot!

But of course, what do we get for fighting in this tournament?  To start with, each Chieftain you can challenge has their own rewards you can earn if you defeat them.  This means even if you don't win the tournament, you'll still be rewarded for your time.  Additionally, challenging various Chieftains will be part of how we earn new heroes to join our team.

One of the new items you can get from these battles are Tattoos.  These Tattoos are used on specific small notables on your passive tree to change their bonus.  So you can turn a +10 Strength node into a Fire Resist node, or a +10 Int node into a Lightning Damage node.

If you win the Tournament, Hinekora will offer you special rewards.  One of these can be special tattoos that can change one of your +30 Attribute passives into a new large passive.  But that isn't the only new unique reward you can earn this way.

Probably the most common item you'll earn from winning the Tournament is an Omen.  These are one use consumable items that are automatically spent when you obtain a certain trigger.  It could open a Town Portal when you die or give you a huge damage boost when you level up.  Chris immediately put the obvious fear to rest during this announcement.  You can only use one Omen in any given area, so their won't be any benefit to filling your inventory with them.

But the chase item will almost certainly be Hinekora's Lock, a special currency item that let's you know the result of the next currency you use on an item.  This is an extremely powerful effect, as it drastically improves your most valuable currencies, so I'm betting these will not be easy to get.  The most obvious use would be to drop one of these on the item you're trying to perfect and then you might be able to check what each of your currency items will do to get the best effect.


Not So Forbidden Anymore

Like any expansion, the Trial of the Ancestors isn't the only content we're getting.  The first big announcement is that Sanctum League has gone core.  You will now be able to find Sanctums as tradeable items.  Each Forbidden Tome you find will grant you access to the first floor of the Sanctum.  After you complete that floor, you'll receive a new Tome that locks in your current Sanctum run.  You can then use that Tome yourself to keep your run going, or trade it to other players if you don't think you can make it.

GGG has also made improvements to Sanctum.  One complaint I had with the mode was that it completely nullifies your character's defenses.  So if you're playing a melee bruiser that relies heavily on Damage Reduction and Life Gain to clear content, Sanctum was all but impossible.  Now, your defenses will grant you a persistent passive effect within the Sanctum, allowing for builds that previously couldn't do well to possibly have a chance.  The encounters have also been rebalanced, and new rooms and encounters have been added.


Guardian and Chieftain Changes

While Guardians were still played, they'd clearly fallen behind the other Ascendencies.  And Chieftain has been struggling for a while now!  So this League, GGG is trying to improve these two Ascendencies.  Guardian is mostly an upgrade on what it could already do.  The largest change is that two of the Guardian passives give you access to all new minions.

Chieftain has been reworked from the ground up.  And while some of the passives are similar to what existed before, some are completely unrecognizable.  The Chieftain still has lots of ways to build pure fire if you want to dive deep into the Avatar of Fire archetype.  But Tukohama now gives your body armor Level 30 Ancestral Call and Level 20 Fist of War, allowing for 7-link Strikes and Slams before you add in Uniques.  There might be some real potential here!


Your Atlas Your Way

As part of GGG's continued effort to allow us to craft the endgame experience we most enjoy, they've added 16 new Keystone Passives to the Atlas Tree.  Most of these greatly overhaul an endgame mechanic in fun and interesting ways.  I won't get into all of the ones Chris revealed, but by far my favorites were the two Keystones that let you set off one massive explosive for Expeditions and that let Tormented Spirits possess you respectively.  Probably the one I was least enthused for is the one that lets us craft the Vaal Side Areas.  Though I did perk up a the mention of a Unique Vaal Side Area . . .


The Build Ideas!  They Won't Stop!

We're finally getting some meaningful meta shakeup in the form of 14 new Support Gems.  Each of these looked really cool, and provide significant new ways to modify your skills.  I'm sorry, but I am going to go through all of these!

Corrupting Cry supports War Cry skills and causes them to inflict Corrupted Blood on enemies in the radius.  Your exerted attacks also inflict Corrupted Blood.  Could a melee Bleed build finally be viable again?

With Returning Projectiles Support, Bow will probably still dominate the Bleed meta.  This support skill does exactly what it says on the tin, piercing all enemies on the return flight.  The most obvious use is to combine with any Projectile skill that does something on hit.  Kinetic Blast sounds fun to me!

Minion builds are hurting, but the Fresh Meat Support might help with that.  It gives an immediate buff whenever you summon the supported minion, granting Adrenaline, Increased Critical Strike Chance, and increased Critical Strike Damage.  SRS is back!

Flame Wood might be a fun one to try with the new Chieftain.  It causes supported totems to fight back with a mortar shot anytime they're attacked.  What's that?  They changed Arohongui so that your totems automatically taunt enemies?  Well isn't that interesting!

And while we're talking Totems, Sacrifice Support causes the spell to use a portion of your life, or a totem's life, when cast.  In exchange, the spell deals a portion of the sacrificed life as additional Chaos Damage.  I wonder if there's a way to get that Exploding Totems mod from the last league . . .

And if you're interested in the changes to Guardian, Frigid Bond supports a Link skill to cause the Link between you and your target to deal a Cold DOT.  Sounds like it goes great with the rework of Harmony of Purpose.  Might wanna grab some of those Omens that have Cast on Death effects though.

Yet even with all of those, I think I'm most excited about Locus Mine.  Locus Mine causes the supported Projectile Skill to shoot towards your location when detonated.  I love Explosive Arrow, and this might be a fun new way to play that skill.

Yeah.  I'm glad Baldur's Gate III is coming out soon, or this game would steal my life again.


PATH OF EXILE MOBILE

Being developed alongside PoE2, Path Mobile was completely overshadowed by its big brother's development.  Honestly, probably as it should be, but I do want more real games on Mobile.  Still, only one presentation was streamed to show how GGG's attempt at making a Hardcore game on the platform is going.

And it was without a doubt the worst presentation of the show!  I feel really bad for the presenters, as the feed was a stuttering mess.  Still, we did see a little of the game and how it's shaping up.

Path of Exile Mobile will take place around 20 years before the events of the original game.  In it, you play a sentenced Exile that is intercepted by Dominus.  The one day High Templar has discovered an Atlas Device and is looking for expendable recruits to explore it.  From the looks of things, the story will heavily involve many of the villains of Path of Exiles lore and might possibly shed more light into the creation of The Shaper.

The game looks like Path of Exile through and through.  Subtractem died multiple times during the hands on, and encountered some really hard enemies.  There also appears to be some potentially meaningful narrative choice in this game too.  Though telling Dominus you're not interested seems to result in your immediate death.  But when finding one of Dominus's agents in the Atlas, Subtractem was able to kill him instead of helping him report back.

My greatest concern here is definitely the controls.  I'm hoping you'll be able to use gear like the Backbone to play the game with a proper game controller.


FINAL THOUGHTS

Tempted as I am, I'm finally making progress on my game queue.  I've only just started painting Leviathan!  Slowly but surely I'm making meaningful progress towards many of the gamer goals put off so I could keep playing my favorite ARPG.  And as I said earlier, Baldur's Gate III comes out Sunday!  So I can't let Ancestors pull me back for another go.  Additionally, I'm still not happy with where loot is in the game, and there was no word on fixes coming for it.  Also weekend long marathons on League Start are definitely not good for my migraines.

This is the kind of logic I have to employ to not get sucked back into another month long binge!

Monday, July 31, 2023

ExileCon 2023 Part 1

While resting and trying to recover from this respiratory infection, Grinding Gear Games was kind enough to supply me with ample entertainment in the form of full Live Stream coverage of ExileCon 2023.  But since I was still feeling beat up, and was also working bit by bit on my reactions to the Titan datasheets, I didn't record my general reactions to anything.  So I'm definitely filing this one under "Not So Live Blog."  But there's still no way I'm not covering the announcements from this weekend.  You can still watch the VOD on the Path of Exile Twitch channel, and I'm sure they'll be posting everything to YouTube too.

ExileCon Day 1

ExileCon Day 2


PATH OF EXILE II

GGG wasted no time in getting to the main topic and attraction of the show.  After hearing so little about PoE2 since it was revealed at the first ExileCon in 2019, and with the teasers that have been drip fed through the Summer gaming news hype cycle, Exiles like myself had waited long enough to see development on the game.  And GGG did not disappoint!  Not only did the PoE2 presentation go into the game in incredible detail, but there were many genuine surprises.  I won't burry the lead here, and start with the big announcement about PoE2's development.


Path of Exile II Will Be A Standalone Game

The original reveal of PoE2 was as a content update, Version 4.0, to Path of Exile.  But as much as I love GGG, they've always had a little bit of a problem with project creep.  And it looks like PoE2 has deviated enough from the original game that it can no longer work as an update or expansion to the base game.

I'm also sure there was nothing that happened in gaming news since PoE2 started development that might have pushed them to make a more fully featured game.

Either way, I feel this is almost entirely a change for the better.

I love Path of Exile, but the game has recently been suffering under the weight of all the different features and systems that have been added since the game first entered Beta over 10 years ago.  While GGG has pruned content now and then, all the various forms of creep that being a Live Service game has forced upon the title have resulted in a game that is not only far off GGG's original vision, but must be an absolute beast to make content for.  With so many interlocking systems, making even small changes to the game can set off a cascade of issues.

And when they try to make large changes to the game . . .

But now GGG has a clean slate to work with.  Not only can they try to bring Path of Exile back to their original vision, but they're no longer beholden to every system and piece of content they've created.  Since the game still uses the same engine, they can still bring in anything they think fits the game they're building, but they no longer have the obligations a content update requires.  This also means that they're free to experiment without having to worry about what will happen to the base game.

Now this does come with a few questions, and they were quick to answer them.


Path of Exile II is Not Replacing Path of Exile

Original PoE isn't going anywhere.  GGG isn't going to force players to migrate from a game they love to a new game.  Path of Exile will continue to be available and receive updates for the foreseeable future.  Grinding Gear games has grown and separated into multiple teams with a team dedicated to Path of Exile and a team dedicated to PoE2.  Chris Wilson is still the Director of Path of Exile, while Johnathon Rogers has moved over to Direct PoE2 alongside Mark Roberts.  Path of Exile will also still be receiving regular content updates and Challenge Leagues.


Updates to PoE and PoE2 Will Be Staggered

Obviously, GGG doesn't want these two games to compete with each other.  So each game will receive their content updates and Challenge Leagues at separate times.

League participation tends to fall off pretty steeply around a month or so after League start.  So each game will be timed to have its new League begin roughly halfway through the other's.  So Path of Exile will release a Challenge League, then around 6 weeks later, PoE2 will release one, and so on.

Obviously this is something to both be excited and worried about.  Providing GGG can keep both teams going supported and going strong, that's basically twice as much Path of Exile.  However, if income doesn't support the ongoing development of both games, one or both might suffer.  The result might be smaller, less impactful content updates doled out every 6 weeks instead of every 3 months.  While some might prefer this, there's also a real possibility of burnout for players too.  If players are constantly consuming new content that doesn't have the same cycle of hype and impact as the quarterly releases, they might lose interest.

And, of course, there's also the issue of what happens if one game becomes vastly more profitable than the other.  Gamers only have so much money to spend on products.  If profits from supporter packs for PoE2 start to vastly outpace the original, it will push GGG towards sunsetting that game.  Conversely, it's entirely possible that gamers don't like the direction of PoE2, and just stick to the first game.  I'll be curious to see how GGG responds in either circumstance.

And speaking of purchases . . .


PoE and PoE2 Will Share A Client and Store

Despite what ever else might be going on in the gaming world, GGG hasn't changed.  While their cosmetics are more expensive than many other games, they're still one and done purchases that always exist on your account.  Every microtransaction you've purchased for Path of Exile will be available in PoE2.  Character slots, stash tabs, and cosmetics will be available in both games immediately on launch.

Now there is a limit to this.  Some skills in PoE2 won't exist in the original.  So if you buy a cosmetic that changes the way your Werebear form looks, that cosmetic won't be available in Path of Exile.  But any new cosmetic that affects a skill that's shared between them will be supported for both.  All the character cosmetics, pets, hideout decorations, and so on will all work in both games.

So with all the macro details out of the way, let's dive into the nitty gritty!


PoE2 Will Have 12 Classes In Total

While PoE has always supported, and will continue to support, playing off class, each class in Path of Exile does have its own identity.  As PoE2 developed, GGG apparently decided that many of the new character archetypes they wanted to include didn't fit those identities well.  So they've added one new class for each starting point on the Passive Skill Tree.

For Strength we have the Warrior, Str/Int the Druid, Int the Sorceress, Int/Dex the Monk, Dex the Huntress, and Dex/Str the Mercenary.  Each new class will come with their own Ascendancies to further help build into specific archetypes.  GGG still hasn't revealed all the different archetypes they have planned, but the Monk and Druid obviously have clear identities.  The Huntress build they showcased was a spear fighter, reminiscent of Diablo 2's Amazon.  She definitely looks like she plays far differently from anything we've seen in PoE before.  The Sorceress and Warrior were less defined, resembling an Elementalist and Slam Juggernaut respectively.  Hopefully these new classes will allow for new, more fitting archetypes for the Witch and Marauder.

But you might have noticed a problem with the math there.  6 new classes added to 7 existing classes does not equal 12.  Yes, unfortunately the one class GGG never seemed to get right, that's never had any kind of strong identity, will not be returning for PoE2.  The Scion will be left behind with the memories of her Oriath.  Multiclassing will instead be represented by improved ability to traverse the Passive Skill Tree.

Let's poor one out for everyone's favorite Spectral Throw mule.


Skills and Weapons Will Have Stronger Identities

In the original Path of Exile, there was always a bit of a hard limit to the number of strong skills you could have.  Apart from Support mods on Uniques, you could have up to two 6-Linked skills.  And doing so almost always came at the cost of having the option to gain the defensive properties of a shield or the attack speed of dual wielding.  This meant that any attack skill needed to be pretty multipurpose.  Players flock to skills that can be easily used to both clear enemies and melt bosses.  Even for builds that use two 6-Links, those skills need to have a great deal of synergy together to make the investment worth while.

But as was revealed when PoE2 was announced, you will now be able to 6-Link every skill you have.  While players immediately jumped to the logical conclusion that you could now obviously have a dedicated boss killer and a dedicated pack clearer, GGG has gone further.  With all the skills players will have available, GGG can design a tool box for us to play with.  Instead of just one clear skill you use on every pack, here's one that's great for slower moving packs you can easily kite.  Here's one for more aggressive packs that will charge you right away.  Here's a skill that makes a great panic button for when you're surrounded.

Fighting a boss?  Here's a skill to debuff the boss in some way that will give you an advantage.  Here's a skill that allows you to do steady, reliable damage while engaging with boss mechanics.  And here's a skill that does massive damage to take advantage of long attack animations or getting a CC off.

And these skill identities will be determined by the skills themselves, not cooldowns.  That big damage skill?  There's no cooldown stopping you from using it, but the windup before it unleashes its damage leaves you vulnerable.  That pack clearer?  Nothing's stopping you from spamming it except for the cast time.  That panic button?  No stupidly long cooldown that means you're screwed if you get surrounded again.  Instead it quickly CCs a pack without doing a lot of damage to let you get clear and change your tactics.

Additionally, GGG has taken a long hard look at weapons too.  In the original game, many skills were limited to certain weapons, but that was basically it.  While there were often ideal weapons to use with specific skills, those weapons were determined by a base mod and not the weapon itself.  You used claws with Spectral Throw for the high attack speed and life gain on hit, Maces with Boneshatter for the better stun, and so on.

But now many skills are going to be directly tied to weapons.  This not only helps clearly define what each weapon is for in PoE2, but it allows them to further define the identity of both skill and weapon.  Maces and their skills are slow moving but hit hard and bowl through enemies.  Spears carry a lot of forward speed and are great for picking out specific targets.  A staff flows with the character's movements, dealing damage as it spins in their skilled hands.

All of this is also coming with further improvements to melee.  Melee attacks now have built in movement with them, allowing for better target tracking and mobility.  You maintain control during this movement too, allowing you to redirect your motion to change targets, dodge attacks, or dance through enemies.

And all of this movement and animation can be canceled by PoE2's newest feature.


Do A Barrel Roll!

Path of Exile has finally entered the modern age with a dedicated dodge mechanic.  Bound to Space Bar by default, your character can roll at any time.  This roll is not a fool proof dodge, and area affect abilities and big attacks will still hit you.  But any attack or projectile that makes a hit calculation will automatically miss during the initial animation.  Like many games, the roll comes with a brief burst of movement, then slows as the character recovers.  The end result is that rolling can get you out of an attack area fast, but it won't give you any overall speed boost.

As I hinted above, the roll command interrupts all casting and attack animations.  If you start a big wind up, then discover the boss isn't as vulnerable as you thought, you can easily cancel out of it with a single button.  Are you spinning to win with your Marauder and see a big projectile coming your way?  Just press space and you'll roll under it.

Note, this is still Path of Exile.  That slow recovery means that you'll be vulnerable for a moment after the initial roll.  And while the roll has built in pathfinding, it doesn't have any kind of phasing to get around larger obstacles or move through mobs (though some large enemies have blind spots you can roll through).  The ability is meant to help you avoid big attacks and change position quickly.  Careful planning, strategy, and skill are still how you win the day.


Weapon Swapping Has Been Completely Revamped

In Path of Exile, your off weapons are usually used to level gems.  It's a rare build that actually makes use of actually swapping weapons.  The Passive Skill system and modifier bonuses mean that having two different weapons for two different Skills just doesn't provide enough return on investment.  Even when you might want to have one weapon for clearing and one weapon for bossing, it's often easier to just swap one or two Support Gems.

But with each character being able to have so many active Skills, it gives the developers a chance to try and make weapon swapping meaningful again.  After all, if you can have both a 6-Link cold spell and a 6-Link lightning spell, wouldn't it be nice if you could have a staff for each spell?  Since you no longer have to invest Fusings into the weapons themselves, that's one barrier down.

But what about the Passive Skill Tree?

In Path of Exile 2, Passive Skill Points awarded from books will be kept in their own pool.  You can then assign these Skill Points in different ways for each of your weapon slots.  When you swap weapons, the skill points will automatically change between each configuration.  In the presentation, they showed 10 Passive Skills changing between a Cold cluster and a Lightning cluster on swap.

While that would potentially be enough to make swapping viable, they've also made swapping your weapons easier too.  Just as using a Werebear Skill will automatically change you into a Werebear, you can assign your Skills to work with only one weapon or the other.  So when you cast your lightning spells, your character will automatically switch to their lightning weapon and vice versa.  More general purpose skills can be assigned to both weapons and won't cause your character to swap.  There's a slight animation added, meaning it still pays to plan ahead and have the right weapon ready.  But the gameplay overall looks pretty smooth.


Deterministic Skill Systems

When Path of Exile first entered open beta, GGG wanted having a properly crafted 6-Link to be a major accomplishment.  But as players got better and better at the game, and the secrets of the crafting system became known, the mystique of the 6-Link faded.  Getting a 6-Link is no longer an end goal, but simply another step in developing the power of your build.  You can find guides all around the internet to help ease your through this process and make sure you have exactly the sockets you need to get the most out of your Skills.

But that doesn't stop the original systems from often being frustrating to deal with.  Anytime you run out of Chromes or Fusings trying to get the setup you need on that awesome armour piece you just got, there's a grinding and gnashing of teeth.  Now at least we don't have to worry about crafting our slots on our armour and weapons.  But what about the gems themselves?  If we're going to have around 9 skills we can 6-Link, does that mean 9 times the frustration?  Will we be hoarding tens of thousands of Fusings to get all our gems where we want them, let alone all those Chromes?

To answer this, GGG has completely rebuilt the gem crafting system from the ground up, starting with the Skill Gems themselves.  Instead of each individual Skill Gem dropping, you will now get Uncut Gems.  Once you've picked up one of these, simply right click and a menu will pop up to let you choose the Skill Gem you want.  These gems are affected by the zone you're in too.  So the level of skill you can create from a given gem, the level that skill starts at, and possibly other attributes, will be affected by dropping from a higher level area.

Once you have your chosen Skill Gem, it will start with two sockets for Support Gems.  To get another socket, you'll need to find the first tier Jeweler's Orb.  Using this guarantees you a third socket.  You will continue to find rarer and higher tier Jeweler's Orbs as you play, unlocking additional sockets, until you finally find or trade for the rare highest tier Jeweler's Orb.  This will unlock your fifth socket and complete your 6-Link.  The differing rarities of these items will mean all your Skills will improve organically at roughly the same rate.

Once you have a socket for a Support Gem, you'll be able to use Chromes to deterministically craft what color the socket will be.  They didn't show off how this works or give us much in the way of details, but you won't be spamming Chromes trying to get the colors you want anymore.

We also didn't get much in the way of details for how you will obtain your Support Gems, and they were shown dropping from enemies as normal.  We don't yet know if we'll have vendors we can go to for them, or if they'll be chase and trade items.  But we do know a few things.


Skill Overhauls

Some of the changes to Support Gems and buffs were revealed at the various presentations.  Let's finish up with Support Gems first.

In addition to any other cost, Support Gems now add their ability requirements to the supported Skill.  This means it will be a little harder to play off class without investment, further pushing the individuality of each class while still allowing for exploration.  Otherwise it still looks like most Support Gems work as they did previously, with the exception of gems that activate on triggers or that change the Skill type.

Trigger Gems are now part of the category of Meta Gems that were revealed in 2019.  In addition to functioning alongside other Support Gems with the socketed Skill gem, you can still have multiple Skill Gems socketed in them.  As before, these Skills will activate in sequence as the Trigger occurs.  So if you have a Frost Nova followed by a Spark, the Frost Nova will activate the first time the Trigger occurs, then the Spark the second, then the Frost Nova the third and so on.

However, Triggers are no longer chance based.  Instead, you build up a meter each time the Trigger occurs.  The longer the cast time of the queued Skill, the larger the meter you'll need to build.  When the meter is full, the Skill automatically activates and the meter resets.  And just like everything in Path of Exile, you'll be able to build around this to get your Triggered skills off more frequently.

Totems have also been announced as Meta Gems.  But now, your Totems can support multiple Skills.  Just as with Trigger gems, your Totem will cycle through each of the Skill socketed to it in sequence.  This has the potential to vastly open up Totem builds.

By contrast, Traps and Mines are now weapons you equip.  When you have a Trap or Mine equipped in your main hand, they will automatically change how compatible Skills function.  The two mechanics have also been mostly unified, effecting Skills in similar ways with only their trigger being different.  Passive Skills and equipment will now affect both equally.

Meta Gems and other buffs will now also be part of a new Reservation system.  Reserving Mana and Life is gone, you now have a separate stat called Spirit.  You begin with 100 Spirit, which is just enough to reserve a single buff or Aura.  But, as you'd expect, you can increase your Spirit through Passives and gear.  Of particular note, Scepters have now become the dedicated equipment for improving your Spirit.  You can also find rewards that permanently increase Spirit.

Spirit is used for buffs, Auras, Triggered Skills, and permanent Minions.  Temporary Minions such as Summon Raging Spirit and Summon Skeletons do not use your Spirit, and permanent minion caps are gone.  The size of your army is now determined by your ability to cast your Summoning Skills and your Spirit.


All That Glitters

This isn't your grandfather's Wraeclast.  With The Beast slumbering and the old gods dead, various factions have begun to make their move to reclaim the lost treasures of The Cursed Continent.  Gone are the days of struggling to survive alongside other Exiles.  Now you have to try and find your place among these rival factions, and they have brought one of the most potent trappings of civilization with them.

Enemies in Path of Exile will now drop gold.  Just like any RPG, this gold can be used to buy and sell items at the various vendors and merchants throughout the game.  So far, gold is taking up space in the inventory and even stacks to 5,000 ala classic Diablo.  This means you won't be able to pick up every piece of gold you find, though you do still grab it automatically when you walk over a pile.

GGG spoke a little to their philosophies and intentions here.  First, the introduction of gold is part of the ongoing narrative, so it fits there.  Second, this provides a generic reward that players can enjoy and use at vendors without needing to worry about stacking up Scrolls and the like in their stash.  On this second note, GGG spoke on how their famous currency system railroaded them into littering the ground with items, most of which became quickly useless.  They believe the inclusion of gold will allow them to make other drops more meaningful.

Initially, you'll be using this gold at new and improved vendors to fix gear issues.  But in the end game, the primary gold sink will be a gambling system similar to Diablo 2.  GGG does not intend for gold to become the base currency between players, and still expects that players will likely trade for more meaningful items like they currently do.  Trading with gold was likened to trading with Scrolls of Wisdom.


Changes to Currency Items

As they have stated multiple times, GGG wants the primary means of finding items to be killing monsters.  While crafting is an integral part of the game, GGG envisions a system where you farm monsters until you find a good item.  You then use the classic PoE currency items to try and turn that good item into a great item.

Honestly, of all the things I wanted GGG to address more, it was proper plans to make drops actually feel rewarding and make picking up rares worth our time.

Either way, the one thing GGG doesn't want us doing is spamming crafting mats on our items in search of a good result.  To help address this, they've changed the way key crafting items work in the game.

Orbs of Transmutation now always enchant a common item with only a single property.  To get another property, you then use an Orb of Augmentation as normal.  If you want a rare item, you can then use a Regal Orb to add a third property, or you can still start from a common item and use an Orb of Alchemy.

Don't like what you got?  Too bad!  Orbs of Alteration are gone!  Orbs of Scouring are gone!  You'll want to make that first property on the Transmute count, as well as each additional property each step of the way.

But you can still re-roll with a Chaos Orb, right?  Nope!  Chaos have been changed.  Now, rather than re-roll the entire item, Chaos randomly change a single property.  This means a Chaos can potentially make a good item great, but it won't redo a bad item.

They didn't talk about the other crafting systems in the game, though they did say they want systems like them to still exist.  But they really want spamming to be dead.

They did touch on the crafting bench, though.  At least for the moment, Path of Exile 2 does not have one.  You'll need to use vendors to fix gaps in defenses.

This will almost certainly be the most controversial change that was announced.  On the whole, players want more deterministic crafting systems.  Even if they have to work for them, players want to feel like they're making progress towards that dream item.  

And no!  Farming Divines to trade for it doesn't count!  

But spamming currency also isn't very fun, in my opinion.  I don't enjoy burning through my Essence stash trying to get those three or four decent mods to go with that Life roll.

Hopefully they'll have more to say about crafting in the future.


Rushing May Be Dead

After playing through Path of Exile's campaign a few times, you eventually reach a feeling of "been there, done that."  One of the most requested systems from the community has been a way to skip the Campaign.  Even if GGG won't let us start at Mapping, players have begged for alternate means of leveling their characters such as the occasional "Endless" events that are hosted near the end of a League or before the holidays.  But through it all, GGG has insisted that clearing the campaign is intended, and will always be intended as a part of each new League.

Now one excuse for this may be gone in the base game.  During development of PoE2, GGG constantly said the new campaign would be better and will provide not only that alternate means of leveling, but an overall more engaging experience.  Now that PoE2's campaign won't be running alongside the original, they won't be able to go to that to defend against players who want more leveling variety.

But until they change things, Exiles have gotten very good at clearing through that original campaign.  Even if you're not a racer, you'll eventually learn countless tricks for speeding up your progress.  But while those tricks will still work in original PoE, they look like they're gone in PoE2.  First we'll start with some big reveals.

The Quicksilver Flask is gone.  In fact, Utility Flasks as a whole have been overhauled, and are now more focused on removing status effects or providing extremely short buffs to a player.  If you want to move faster, you'll need to get Movement Speed on your gear.

Similarly, Movement Skills have been revised, if they're making it into PoE2 at all.  We only saw one classic Movement Skill, Leap Slam, in the various gameplay demonstrations.  The skill is now truly an attack skill that targets enemies, with a windup and recovery period to boot.  It looks like it's far too slow now to work for fixing movement, though it might still give you the ability to move over obstacles and up and down cliffs.

But even without Movement Skills and Quicksilver Flasks, you still usually move past most packs in PoE only targeting big ones or Magic and Rares.

Well that looks like it's dead too.  Monsters in PoE2 are over all smarter, more persistent, and have better pathfinding.  As you move past mobs, they begin to gather up into larger and larger threats to you.  In the gameplay presentations, it wasn't long before the streamers selected to demo the game were overwhelmed.  While there may still be enemies you can and want to avoid, the new gameplay really seems to encourage dealing with threatening packs as you encounter them and not trying to just bypass them.

All and all it looks like you'll need to engage with more of the campaign than you have to currently.


Boss Revamps

And speaking of engaging with the campaign, GGG wants boss fights to be much more fun and engaging as well.  It genuinely looks like they've put a ton of effort into each of PoE2s boss fights.  Each boss shown was unique and interesting with its own unique mechanics and systems.  

Honestly, they all looked really sick!

Bossing is going to be one of the big areas where the new skill system shines, as taking advantage of various openings and setting up combos will be critical to success.  And like most modern ARPGs, you'll need to learn each boss and their mechanics to succeed.  

To help with this, Crowd Control on bosses has been completely overhauled.  Instead of being a binary state that many bosses are just immune to, your CC now builds up on a boss as you fight, similar to stagger systems in other games.  Once you've built up enough CC, the boss will be effected and become vulnerable to your attacks and combos.  Once a boss has been CC'd, the difficulty of the next one temporarily increases, slowly decreasing back to normal as the fight goes on.  These CC effects can be built around with Passive Skills and Gear to make them more powerful as normal.

And this is really good, because you can't cheese bosses anymore, dying and coming back to chip at their life until you win through attrition.  Just as in most current ARPGs, dying or fleeing resets the boss fight.  The only exception is Town Portals, but these have been changed as well.  

Dropping a Town Portal during the campaign works as normal.  The portal will open instantly and you can go back to town for whatever you need.  But during boss encounters they work much differently.  The first thing is that any Town Portal opened before a boss fight is closed when that boss enters the arena.  The second is that during boss fights, Town Portal has a casting time.  It's not very long, but it's just long enough you'll need to find a moment of safety during the fight to use it.

And depending on how you're doing, you might need to use it.  Flasks have been changed as well.  In addition to Utility Flasks only working reactively, your Life and Mana flasks seem to refill slower too.  In fact, normal monsters don't refill your Life and Mana flasks at all.  Only Magic, Rare, and Unique monsters give you Flask Charges now.  Gone are the days of using adds to refill our Flasks!  Instead, Boss adds are now a real threat and challenge we'll have to manage.  So if your flasks run out, you'll need to find an opportunity to TP out and then go to a well and refill them.

These new, harder fights come with new rewards too.  Bosses have higher rarity gear as you'd expect, with a boosted rarity the first time you kill one.  Increased Rarity bonuses have also been changed to have more beneficial effects on the gear that drops.  Additionally, bosses often have special items they drop the first time you kill them.  Each zone will have its own Area Boss separate from the Campaign Bosses.  Killing these bosses will get you an item that will permanently improves your character in some way, providing a potent bonus to exploring and finding every boss in the game.


FINAL THOUGHTS

I am the hype!

Overall, Path of Exile II looks absolutely sick!  It looks like combat is going to be much more engaging, gearing will be much more enjoyable, and bosses are going to be a ton of fun!  And, as a fan of theory crafting, the potential for new builds is nearly overwhelming!  I can't wait to get my hands on it!

There were a few more changes I didn't get to, such as reworks to charges, caster weapons, and improvements to quest and campaign progression.  There was this whole thing about how NPCs will react to your playstyle, potentially treating you as the stereotypical murder hobo, depending on how quickly you move through the game, that was really amusing.  But I think I've gushed for long enough.

My largest concerns are for the health of the two games as they run in parallel to each other and for fixes to loot systems.  I desperately want to return to a world where finding a Rare or Unique off a boss is satisfying again.  Here's hoping they can get us there.

Still, GGG has given themselves plenty of time to get it right!  RIP to all the predictions that this was going to drop before Christmas.

The Beta for Path of Exile II is scheduled to begin on June 7th, 2024.

I guess that's plenty of time to put more games to bed before PoE steals my soul again.

Thursday, July 20, 2023

Silent Hill: Ascension - Official Behind the Scenes Clip


. . .

So this answered a lot of the questions I had.  Unfortunately most of those answers were not the ones I wanted.

WARNING: SPOILERS FOR THE SILENT HILL GAMES AHEAD!!!


Silent Hill: Ascension is a streaming series.

We now finally know what Silent Hill: Ascension actually is.  Though we don't know what the platform is yet, Ascension will be an episodic streaming series.  It sounds like there are still a lot of details that are up for grabs, actually.  Either they aren't ready to reveal them, or they haven't entirely figured them out yet.  There were actually a few where this video made me feel like the latter was the case.  In particular, how much time there will be between episodes still seems to be something the team isn't sure on.  The fact they're ramping up the marketing for this, but there still seems to be important details they're figuring out is troubling.


We will interact by voting.

Ascension was billed as an interactive narrative.  So initially, this had me hoping for something in the vain of Telltale or The Dark Pictures.  But no, we will watch episodes and then we will vote on certain outcomes.  This is another thing where there's still some sketchy details.  They talk about this like they don't want people who watch an episode immediately on release to be the ones that make the decisions.  They also want to foster community engagement, with people discussing and debating what should happen between episodes.  But we still don't know how these decisions will be made, other than through some type of voting.

So now we know what Ascension is and how we will "interact" with it.  Before we get to the massive "Boaty" in the room, let's talk about a couple of other details they provided.


Trauma Trauma Trauma!

One of the things that really started to bother me about this video was just how many times they said the word, "trauma."

When Silent Hill 2 came out, it took everyone off guard.  Where as Resident Evil had continued its story in a relatively linear narrative, Silent Hill did something incredibly unique.  Rather than come up with a continuation of Harry, Sybil, and Cheryl's story, they decided to tell a new story set in the titular town.  But not only did we get a new character and a new story, but it was completely different from what had come before.  While Harry's story had been tied deeply into the history of Silent Hill and the mystery of what had happened there, James's story was deeply personal.  While Harry was facing horrors that had been invited in by a deranged cult, James faced horrors drawn from his past and the decisions he'd made.

This new story worked on whole new levels.  In addition to the grotesque nightmare of the town and its monsters, the team behind Silent Hill 2 managed to create imagery and environments that constantly nagged at the player and resonated with the unfolding revelations into James's past.  A synergy was created where you started to feel something of the guilt and grief that James was feeling as the town ripped open the wounds left by his wife's death.  There is legitimate reason why this game is so beloved by much of the gaming community.

This would not be the last Silent Hill game to depict the town as echoing the nightmares a character brought with them, but none since have done it as successfully.  But since then, the idea that the horrors that lay at the heart of the town respond to the hearts and minds of those lost within has become an indelible part of the canon.

It's definitely not a bad thing that the team behind Ascension want to explore this.  Especially now that Silent Hill no longer appears to be set in, well, Silent Hill, the idea that there is a force similar or identical to what haunts the town working elsewhere in the world can help build some connective tissue.  But this video just harps so much on trauma specifically, repeating the word over and over.  It feels like someone in the team, or perhaps at Konami, tried to ask the question, "What is Silent Hill?"  And then decided, "Silent Hill is about trauma."

It just feels so reductive!  Silent Hill is so much more than that!  To me and many fans it's an exploration of humanity told through the lens of horror.  Further, there's a mystery there that grew deeper as the series went on.  While the first game seemed to wrap up a lot of questions it presented, it never told the whole story.  And as sequels came out, many brought even more questions.  This allows creators to engage with the setting in multiple ways.  To just go, "Silent Hill is about trauma," limits that and kills the mysteries that are at the center of the series.


Delusions and Illusions

One thing I did like was the idea that some of what the characters in Ascension are experiencing might be delusions.  With characters that have undergone traumatic experiences you have the room for things happening in the world to actually just be in their head.  The team even brought up the idea of shared delusion, a real world phenomenon where multiple people can perceive things that aren't real.

This actually harkens back well to the original games.  In the original Silent Hill, if you failed to save both Sybil and Cheryl, you were treated to a simple cutscene where Harry is still in his wrecked car, seemingly dead from the car crash.  This seemed to hint that everything the player had experienced might have just been in Harry's mind as he died.  The various other endings created a scenario in which the events of the franchise might be happening on multiple levels, from figments of the imagination to events affecting multiple planes of existence simultaneously.

Using delusions as a narrative theme will allow Ascension to make use of this.  It will also bring back an element of mystery.  Once a character is revealed to suffer from things like flashbacks, we'll never be sure if something they're experiencing is real or not . . . until it becomes terrifyingly so.  This also allows the story to press an important issue: to a person suffering from the effects of trauma the horrors they experience are all too real.

I won't lie, though.  What I've seen doesn't fill me with confidence that they've got the chops to do it.  Especially when they detail out how they're handling the monsters.


"This one's a Tomato Devil . . ."

The video also ties trauma to the monsters themselves.  They describe the monsters as each being a representation of a core trauma, and name them with things like "violence, domination, and obsession."

First of all, again, I hate how they seem to be overusing trauma as a concept.  But obviously this has been done.  The idea of a monster being a metaphor for a human concept is an old one.

Now that doesn't mean that doing this is a bad thing.  First of all, monsters in Silent Hill representing something does go back to Silent Hill 2 again.  The infamous Pyramid Head was a creation of James's psyche to both disassociate his past misdeeds while still punishing him for them.  But at no point does Silent Hill 2 ever come out directly and say what any of the creatures are metaphors for.  The best we have for what they represent are the few words James says when he finally confronts them.  The rest we have to infer from what the game gives us.

But now we're going into Ascension knowing that the monsters represent traumas.  We even know what three of the traumas will be!  Again, we're killing part of the mystery!  The scariest monsters are the ones you never really see.  Growing up, Predator was a badass alien hunter while the Xenomorph was a nightmare that haunted my dreams.  Why?  Because the Predator takes off his mask before fighting Arnold, while you never really get a good look at the Xenomorph.  The same applies here, but now they'll be less frightening because as soon as we know that a character is a victim of violence, we'll know that's what the big scary monster is.

This is all just feeling so ham fisted . . .


"Hitler Did Nothing Wrong"

Finally, let's get to the whale in the room.

This series is going to go down in flames!

Why do I know this?  Why can I say that with so much confidence?

Because they're going to let the internet decide narrative outcomes!

How many times is this going to happen?  How many companies have to go through this before studios realize you can't trust the internet?  I guarantee, as soon as Ascension announces the release of the first episode, there will be reddit threads for "Let's get every character killed!"  There might even be the opposite, where threads say, "Let's make sure nothing bad happens!"  Either way, events will be decided not based on the narrative, not based on debate or passion, not even based on actual consensus.

They'll be decided based on what the internet finds funny.

Now there are a couple of ways that the team can address this.  The best is for them to have rigorous security around their voting systems to prevent people from spamming in responses.  But looking at the quality of the animation I'm seeing, I'm somehow doubting that's in the budget.  Another possibility is to have interesting narrative outcomes already planned for every eventuality.  But again I'm not encouraged there.

The option they will likely resort to is what so many interactive narrative experiences do: the choices will be meaningless.  They will either start off, or eventually resort to, making it so that the votes have as little impact as possible.  They might even fake the votes.  Or maybe it'll be like green tea cereal and they'll just let the internet do what it wants.

Regardless, the experience will be lessened for it.


FINAL THOUGHTS

From the get go, Silent Hill: Ascension has felt like more gimmick than game.  From the mystery of not telling us what it even was, to the idea of voting at story points, this feels like just another cheap cash grab from Konami.

As I've gotten older, I've have grown more and more to regret franchises.  Eventually, every franchise reaches a point where the people who own it just start milking it for cash, releasing cheap, disposable experiences because they know the fans will pay for it.  Every so often, a passionate creative decides to play around in one of these settings and does something cool and interesting.  But I don't think that's what's happening here.

Konami long ago became a company that was no longer interested in releasing quality experiences for the properties it owns.  Hell!  For a while they weren't even interested in making real games!  They've shown time and again that all they care about is chasing trends and profit margins.  This recent wave of revival for their franchises doesn't feel like they've learned anything.  It feels like their President had a friend tell him, "Hey!  You should be nurturing you IPs for long term growth!"

Unfortunately, not only has this behind the scenes look at Ascension made me less confident for the project, but it's kindling my fears for the other projects.

The scariest thing about Silent Hill has become Konami's plans for it.

Thursday, June 15, 2023

Day of the Devs

 

Day of the Devs starts at 2:17:00

As much as I still enjoy playing AAA games, I lately find the most fun and enjoyable gaming has been from indies.  While big publishers keep chasing trends as they search for the secret to making infinite profit for free, people who actually love games are using all the new tools available to them to make creative and entertaining products.  Stardew Valley, Factorio, Undertale, Satisfactory, 7 Days to Die, Dwarf Fortress, and technically games like Minecraft, Path of Exile, and Warframe have dominated my game time since college.  That doesn't mean I haven't played my recent WoW and Diablo, my Final Fantasy and Dragon Quest, my Elder Scrolls and Fallout.  But by far, smaller, more passionate developers hold my interest more easily.

So in all honesty, this is the part of the showcase I'm most interested in.

Cuphead

Cute trailer reminding us of this classic.  I don't know if my head will let me play it, but this would have been my jam as a kid.  I'll probably attempt to play this eventually.

Beastieball

Pokemon meats volleyball in turn based combat?  I am here for this!  And wholly crap is this adorable!  It also looks like they've put a lot of thought into these systems.

Hyper Light Breaker

Hyper Light Drifter is another one on my queue.  My queue is way too big . . .  I really love the visuals in this.

Simpler Times

This looks charming as hell.  Giving me Edith Finch vibes, but crossed with Unpacking.  Not sure I'll check this one out, but it definitely looks like a nice chill game.

Viewfinder

I've seen some of this before, though I can't remember where.  May have been Sony's.  I love puzzle games like this!  If they pull this off, I can see myself really enjoy this.  I also see a cute kitty companion!

Hauntii

Definitely digging the art style.  Might check this out if I get a chance.

Cart Life

Given it's history, I'm not surprised I've never heard of this one.  It's nice that an older indie game that never got a chance to shine gets new legs.  I like the whole Indie game thing of taking a basic video game concept and expanding it into a more narrative experience.  In this case, it's a retail sim where you also have to manage your characters work-life balance and social relationships.  Possibly compelling concept, though might be a bit real for this time in my life.

Helskate

I used to love playing skate and snowboard games before college.  Combining this with a combat game sounds like a ton of fun!  I'm kinda getting the same vibes I got from Hi-Fi Rush.  It's that same level of smashup, but the visuals also have a similar vibe.

Henry Halfhead

Alright!  This is the weird, trippy shit I'm after.  Could do without the William H McRaven at the start, though.  Also, that sound effect was getting a bit annoying.

Cocoon

Got a little bit of Journey vibes from the art style and world on display.  This is the kind of trippy, puzzle exploration I'm into!  This looks like a ton of fun.  The guardians have really interesting creature design.

Été

This looks like an interesting open world and sandbox game.  I hope you can export the art you make, as this could be a fun way to make some simple art.

Indie Mega Booth

It's good to hear this back.  Glad to know that COVID didn't kill this.

Summerhill

This game looks beautiful.  Sheepherding is an odd angle to tackle exploration and puzzling from, but it harkens to other games where you have to roundup lost creatures.  In a way, one could say those game harken back to sheepherding.  Not much info on it yet, so not much to get excited about for now.

Eternights

Growing from the trend started from Persona, this mashes up Japanese style dating sims with another genre of games.  In this case, it looks like an ARPG.  If this is done well, bridging the mundane slice of life with supernatural weirdness the way Persona does, it could be good.

Retro Gadgets

Oh cool!  A simulator for hacking hardware and making your own electronic gadgets!  I have got to check this one out!  Full stop!

Mars First Logistics

Oh no!  It's a robot builder!  I'm already there!  This is why I love this showcase!

Saltsea Chronicles

Not sure I like the art style, but the writing they showed off looks solid.  Adventure games are tricky though.  I do like the fact that they make moving around to each interaction much easier.

PsychOdyssey

As someone who's passionate about gamedev, I might have to check this out.  This isn't necessarily an independent look at game creation though, as it seems Double Fine did it themselves.

Tchia

Another gorgeous looking game.  The most trailer like presentation of the show, it's hard to beat showing gameplay to beautiful music from the game itself.


FINAL THOUGHTS

Although much slower paced than many other game reveal shows, I still feel like I get the most form this one.  While at the end of the day, these people do have a product to sell, I don't feel as marketed to here.  There are no expensive trailers, no bullshots, no marketing gimmicks.  Where as so many other shows feel like a company trying to get you to buy their product, this always feels more like artists trying to get you to play their games.  I would honestly try any of the games in this showcase.  There are some I'm more interested in then others.  Beastieball, Cocoon, Retrogadgets, and Mars First Logistics are my standouts.

Up next is Devolver Direct.  But I'm not sure how I'm gonna handle this one.  I've missed a couple of their presentations, which was bad of me.  One of them was an actual interactive showcase I really should have found the time to play.  But unfortunately they came out during some really rough times.  Also, their stuff tends to not be the kind of thing you should spoil.  So I might just go on from here to the Xbox showcase.  I'll have to think this over . . . while I'm crunching Datasheets . . .

Tuesday, June 13, 2023

Summer Game Fest


I'm going to be doing this one differently from Skulls, see which one I prefer.  Last time, I treated this almost as a react section, giving almost a blow by blow.  This was a lot of work though, and, in case you didn't know, I've got a lot of content dropping right now!  Additionally, I think it robbed me of the ability to actually truly react to the trailers, as I was either pausing or typing out reactions as they played.

But I think a blog like this works best if I soak in the preview, then give a response.  After all, this isn't a react video, even if my reaction is what I'm trying to portray.  And though I occasionally get tempted from watching other content creators, I know I don't want to edit videos.  And at the end of the day, this is all for fun.  So let's see how I enjoy this style.


Prince of Persia: The Lost Crown

I'm getting some fun Metroidvania vibes from this.  The stylized graphics and animation looks good, and there definitely appears to be some tight 2D gameplay here.  Unfortunately, I'm not a big fan of Ubisoft for many different reasons.  So I'm not going to be looking into this game, or Ubisoft Forward.


Mortal Kombat 1

I'm actually keenly interested to see how well they do this in universe reboot.  It potentially shows a way for long time franchises to keep things fresh while still holding on to thing fans love.  The kombat itself looks fantastic.  It feels very MK with fantastic animations and great rhythm and flow to the matches.  I'm not sure about the cameos though.  It kind of feels like they wanted to make a newer roster without every legacy character in the game, but still wanted to give fans ways to use their favorite characters.  While I like the mechanic on paper, it doesn't look like they're doing anything tag fighters haven't done before.  So it really makes me wonder why they didn't just make the new MK a tag fighter.  

Maybe they feel this is a good halfway point.  You might be able to get the same variety and creativity a tag fighter can give you, while still having the punch and pacing of a one on one match.  Either way, this is a game I'd like to give a try.  I still need to get some time in with MKX and MK11 too . . .


Path of Exile II

The title that has absolutely dominated my game time, that I'm trying desperately to put to bed so I can both focus more on other things and get some more gaming in, is getting its "sequel" soon.  As a fan, I've known about this for some time and have been following every scrap GGG has given us.  I'm still astounded at this gameplay reveal, though.  It not only looks so much better, but the gameplay feels better too.  I'm definitely worried this game could suck me back in forever.


Exoprimal

Gotta say, this took me off guard.  The sight of an android Ryu facing down a triceratops threw me.  Capcom has honestly been nailing it, and I need to give their games more of my attention.  I've heard mixed things on Exoprimal, but they've definitely piqued my curiosity.


Dead By Daylight: Nicholas Cage

Another one I really wasn't expecting.  I dabble in this game from time to time, but until I get more time to play it I probably won't drop any more money on it.  Still, having Nick on stage was an interesting experience.  He's definitely selling his new adventure in gaming well.  Hopefully he has fun, makes some money, and comes back for more.


The Witcher: Season 3

Our last season of The Witcher with Henry Cavill.  The Witcher's loss, 40K's gain.  I really like Season 1, but only really enjoyed the Geralt and Ciri portions of Season 2.  I just don't feel this show has done the political intrigue aspects well.  Hopefully Season 3 will be better.


Witchfire

This looks cool, though the motion of the game feels off for some reason.  Might be because they're trying to do something new with how an FPS plays and feels.  I like the strange, Age of Sail aesthetic though.


Crossfire: Sierra Squad

We got some of this with Sony's showcase, and while it looks good I'm still worried.  As much as everyone wants to do them, FPS in VR can be brutal!  I doubt with my migraines I'll ever actually get to play one.  Maybe Sony's figured something out though.  I'm definitely hyped for more co-op VR experiences though!


Remnant II

I liked the whole modern verses fantasy vibe the trailer started with.  But then they just kept adding more and more and more, and it became a mess.  There's nothing that feels cohesive about this presentation, and the combat felt kinda generic.  I'll need to see something else to get me interested here.


Sonic Superstars

I caught you at the beginning of the trailer, wolf!  This new 2D sonic looks pretty good.  I heard mixed things about frontiers, and I think maybe Sega is hoping to go back to basics to draw older fans like me in.  I definitely wouldn't mind putting some time in with a new 2D Sonic, especially with friends.


Honkai: Star Rail

Gacha games are evil, but damn miHoYo knows how to make them look good!  As much as I might be curious about them, I know better than to let myself get sucked into another live service game, let alone one so well designed to empty my bank account.


Lies of P

This looks so good!  The Victorian art style is filled with visual intrigue and fits the Souls Like vibe so well.  If they get the combat and progression down this could be a serious contender.


Sand Land

I've heard good things about this Manga, and the game definitely looks like fun.  My only concern from the trailer is enemies seemed a little spongy, and there wasn't a lot of visual interest in the setting.  But I'm at least a little curious.


Annapurna Interactive Showcase

Okay, this is one of the best publishers currently in business.  I'm definitely curious to see what they've got setup!


Throne and Liberty

This is one I've been following a bit.  Unfortunately, from current previews, NC Soft is doing their NC Soft thing.  So this isn't going to be anywhere near as good as it looks.  It will be yet another pay for power MMO.


Warhaven

This looks interesting, giving me some Dynasty Warriors vibes.  There were a few moments in the trailer where the art styles got messy, though.  I want more info on this one.


Party Animals

This looks like silly fun and I'm almost certainly going to play it some with my niece.


Dying Light 2: Stay Human

This game hasn't really shown me anything interesting.  I've heard better things about Dead Island 2, and honestly there are just so many zombie games.  My friends and I have plans to play the new Alpha test for 7 Days to Die tomorrow!


Crash Team Rumble

This is another one I might end up playing with my niece.  Party games are fun in short bursts.  I'm pretty sure this will hold for a new Crash game.


Alan Wake II

I never played the first Alan Wake, but I've heard really good things about it.  It's burning a whole in my back log.  Maybe it's time to pull it out.  It's nice they're trying to set it up for people to join in who've never played the first.  It has been a while since Alan Wake came out.


Warhammer 40,000: Space Marine II

I've already had this spoiled, and yes, it does have me incredibly hyped to get this game.


Yes, Your Grace: Snowfall

I'll be honest, I don't know anything about this.  A shame, cause it looks right up my alley.  I definitely need to check this one out.


John Carpenter's Toxic Commando

Okay, this looks like it could be a riot.  If anything was gonna get me looking at another zombie game, it would be something like this.  I love the Mad Max feel to so much of this and the absolutely crazy swarms of zombies.


Baldur's Gate III

Anyone who's followed me before knows I'm a huge fan of Baldur's Gate.  I'm desperately waiting for the full release for this.  I'm absolutely hyped!


Spider-Man 2

This looks great!  I may not like Sony, but they absolutely kill these exclusive titles.  And while I'm not fond of them, I'll still play their games when I can.  They're chasing after Nintendo's title for best first party publisher.  


Palworld

This looks a little too on the nose with some its monster designs, but this is still hilarious.  Freaking Pokemon wielding rocket launchers!  But I have obvious concerns considering the publisher here.


Black Desert Online: Land of the Morning Light

I gave Black Desert a try.  I don't think it's bad, though like many MMOs I don't like its monetization.


The Lord of the Rings: Return to Moria

It's not by Daedelic, so that's good.  Still, a survival crafter set in the Mines of Moria has the potential to be interesting.  The crafting maybe isn't as free form as I'd like, but we'll see what kind of systems it has.  Also that sounded like John Rhys-Davies, which is a plus.


Final Fantasy VII: Ever Crisis

It's a mobile game by Square Enix.  There's going to need to be some serious word of mouth for me to get any hype for this.


Banishers: Ghosts of New Eden

This definitely looks interesting, and Focus has been killing it lately.  But I still need to know more.


Like A Dragon Gaiden: The Man Who Erased His Name

I've heard fantastic things about this series.  I think most are on Game Pass, I should really give them a try.  Another reason to put PoE to bed and not get too sucked into Path of Exile II.


Under the Waves

And here's another one!  This looks absolutely gorgeous!  I love the themes of underwater exploration and how it and the wildlife look realized.  And, of course, there are interesting teasers for a nice mystery in the trailer.


Call of Duty

Sorry, but here's another one you won't get me to show any interest in until some serious things change in both ABK and the franchise.


Fae Farm

I love games like this, and this one looks absolutely adorable.  This one is playing up the magic these games often have.  Be interesting to see how this effects the gameplay these games are known for.


Marvel Snap

If you're looking for a mobile card game, I've honestly heard really good things about Snap.  I'm not gonna get into another one, myself.  This "trailer" is a lot of fun though.


King Arthur: Legends Rise

Not only does this look horribly generic, but there's something off with the animation in the trailer.  Hard to put my finger on it, but there's some weird bending going on in the models.  Pass for now.


Wayfinder

I think we've seen this one at a previous show.  It screams, "We want you to think of Blizzard when you look at our game!"  Unfortunately, that's not a very good look currently.  Another pass for now.


Stellaris: Nexus

Looks kind of like Stellaris meets Sins of a Solar Empire.  I love both of those things!  You have my attention again!


Space Trash Scavenger

Here's another one that's up my alley, at least if it's done well.  With my migraines I often like playing more relaxing builder games.  If this is well done, I'll probably check it out at some point.


Star Trek Infinite

It's Paradox and Nimble Giant.  Did someone show Paramount all the space games that have Star Trek mods and convince them they can make some money?  I'm definitely curious how this will turn out.


Twisted Metal

I'm really unsure here.  I need more information on it, but so far this doesn't feel Twisted Metal to me.


Lysfanga The Time Shift Warrior

As an action RPG fan I'm curious about this one.  Depending on how they do the primary mechanic, this could be a ton of fun!  We'll have to see how this develops.


Immortals of Aveum

We've seen this one before too.  There have been attempts to make a spell caster FPS before with mixed success.  Hopefully, this one can give you a nice mix of movement, control, and direct damage to create your own fighting style.  Unfortunately it's EA, and that's another company I don't support.  Gotta say, the gameplay trailer doesn't give me high hopes either.


Fortnight Wilds

I actually don't have much bad to say about Fortnight.  Epic has legitimately always tried to make this game the best value they can.  It's not my style of game as I'm much more into PvE gameplay, so I'm never going to pick it up.  Well, that's a lie, there are probably some crossovers that might get me to pick it up.  This isn't one of them though, as much as I loved Transformers as a kid.  But otherwise I just don't have much to say on this one.


Final Fantasy VII Rebirth

Having thoroughly played Final Fantasy VII when it was first released, I initially gave this a pass.  Figured I had new games to play instead of playing remakes of games I'd already plumbed completely.  I've, of course, been told that I very much should give this a look.  But I'll probably wait until the series is over and I know if it's worth playing through this new version of the story.


Final Thoughts

I thoroughly enjoyed this!  Yes, there were games I'm not interested in from studios I'm currently boycotting.  But on the whole there were lots of reveals for new and creative games with plenty of actual gameplay.  Probably my biggest ones, besides PoE2, were Under the Waves, Mortal Kombat 1, and Toxic Commando.  I'm already well enough invested into Baldur's Gate III and Space Marine II.  But there were definitely others I want to try and follow and see how they develop.  Hopefully I can do what I keep telling myself I will, put PoE to bed, and get some new games in.

Warhammer Day 2023

EDIT:  This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get on...