Dungeons and Dragons: Daggerdale

 

Completed Review

Sometimes you just want to cut things. Sometimes you want to enter Faerun without strategizing your brains out. Sometimes you just want to play a game that is bold enough to use no less than one letter “D” in each word of its title. Sometimes you just want to play…

 

 

(PS: If you want to get straight to the review, just skip the next 3 paragraphs.)

So let me set something up before I get into D&D:D. Good hack & slash games are hard to find. Like, really hard to find. I’m no connoisseur of the genre, but I have played no small number of them over the last 25+ years and most them suck hard. It may not seem like it, but making a good hack & slash is a crisp art. The game needs to be refreshingly simple, yet contain enough complexity to warrant hours of progressional gameplay. It needs to look pretty and run smooth–but also needs to display its content so that the player can identify all the necessary pieces within a split-second glance. If there are RPG elements to it, it needs to allow the player complete freedom over the manner in which they build their character and fight while still maintaining a crisp distinction amongst all the classes’ skills (i.e. skills need to be more than damage, damage or damage) and also keeping the game somewhat balanced. Lastly, while the player ultimately knows that the game is a power trip, there needs to be just enough of a hint of story, a reason for conquest and world-building to mask the power-trip facade while not being so convoluted and gameplay-bogging that it slows the game down in any way. On their surface level, a hack & slash game may seem simple, but accomplishing these feats in tandem is almost akin to miracle-working.

 

 

There are generally 3 approaches to this kind of style.

Diabloesque: Initiated by the original Diablo, nowadays this genre generally means a fixed top-down view of a character chosen from a selection of preset classes. The gameplay of a Diabloesque involves hacking through hordes of monsters that spill items, gold and equipment out like piñata candy, grinding through (often randomly generated) maps to get better gear and upon appeasing the EXP gods, you can choose where to put your next skill point, among a set of tiered skills, or oftentimes a complicated skill tree. Path of Exile,  Grim Dawn, and the wonderful Torchlight II are examples of this subsection.

Real-Time Fantasy Adaptation: Sorry, I don’t have a fancy title to give this one. I’m tempted to call it the “Dark Alliance” category, but I feel there must have been a title released with similar gameplay that predated Dark Alliance that I’m just not aware of. Regardless, this category encompasses games that have taken an already-existing fantasy element and tried to transpose it into a real-time hack and slash with RPG elements. You can sort of look at it as falling between the two other categories listed here. Typically it focuses less on massive skill-trees and is oftentimes (although not always) less gear-grind/level-grind intensive. More structure is put into world-building in these games, and oftentimes you will have more camera control than a Diabloesque in order to make it feel more like an adventure game. Games like a The Bard’s Tale, X-Men Legends, and Lord of the Rings: War in the North are examples of this style.

Gauntletesque: Created by the success of the first Gauntlet, these games focus much less on the leveling-up aspects of RPGs and much more on the hacking and slashing of the hack & slash genre. Typically you’ll get to choose among 4+ classes, but class choice is not as impactful as the previous 2 genres and sometimes all classes will even play out the same. Equipment is often foregone, or it only exists in the form of time/use-limited powerups. A big tell if you’re playing a Gauntletesque is if enemies spawn continuously from “spawners” that must be destroyed to stop the flow of foes. Leveling up may or may not exist within the game, but typically it does nothing more than grant more health, damage, armor and/or speed–unlockable skills in this subsection is almost unheard of. A big appeal to these kinds of games is that they are 4-player. Magicka, Hammerwatch and of course the newest Gauntlet, Gauntlet Slayer Edition fall into this category.

 

 

So why did I explain all this and what of D&D:D? Well, to answer the first question, it’s because it tempers what our expectations for the series should be. It would be unfair to expect a Gauntletesque to provide heavy skill trees, just as it would be unfair to expect a Diabloesque to provide the feeling of an fantasy-adapted adventure game. As it happens and to answer the second question, D&D:D falls into our “Real-Time Fantasy Adaptation,” which means we can expect it to have the feel of a fantasy adventure game, with some of the leveling and grinding of a Diabloesque. So after all that ado, after setting the foundation of expectation that the majority of hack & slash games that I’ve played from any of the three previous subsections are crap, I’m elated to say that my first impression of D&D:D is extremely positive.

 

 

D&D:D start off at its weakest point in the character selection screen. My first impression was worrisome–only 4 classes? I can’t choose gender or race? ONLY ONE HUMAN!?! (I’ll admit, I’m a complete racist when it comes to the fantasy universe). Regardless, clicking past this screen will bring delight, as you’ll find enough talents, skills and exciting feats to temper your chosen character to your desired mold that it’s quickly forgiven. What’s even better is that it’s all D&D themed, which gives it a believable sensation from an immersion standpoint, but also a well-balanced feel at a glance. It sort of feels like I stepped back in time to the day so of 3rd edition as well–seeing as how through enough feat manipulation, you can get most any class to equip and be proficient in any armor or weapon that you want. Ultimately, there’s enough selection to create distinction with enough simplicity that I didn’t spend more than 15 minutes choosing and creating a character. Sighing in resignation, with no desire to play the slack-jawed fighter and even less inclination to play anything shorter than 5 feet tall, I went with our rogue-elf.

 

 

The first thing that struck me when I began playing was how good player and camera movement felt. The character is quick and responsive and the camera allows viewpoints from any reasonable angle. The HUD is clean and easily understood as well (a must for these kinds of games) and even before I ran into the brief tutorial, I had already figured out all the buttons. Fighting enemies was just as rewarding as I had hoped for a kiting-rogue; no need to manage the annoyance of consumable ammunition and you even start out with a fresh animation cancel in the form of the rogue’s class ability to roll–something that made the game feel much more dynamic and skill-based, which often lacks in the more stat-heavy hack & slashes.

 

 

Don’t get me wrong–the game is still linear, you still pick up quests that act like you have a choice whether to accept them or not (why on earth would I *not* accept free exp for killing everything in the dungeon that I’m going to be going into anyway?) and the story is very simple (Wizard bad, you good, go kill) but that’s exactly what you want in this kind of game. Even the destructables and loot are held up to a manageable level–just enough to give you something to do, not so much that you feel like a vandal swimming through heaps of garbage. Funnily enough, I was just thinking about the peculiarity of only being able to break barrels when I ran into this fellow. Poor guy.

 

 

The level designs are fun as well, liberating themselves from the stale blocked-out isometric dungeon view and instead being hand-crafted and (in spite of their general linearity) feeling open due to paths wrapping around and the ability to move in 3-Dimensions, such as “jumping off cliffs” (although one cannot truly jump, something that for whatever reason was driving me nuts).

 

 

 

Overall, the game just feels good and exciting and moves along at a great pace without feeling cheap or strictly mechanical. I’m very much looking forward to extending my power-fantasy trip into D&D:D and should the fun continue I may even swallow my pride enough to test out the Halfling wizard. (I know your race is akin to thieving, but did you have to steal my favorite class?). For now, this game rests in Tier 1 and I have hopes that it will maintain this position in the future.

Steam Link

Thief: The Dark Project and Thief III: Deadly Shadows

These games combine much of what makes playing games fun.  In both (and the second one, The Metal Age – but I didn’t play that one), you play as a thief (shocking, I know).  You’re given a simple heist mission and the ability to accomplish it however you like.  From there, story grows in bits and pieces between the missions.  But then, the story isn’t really why you’re here.  The reason you’re here is to steal everything.  And steal everything of value you can.

One of my favorite features of these games is the adaptable objective system – more so in the first (but still present in the third), the difficulty level you choose doesn’t really change how the game plays – it changes what you need to accomplish.  Lower difficulties just have you surviving and accomplishing the goal.  Higher difficulties have you not killing civilians and stealing everything that isn’t tied down.  And I think that’s fantastic.  That’s how difficulty should feel.  Giving the player more health or the enemies less damage doesn’t mean anything but changing some numbers.  Giving you new challenges forces you to grow as a player, rather than just execute the same thing more and more perfectly.

I would be remiss if I didn’t also mention the fantastic level design and worldbuilding.  Each level has multiple approaches. The guards walk their shifts while humming to themselves (which is amusing even if it does make for some of the noisiest guards I’ve ever seen).  Everything feels like a guarded place you’re not supposed to be, but that you’re going to rob blind anyway.  Even so, it never feels cheap – when guards see you, you deserve it.  Even better, the game doesn’t automatically end if you’re spotted.  You have a chance to recover and stop the guard before he raises the alarm and kills you.  In other words, this is the kind of gameplay I would have hoped for from Assassin’s Creed.

The last thing I should mention is that these games still have a modding community.  For The Dark Project, there are fixes and resolution upgrades.  For Deadly Shadows, there’s a meta-mod of sorts that fixes everything from resolution to enemy difficulty to map backgrounds.  Both of these are practically essential with modern hardware, but come with the bonus that they also improve both games dramatically from a technical standpoint.  With these mods, both these games come in at a solid Tier One.

Steam link

DeadCore

DeadCore has an interesting problem.  Or, rather, two problems.  The first is that cubes spawn randomly.  The second is that wall clipping is possible.  These may seem like very obscure or minor complaints, but they are significant.  You see, DeadCore is a speedrunning game.  It’s a fantastic platformer, with at least 20 different paths in each level.  There may only be five levels, but finding new paths or perfecting the ones you know can keep you playing for many hours.  Each level is a new height of difficulty – introducing new mechanics or asking you to perform previous tasks faster and more precisely (though sometimes with just a bit too few save points in between).

But this is also where wall clipping – and some other minor bugs – are a real problem.  Being a speedrunning game means executing actions extremely precisely – repeatedly.  Except where you expect there to be RNG (I really hate those cubes), the same actions should produce the same results.  But more often than should be, you’ll find yourself clipped into a wall or hitting a jumpad that doesn’t send you as high as it does 97% of the time.  And then the run is ruined though no fault of your own – and you have to start over.  DeadCore was made by a small team (six people, I believe) for an 7-day FPS challenge, so I’m willing to let these bits slide.  Even so, I do wish they had been able to spend another six months working out those last few bugs.

Other than that complaint, Deadcore is wonderful.  The controls are precise, the myriad paths are fun to discover and complete just a little bit faster each time.  It’s well worth the $10, and I highly recommend it as speedrunning at its purest.  The only thing more I could have wished for was a level editor.

Steam link

Star Wars: Dark Forces

Dark Forces is the grandfather of the Jedi Knight series and a surprising combination of Doom and Ultima.  Well, just the music style from Ultima – which was a surprising choice for a Star Wars game (though probably just a limitation of the hardware).  The rest of the game is Doom clone all the way – until you get a lightsaber, but I never got that far.

I went back and forth on putting this in Tier Three or Tier Two.  I felt like putting it into Tier Three was unfair since many of my complaints are due to the game’s age and comparatively lackluster design.  At the same time, I feel that many of my complaints are legitimate: movement is floaty and you have the magical ability to bend your blaster bolts towards enemies as long as you are pointing your weapon in generally the right direction (and I miss vertical look, but I’ll let that slide).  The environments are complex, but provide little direction or visual cues.  In fact, due to the Star Wars aesthetic, enemies and switches often blend into the background.  One of those ten panels may be a switch, but there’s little to indicate it.

What clinched putting it into Tier Three is that it came out two years after Doom, a year after Marathon, and the same year as Marathon 2: Durandal.  Those three games are fantastic – from exquisite level and enemy design in Doom to the fantastic story of Marathon and Durandal, they are deserving of their places as classics of the shooter genre.  Dark Forces just feels like a reskinned Doom with little to recommend it as a first-person shooter – except that it’s Star Wars.  Which is almost enough.

Steam link

U.N. Squadron (SNES Legacy)

Sidescrolling? Infinite massive energy blasts as a main attack? Tons of powerups? It must be~~! Well, actually, that describes just about any side-scrolling ship-based shooter from the 90’s. But we’re talking about~~

 

Sidescrolling shooters were the *thing* throughout much of the 90’s, and the SNES was no exception. Heck, out of the 12 games already covered under SNES Legacay, two of them were already sidescrolling ship-based shooters. If that’s the case, then what sets this one apart?

 

 

Well, for starters, you get to select a character. While choosing a character is par for the course in many a side-scrolling beat’em up, we often don’t get to see it in the “shmup” counterpart. Heck, oftentimes we’re lucky if we get to see the pilot. In UNS, each character has a different skill (albeit I have no idea’s what Mickey’s actually is). I’d recommend picking up Greg if you’re a beginner since he recovers from damage quicker, and if you’re a pro you’ll probably go with Shin since he levels up his planes faster. This is useful since if you know how to beat the levels quickly you’ll get less EXP than someone who’s likely to die a few times before completing them.

 

 

Oh, right; did I mention? There’s EXP. It’s not as impactful to the gameplay as I would have liked it to be, but after picking up enough blue and red powerups you’ll notice your guns shooting larger blasts or maybe even shooting a shot in a second direction. I wish I could say that this was an appealing part of the game but… well, it sort of works like this. The first time you play the game, you’ll find yourself dying so often that you’ll be drowning in EXP and your ship will quickly become maxed out. At this point EXP might as well not even be a part of the game since you’re only a couple levels in. On the other hand, if you’re good enough at the game to make it through the first couple levels without dying, you’re probably good enough that it doesn’t really matter when you level up, since you don’t necessarily need the added firepower right away. I guess what I’m trying to say is that leveling up just kind of “happens,” and you just play the game without paying too much attention to it, or necessarily strategizing heavily around it.

 

 

Ship-purchasing is unfortunately in the same boat. There may be 6 ships to choose from (5 of them you have to buy) but they all play out fairly similarly enough to each other.  I came the conclusion that instead of trying to buy some of the cheaper ships early on, I should just skip them all in lieu of the “best” ship “Efreet”, saving up $1,000,000 right from the start to buy it. That being said, the powerups are where the real strategy and (in my opinion) fun from the game comes from. Assuming you have the money to do so (and the Efreet ship) you can load out your plane any way you want (with every single weapon if you really wanted). This made approaching each level a lot of fun, since you got to truly customize your loadout and approach each level with the best strategy you could come up with. Since you have to juggle all the powerups one at a time, it really isn’t to your advantage to take a bunch of guns with you that are no good for the level. Likewise, clever use of the weapons themselves at certain points makes the difference between a difficult level and a manageable one. To boot, none of the powerups made other ones obsolete–they all felt unique and useful in their own way. (Except for the Falcon missile, because that thing is a worthless piece of crap.)

 

 

The last unique mechanic that separates UNS from other shmups is the way ship destruction is handled. In quite a few shmups, damage of any kind means instant death, or a very near equivalent (loss of powerups). I can understand the sentiment for this implementation–it keeps the game challenging in light of your usually ridiculously powerful arsenal. The problem is that it can lead to frustration or even a sense of unfairness within the player (Gradius III I feel is a pretty good example of this). On the other hand, if you gave your player a health bar with say, 5 hits, they would take advantage of the health pool and purposefully face-tank their way through some obstacles. UNS has a perfect balance of both worlds. You have a health bar that allows you to take several (6?) shots of damage over the course of the level. The catch is, that the moment you are shot, you enter into a “DANGER” state, where for about 5 seconds if you get hit again you straight-up die. This truly is a beautiful mechanic that allows forgiveness of mistakes without letting the player off scot-free.

 

 

Missions are chosen in a pseudo-linear fashion with various portions where you get to choose which level you attend within a set. Don’t get too excited by the mission select screen either–it’s sort of neat that there are moving pieces on it that approach and (eventually) attack your base, but there’s not a lot of strategic element to it. Basically if any of the 3 special units (the two planes or the submarine) enter attacking range of the base, you are forced to complete their level before you gain the freedom to choose your levels again. Other than that and the RNG of the convoys that you can target (bonus mission for extra gold) it’s just your basic “select your mission” screen.

 

 

Overall, I’ve played far worse games and far worse shmups, as UNS is pretty solid. Its enemies and bosses may not be the most creative in the franchise, but the freshness of some of its mechanics that diverge from the norm, combined with the game’s forgiving learning curve give the game some genuine appeal. It’s not too long–my final run at beating the game only lasted an hour-and-a-half, with my overall playtime somewhere in the 5 hour range. With the grades in, I’m putting this in Tier 2–it’s guaranteed to at least be the delight of shmup fans and even a few who aren’t.

 

 

Musically imprinted felt with out throwing away a touch of Time

The reason you should harden WordPress.  Don’t be like me (LepcisMagna) and skip it.  Here for posterity:

 

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911 Operator

A few weeks ago, I looked at This is The Police – a game where you act as a police chief three months from retirement.  There was a lot of polish in that game, but it was all overshadowed by a lack of any real choice or any event randomization.  You are forced to work for the Mafia, and actually trying to help your town (instead of just working solely for yourself) is just going to lead to disappointment or death.  Still, there were a few interesting moral options (not that they mattered, which was the problem) and a bunch of interesting features (like being able to collect LPs and playing them while you dispatch).  I would have liked it they just hadn’t tried to have an “interactive” story– which, coincidentally enough, is exactly where 911 Operator comes in.

911 Operator is what happens if you took only the mechanical bits of This is The Police and made it into a game.  And it’s almost exactly what I was hoping for from This is The Police.  I’ll admit, it is a little disappointing to not have to try to deal with the outrageous demands from City Hall.  I also think This is The Police had better staff management mechanics and a bit better interface.  But overall, 911 Operator is the way to go for actually feeling the pressure of trying to help people with limited resources.  Similar to This is The Police, you manage the day-to-day happenings in your corner of a city – dispatching police, fire, and ambulances where necessary.  The primary distinction is that here, you actually answer 911 calls and determine if action needs to be taken for many events – which is pretty cool.  The calls are quasi-randomized – in just the right way – to keep them unique (at least for a few hours), with a few scripted events sprinkled in.  For example, when I got to the second city of Albuquerque, I was surprised by a call that sounded like suspiciously familiar story:

But this is where the trouble comes in as well.  Randomization is hard, and you need a massive pool to keep things fresh over long periods – otherwise these Easter eggs or scripted events will stick out too much.  911 Operator is quite good, but it could definitely stand to have about twice as many voice actors and randomizable lines – though I suppose that’s a complaint that can be leveled at any semi-random game.  Having a choice of Operator voice would have been nice as well, but the voice actor is good enough that it isn’t too much of an issue.  I do wish the 911 Operator developers had had twice the time or budget to expand on their concept, but the game that they made is still quite worth it, I think.  And hopefully, since it is on version 1.0, the developers may be able to do just that in updates or DLC (and quash a few bugs along the way).

My bottom line is this: This is The Police feels like the grimdark faux-noir that leeches into so many films and games due to its contrived and unavoidable plot.  911 Operator feels like Sim City 2000 or Sim Tower – games that were just plain fun mechanical toys: so, to Tier One it goes.

Addendum: I’ve also realized this is an educational game.  Being a 911 Operator means you have to talk people though bad situations – and making the wrong choices makes things worse.  You don’t throw water on oil or electrical fires, you prevent people from moving impaled people, and YOU ALWAYS SAY WHERE YOU ARE AND WHAT THE PROBLEM IS FIRST.  It’s fantastic.

Steam link

1Actually, if you’ll permit me a moment to complain about This is The Police: You know what is a moral choice?  Being forced by the Mafia to either work for them or let your best friend be killed.  You know what isn’t a moral choice (or even a choice at all)?  Being forced by the Mafia to either work for them or let your best be killed…and you still have to work for them.  If you aren’t giving me a choice, don’t act like you are – that will just anger me and make me hate your game.  Make my choices (moral or otherwise) alter my game experience.  That would have been good game design: working for the Mafia makes things easier and keeps your friend alive.  Not working for them makes your work a bunch harder and means your friend dies, but it gives you the chance at a “good” ending.

Dead Core Speed Run Contest (Glitchless)

Level 5

Lepcis: 1:36:06.31 (Admittedly, there’s probably some room for improvement here)

Chezni: Nah dawg, that’s crazy

Chezni: 36:50.32 I am the best.

 

Level 4

Lepcis: 19:37.83 (I really hate this level)

 

Level 3

Lepcis: 3:22.14 (My goal was to beat it before I finished setting a course for the virgin sea.  I succeeded.)

Lepcis: 3:05.30 (Under 3 is possible.  I can taste it.)

Lepcis: 2:34.42

Chezni:2:17.84

 

 

 

Level 2

Lepcis: 2:16.60

Chezni: 2:03.92

Lepcis: 2:02.91

 

Level 1

Lepcis: 6:31:73

Chezni: 5:57:77

Lepcis: 4:24:49

Chezni: 4:07:01

Lepcis: 3:59:45

Lepcis: 3:38:94

Chezni 3:24:10

Lepcis: 3:01:18

Lepcis: 2:55:87

Chezni: 2:47:31

Chezni 2:38:97

Lepcis: 2:35.55

Lepcis: 2:25.25 (My heart is racing and my vision is blurry.  But it was a near-perfect run.  I’m done.  I can’t do better.)

Lepcis: 2:07.23 (I lied. [Oh, and the 2:04.53 is from a segmented run, which I’m not counting here.])

Edict: Mega Jumps Banned, Super Jumps are OK

Chezni: 2:07.05 *cough cough*

Chezni: 1:53.30

Chezni: 1:51.20 There has to be a way to go faster.

Chezni: 1:45.24 I want it to be better.

 

 

Paper Sorceror (Completed)

 

First Impression Review

I can happily tell you that my initial impression of our paper-pushing magician was not misplaced. Paper Sorcerer’s balance, difficulty and tactical combat is indeed in line with the Shin Megami series and even though it is not a perfect game, it did not fail to impress me on several fronts.

 

 

–Spoiler Alert–

Sadly, while the plot was not at all terrible, pretentious or filled with plot holes, it was the part of the game that had the most missed potential, along with the lore and world-building. The game starts off with a lot of intriguing sights and conversations and even some clever ideas. Ideas such as the currency of a world being gems that allow prisoners of the book to look on the world outside, escape from the librum prison being dependent on breaking the book’s stitching in the spine, and mystical personifications like “the spirit of the book.” While concepts like these don’t disappear entirely, as you play the game, they become much less frequent or impressive and/or just start repeating themselves by around levels 2-9 (there are 10 levels).

 

 

If you remember, we left off with the Sorcerer (the player) being imprisoned in a magic book by four heroes at the petition of the king of the land. You awoke in the book’s prison and were set free by a strange woman known as “The Spirit of the Book,” and I ended upon the musing of whether she was going to to betray us. Well, continuing on, you eventually figure out that the Spirit of the Book was actually the book’s first prisoner–a powerful sorceress named El who had taken over nearly half the continent when she was stopped by her lover. Her lover, concerned for her sanity, obtained the imprisoning book with help from the king, and managed to seal her away in it with the hopes of releasing her later when he had the ability to convince her to stop becoming a power-hungry tyrant. Time passed though, and for an unexplained reason he was never able to carry out this task.

 

 

As you travel through the book’s pages, all of the combat that you encounter are actually the guards from the ages who have agreed to seal themselves inside the book to act as immortal gate-keepers. While its not explicitly stated within the game, I think there is good evidence to support that whenever a guardian dies, their soul is sent to the catacombs (an optional 9-level dungeon) whereupon they wander around and you can encounter them again. The fact that the non-catacomb levels of the book have finite scripted battles but the catacomb has infinite random battles adds fuel to the idea’s fire.

 

 

Aware of your escape attempt, the four heroes who originally sealed you into the prison agree to enter the book and begin guarding the seals themselves. One by one you’ll encounter them and gain your chance to enact your revenge for their imprisoning you. Each level’s boss (whether it was a hero that sealed you or not) has some sort of dialogue that gives you hints about who the guardian is and what their motives are. The dialogue with the heroes was especially exciting and really added a sense of conflict between you and your enemy.

 

 

Eventually, the Sorcerer will make his/her way to the final floor, where they’ll fight the resurrected forms of the bosses from the previous levels, including all four heroes at once. Stepping foot towards the final seal in the book’s spine, the Sorcerer will encounter the Archon, the very life-force of the book itself. Upon the Archon’s defeat, it is revealed that it is actually a pseudo-copy of El’s lover. You see, as you journey through the book, you can find several journals scattered throughout the book’s floors. Reading them reveals that the creation something such as the book-prison can leave an impression of the creator inside the book, especially if its creation is fueled by a strong emotion such as love. El’s lover, being the one who created the book, left an impression of himself in the book in the form of the Archon. Before delivering the final blow, El runs to the Archon’s side and begs you not to kill the false-image of her lover. You can choose yes or no (I chose yes) and you go to break the final seal of the book.

 

 

Finally freed, everyone in the book steps outside to find that the book was in a… modern day bookstore. It is mentioned that time passes differently inside the book than outside and it appears the tome that sealed away these powerful creatures had lain forgotten for several hundred years on a dusty bookshelf. The journey over and a new journey just begun, the game then gives you a quick sentence or two explaining what you and each of your chosen summoned allies did in the newfound world. The best one was probably my Vampire who, according to the game, eventually became depressed with his immortality and loneliness and became popular on the internet by writing angsty poetry about living forever.

 

 

The best part about this game by far though, are its mechanics and balance. Back in the 90’s, you could get away with a lot when it came to RPGs because most of us nerds were desperate to get our hands on anything with stats and an EXP bar. It was acceptable back then to have a completely linear, poorly strategic combat system. For instance, in Dragon Warrior I, you only have one party member, you can’t change how he levels up or gains skills in any way and victory is largely dependent on having high levels and good equipment not because of strategy–but that was okay back then. Nowadays though, if you want to break into the RPG scene, your combat usually needs to be more detailed than this. There needs to be a good realm of strategy and it helps if that strategy is unique to your game. Paper Sorcerer delivers on both of these fronts hard.

 

 

First, off the combination of your allies, the way you obtain them, the way their equipment is managed (with each ally not only having things they can and can’t equip but also having completely different equipment slots) is unique. The Energy system which functions as your MP and the way you manage it is unique. The way that the Defense stat is handled is unique. While similar kinds of strategies may exist within classes and character from other games, the Sorcerer’s and summoned allies’ skills, themes and fighting styles are all unique. Oh, and the balance. OH the balance.

 

 

I was worried when I was allowed to choose my allies from a list of 15 (that’s right, fifteen) because I figured that the developer was setting themselves up for a broken balancing nightmare mess-of-a-game. Considering that you can only use 3 allies at a time plus the Sorcerer, I was rather concerned that one of two things were going to happen. Either A: the allies were all going to be bland copies of each other with only vague hints at differences between them or B. there was no way in Hell that this game was balanced and that some allies were going to be hilariously broken, while other allies were going to be useless. I don’t know how, and I’m a little scared to consider the amount of time that must have been spent to achieve this outcome but neither A nor B is true. How is that possible? This game was primarily made by one person. He had no clue which 3 party members I was going to choose and he offered me 15! Yet, somehow, all of my party members were valuable, balanced and unique. Oh, and did I mention that half-way through the game you get to choose a specialization class for the sorcerer? Because you can choose a specialization class for the sorcerer.

 

 

Just for the record, I chose Arch Magus, Shadow, Troll, and Vampire, with the vampire probably being my favorite. While I admit that it may be possible that there’s a party combination that is better than another, I can say that with this party my difficulty curve was near-perfect. Each level of the dungeon became a little harder and I had to think a little more to get my party to squeak out just a bit more damage or defend themselves a bit better. Oh yeah, that’s another thing. Defense. It’s actually a thing in this game. In probably 90% of all the take-turn RPGs I’ve played, status inducing, buff and debuff spells are all worthless. It’s usually because they’re horrendously weak, the combat is over so quickly that there’s no point in using them or all the enemies that you would actually use them on are completely immune to them. Paper Sorcerer on the other hand? I was blinding bosses, shielding party members and strategically buffing the team throughout the entire game. It was very rare that I ever got a skill that I didn’t use in some way to get a needed edge.

 

 

Paper Sorcerer is just a good game and is a balance/mechanic-lover’s playground. It’s not a perfect game–there are typos, minor bugs, the combat can be a bit slow and on rare occasions (mostly on floor 10) you might lose a fight at little fault to yourself. Sitting here, considering everything else that’s awesome about this game, I’m having trouble stopping myself from playing through a second time with a completely different party. Paper Sorcerer in its completion comes recommended at a full Tier 1 for its unique visuals, somewhat interesting story and its amazing combat. Any fan of take-turn RPGs will find this to be a treat and it might make fans of some who’ve never even played the genre before.

Steam Link

 

Skyrim (Completed) – Chezni’s Take

Yes. But.

Unless you lived on some remote electricity void mountain located in some impossibly pronounced country like Arstotzka” (*ahem,* your papers please) then you must have heard the word Skyrim at least once in your life, even if it was whispered out of the mouths of a huddle of the deepest darkest nerds in your frequented place of gathering. Skyrim, took the gaming world by force and its influence is so incredibly powerful that in spite of it being six years old, Bethesda is in no hurry to release the sixth Elder Scrolls game, instead re-releasing the fifth one twice. Ask your average gamer if Skyrim is good and you’ll get a resounding “YES!” from not just the person you asked but also anyone else in the room who’s played the game. I suppose that makes Lepcis and I the un-average gamer, since we might respond with, “Yes but–” There is always a but. Is the world incredibly large? “Yes but–” Does the player have complete freedom over how they level up their character? “Yes but–” Are there tons of magical monsters and creatures? “Yes but–” Are there countless quests and dungeons? “Yes. But.”

It’s difficult to critique this game, for any time you speak out against it, it seems foolish in consideration of the mountain of content that the game presents. A critic of your critique may sarcastically respond “Oh, I’m sorry over 1,000 NPCs wasn’t enough for you,” or “I’m sorry you got bored doing over 400 quests spanning hundreds of hours of content.” The fact is, trying to say anything bad about Skyrim is almost like trying to file a complaint with Mother Theresa–something that is well within your right to do I supposed, but very hard to make stick.

However, I am here to submit that very statement to you. I am here to tell you, that Skyrim in many glaring ways is not a good game. You may disagree with me–and that is completely valid. You may overlook the issues I have with the game and frankly, your tastes may just be different than mine. In spite of this, whether you agree with me or not, I hope to make pleasant conversation, bringing light to several aspects of the game that I find fault with, that ultimately would lead me to not recommend this game to anyone, placing it into Tier 3.

 

(*sigh* Fine, here’s the obligatory caveat dammit; if you have access to mods, then the game is a clean Tier 1 but shutup you, those don’t exist for now.)

 

As it stands, I am a much more a mechanics/immersion driven player, and as such I shall focus more on these topics while I discuss the game. Skyrim is complex enough that you could write an entire book on the subject (considering that Skyrim itself also has several “books” written within it as well) so it helps to limit the scope for the sake of conciseness. If, however, you wish you read up on a viewpoint differing from mine, Lepcis approaches the game from a much more narrative/lore angle found here. Otherwise, prepare yourselves for a primary analyses of Skyrim’s mechanics with a secondary overview of immersion.

 

Why are Mechanics Important?

Mechanics are important because they are a game’s differentiating characteristic from itself and other forms of media. Don’t get me wrong, a game often needs a good story, but a good story on its own is just that–a story. A game often benefits from attractive or stylistic visuals, but attractive or stylistic visuals on their own are just art. Similarly, a game needs a great soundtrack to rest in the back of everything that’s going on within the game, but a great soundtrack on its own is just music. A ball tied to string tied to a cup though? That is a game. A 3 x 3 grid to soon be filled in with X’s and O’s? That is a game. An empty recyclable bottle that is spun in a circle? This too, is a game. The fact is, that without a game’s mechanics–without the rules and the required objects governed by those rules–you don’t have a game, you have pictures or sound or words and so on. These things can be combined to add to a game and make a good game fantastic, but on their own they simply represent themselves. We often use the word “game” to imply the final product of all these things wrapped up into one bundle but truly the mechanics are the “game” part of the game. They are the part that is played. You can’t “play” art. You can’t “win” music. Therefore, borrowing from what was said above, we can make these two statements:

 

A game is a set of mechanics.

Game mechanics are the combination of a set of rules and the things governed by those rules. 

 

In this way, a game can be about music if the music is governed by a set of rules, such as in Guitar Hero. Likewise a game can be about art if the art is governed by a set of rules, such as in Pictionary and so forth. Once again, music is not the game, nor is art, but the game’s mechanics can be structured around both. This has always been a point of my own contention when discussing “games” with people. Someone might tell me that “Her Story,” is a “good game.” Her Story is a terrible game–it barely qualifies as a point-and-click adventure, the mechanics are tedious after a while and there is no defined purpose for the player to fulfill. However, I would probably respond to the person I was talking to with, “Yeah, it was definitely an interesting game. I’m not quite sure what the message was, but it was a fun way to spend an hour.” You see, we actually aren’t talking about Her Story as a game at all, even though that’s how we’re referring to it. What we’re really saying is that Her Story is an engaging interactive media experience that we both enjoyed.

Over the years the definition of “game” has melted, similar to René Descartes’ famous “Wax Argument.” At what point does the melting wax of a candle set by the fireside cause it to cease becoming a candle? Likewise, at what point does the conjoining of various add-ons to a game cause it to cease being a game? Or even further; at what point does the very word we use to describe the idea of a set of rules and the things governed by those rules become false?

–Enter Rabbit Hole–

Now it is true that some might say, “But there are many rules and things that are governed by them that aren’t games.” Well, with the exclusion of Rules, or Laws, of Nature (“You win again gravity!“) do not all rules have a winner or a loser? Have we not taken the mundane rules of our world and turned them into a game? What is “Papers Please” if not a game about surviving the oppressive nature of a communistic government? What is “Cooking Mama” if not a game about preparing food? What is “Surgeon Simulator?” We don’t use language to describe it as such, but does a doctor not “win” if he saves his patient? Does an artist not “win” if she releases a successful album? Some may say, “Life is just a game,” to mean that everything is a joke and nothing matters but I say anyway, “Life is a game!” We have goals, objectives, quests, adventures, misadventures, setbacks, downfalls, struggles, obstacles and ultimately an ending. If “All the world’s a stage, and all the men and women merely players,” then how are we not players of the world’s stage-like game?

At some point though, the concept of “game” became lost with the explosion of the gaming market. I will not sit here and argue with you that “The Stanley Parable” is a bad game. I will argue however, that calling the Stanley Parable a “game” is a misnomer. After all, it’s called a “walking simulator” for a reason–primarily all you do is move your perspective from one location of a slightly interactive world to another. Stated again, the conflict is that what we are talking about when we refer to the Stanley Parable is not a game but an “interactive media experience.” When I was five years old, I had a computer program that told a story if you clicked on enough of the little pictures to make it continue. I didn’t call it game, it didn’t call itself a game, and in fact, it wasn’t a game. Nowadays, products like this get released on Steam and the like all the time and word “game” is applied to them without a second thought.

–Exit Rabbit Hole–

So now return and answer the question “Why are mechanics important?” Why, because life is important! But realistically, it is because mechanics are the life of a game. They must be changed, adapted, filtered, mended, tempered, discarded and created in order for a game to thrive, just as a person must do the same things to themselves if they are to live in this world. Basketball is not the same game it was 50 years ago. Mario is not the same game it was 25 years ago. Even Chess, one of our oldest currently-played games is still technically changing. After all, the idea of playing chess against anyone across the world within a couple seconds without actually touching real pieces may have seemed like science fiction to our grandparents but today, we can do just that. This only creates very minor mechanical changes (there is no longer any argument concerning the “when your hand has left the piece” and you don’t have to physically “hit” a timer to end your turn, as the program does so automatically), but they are still changes nonetheless. Mechanics are important because they are the very structure of what a game is, spanning across and beyond human history. Without mechanics there can be no game. Without mechanics, there is no motivation, no goal–absolutely nothing at all.

 

Wasn’t This Supposed to Be About Skyrim?

You can probably see where I’m going with this, but yes, let’s look back at Skyrim. Skyrim may be an entertaining “interactive media experience,” but it is, at best, something that only simulates a game. Large portions of the “game experience” are artificial. Rules are communicated very poorly to the player, if they are ever communicated at all. Balance of the game’s mechanics range from mediocre to down-right awful. Counterplay in certain circumstances is almost completely removed. The worst part about it–the part that makes me grind my teeth the most when I try to critique this game–is that the world absolutely loves Skyrim and that worries me as a mechanics-devoted gamer. It worries me because I think that I must live in a world where my fellow gamer does not desire quality, only the illusion of quality. I feel alone in that instead of recognizing the falsehoods of easily accessed grandeur and inorganic replicated “challenges,” the majority of the gaming world wants to be spoon-fed their magnificence from a prosthetic arm.

Look, if I’m honest, there are plenty of crap games out there with bunk mechanics that offer immediate gratuity for less-than-authentic repetitive action. Sometimes you just want to play a game that gives you sword (or in my case a staff), puts you in a field with monsters and progressively gives you a bigger and bigger sword after you’ve wacked the monsters enough times. There’s absolutely nothing wrong with enjoying this kind of game as long as the player understands what’s going on. It’s sort of like a box of Little Debbie’s snack cakes. If you’re hungry, have a few dollars and are short on time, a box of corn-syrup, pre-processed flour, powdered sugar treats are probably going to be awesome. You would never make the claim that Little Debbies had somehow managed to reach the Nirvana of baking–you probably wouldn’t even claim that they were healthy for you or made of wholesome ingredients–but for what they are they taste good in small doses. The same can be said for games of the pre-described nature.

The problem is that Skyrim isn’t described, seen or even rationalized in this way. Instead it’s seen as this Nirvana, this golden pinnacle of gaming that somehow only the “best” games can reach and the rest must settle in the lowly dredges of non-accomplishment. The masses overlook its cardboard-cut-out nature, its shallow design. Sometimes I feel like a conspiracy theorist or a street-preacher when I complain about it. Enough though; I’ve done a lot of blabbering with little backup, so let’s get into the core of some the actual mechanics themselves so I can show you what I mean.

 

Questing – Show Don’t Tell

Quests are horrible. This may come as a bit of a shock to you, but I’m going to say it again. Quests. Of any kind. AreHorrible. And this is why.

My favorite game to this day, is Lands of Lore II. I’m not sure whether it’s as good as I think it is, or if I developed a pseudo-Stockholm syndrome-esque attachment to it after doing nothing but locking myself up in my room and playing it for two weeks straight after the death of my father. Either way, I have so many good things to say about it. The world is beautiful, the characters are engaging and the plot is interesting. More than anything though, I loved getting lost in the world. The game never told you what to do or where to go. Well, I mean sure, there was a plot that gave general agency to the meaning of your actions but the best part about LoL II is just wandering around and discovering things that are hidden in clever and meaningful ways.

Sometimes the things discovered were big but oftentimes they are small. A lightning crystal hidden in the water here, a tiny cave exposed by draining a small pond there–outside of the game’s extremely light “tutorial,” every single thing you find in the game is your own. The game never points you towards any of it, save for the very clues to the puzzle’s answer themselves. Nowadays they would be considered “side quests,” but there are plenty of optional characters to talk to and little “quests” (by the definition of the word) that you can go on but at no point is a reward guaranteed or necessarily implied. The point of doing these quests was simply to discover more of the world. While the motivation to complete them may have been to discover what you’ll get out of it, the acquisition of a new thing was only secondary to how it was obtained. A skeleton key may be stolen from a fellow thief, a dagger may be given to a lost son, a charm may be unearthed from a locked temple; none of these things are mandatory in the game but upon doing them the game becomes more complex and more interesting.

How horrible LoL II would have been if each time something interesting happened, the game had to tell me that I should find it interesting. How horrible would it be if instead of being allowed to discover the interesting bits of the world, the game merely activated variables which gave me access to pieces of text which just laid out all the interesting parts of the locations I visited. The mystery of discovering new things would be lost. The control of being allowed to guide my own hand to my own destiny would be gone. The thrill of finding a new way to solve a quest that you thought was binary would evaporate. “Quests,” as they commonly exist in modern day games ruin large portions of what makes a good game by falling into the trap of telling instead of showing.

Humans are rather finite–we can only take in so much of something before what we already have up in our noggin starts to leak out when we try to put more in there. This is why initially a quest log may seem appealing for both the game player and the designer. “Oh boy, I’ll never forget what I need to do!” says the player. “Oh boy, they won’t get frustrated from not knowing what to do!” says the designer. The truth is, if your game relies heavily on a quest log, there’s probably something wrong with your game.

You see, if your (designer’s) quest is worth making, the player should want to finish it whether the game is telling them to or not. It won’t matter if it’s game-critical. It won’t matter if they get a reward. Your player will look at it and say “I want to do that. I need to know what happens from that. I need to discover that,” and then they will go out and do it. They don’t need to be told to do something. They shouldn’t be told to do something. A player doesn’t turn on a game to be told what to do, a player should turn on a game and be inspired by it to the point where they want to go out and do those things on their own. A player turns on a game to discover a new world for a little while–to be shown a world of adventure, not be told about it. A quest log is nothing more than a to-do list. It bleaches all the fun out of the game by removing any and all forms of self-motivated discovery. It immediately divides all information the player is receiving into two kinds of categories: information that I can get something from and information I can’t get something from and they will never have to think about which is which.

Hear a story about a drunken bartender? Well, it didn’t get added to my quest log, so it’s worthless. Vague mentioning of some kind of gem that I wasn’t really paying attention to? Immediately got added to my quest log in addition to where I need to go to find it, so it must be important. I cannot stress enough how bad of a mechanic this is–how horrible a method of player dictation this is. You’re literally telling the player what they should think is interesting and uninteresting instead of showing the player what is interesting and trusting them. As a designer, you need to have enough confidence in your creation that the player will want  discover the things they think are interesting on their own. Quest logs simply cater to an audience that is too impatient or too stupid to invest themselves into something.

What’s worse is that it ruins the game’s immersion. Players feel this constant pressure to be accomplishing quests and if they aren’t following the pre-laid footsteps of a quest’s pathing they feel as if they aren’t accomplishing anything, which is criminal. A player should feel like each step they take into the unknown is accomplishing something. They should feel that each creature they slay, big or small, hard or easy is a worthy task. Quests logs instead make the player switch “quest on” and “quest off,” which takes away any need the player’s need to think. Players immediately know when a quest ends if it finishes in their log. They know when a quest begins when it gets entered into their log. There’s no uncertainty or anticipation or ability to make your own decisions concerning what you as a player think is worth your time.

When we slay the Talamar at the college, we know he’s dead because the quest told us it was finished. Imagine if the game didn’t tell us–we might be confident that things have wrapped up or we might think, “What if he comes back? What if he finds a way to seek revenge? Is this truly the end?” When we defend a stronghold from the damn rebel scum (because Ulfric is a dick and no one should side with him) we immediately know when the attack is finished and when we can just completely drop our guard, because the quest told us so. We don’t have to think “what if there’s another attack” or “maybe there is a remainder of the guards that I missed planning to sneak in?” No, it’s just a flip to your quest log which says “Yup, you killed all the things, now go back to a camp so you can go to another X,Y coordinate and kill more things.”

Skyrim isn’t the only game that suffers from this, but just consider the effect it has on the world. Reading anything in the game is no longer a method of uncovering the mysteries of the world internally–if what you were reading was important, it gets added to your quest log. Otherwise, you can just throw it away and forget about it. Rumors or stories that you hear characters say are immediately forgotten if they don’t trigger a quest. What’s the point of remembering them? Emphasis in the game isn’t placed on discovery or morality or even just a decency to help people–it’s replaced with getting the blasted check box in your to-do list marked off so you can get your reward and move on to the next one! Any thing you discover in the world–anything that isn’t quest related or doesn’t have a reward attached to it–immediately feels less valuable in this kind of system. All the little detail in Skyrim is overshadowed by the desire to follow the pattern of “do thing, get thing.”

Players want to do something interesting. They want to go on an adventure–they want to change their world and they want to grow stronger. If all of the quests in your game are so numerous and so forgettable that you feel you must rely on an auto-filling quest-book to motivate the player to do them, then you should have never made them at all. A player who is inspired by your world will find something to do on their own. They will remember the things that interested them or excited them and they will venture out into the fantasy world to be their conqueror. Once they’ve completed the things that interested them the most, if you did your job right, they will hunger for more and dive back into the collection of interesting things you’ve set up for them to do. You need to let the players choose what they care about and what they deem worth their time. A quest-book sends the message to the player that they have to do everything. They have to do all the chores and if you’ve played Skyrim for more than a few hours, you really start to feel like all those quests piling up are just that–chores. Frankly, if your quest wasn’t interesting enough for the player to remember and complete on their own volition, it’s either because they were too busy being engaged by some other awesome quest that you put into the game (which is a good thing), or because your quest is refuse and is so forgettable that it isn’t worth anyone’s time.

 

 

Level Scaling

This is the greatest sinner of the bunch, and it’s probably the most mechanics heavy. Level scaling is the DEVIL. Like, if I die and go to Hell, there’s going to be two things going on. Number 1: I’m going to be in my horrid Walmart uniform stuck at a checkout lane forced to listen to the endlessly repeating commercials on the TV above me and Number 2: every time I get better at some aspect of checking out my customers, something will happen so that my improvement is completely removed. My job will be just as hard as when I started, meaning that my accomplishment meant nothing. Taking a look at the latter, the sad part is, is that’s essentially what game developers are telling you when they make their game’s level scale–you have accomplished nothing. In fact, in some cases, level scaling can create the phenomenal effect of your strength going backwards.

I’ll use a simpler example than Skyrim to show what I mean. Secret of Magia also used level scaling. Admittedly, Secret of Magia is one of the worst, under-designed, non-fleshed out piece of crap games I’ve ever played, but avoiding all of that and looking directly at its level scaling system, it exhibits level scaling’s fatal flaw perfectly. Every time you level up in SoM, every single enemy levels up with you at a fixed and uncapped rate of growth. Since the growth rate is fixed and since the stats are built up the same from level 1, if you disregard your character’s equipment, a fight against a monster at level 1 would be identical to a fight against a monster at level 5. The problem is that when you add in equipment, it becomes a whole new beast.

 

 

The first graph here is a simplification of the player’s power in relation to their level and equipment, versus a monster’s power based on level. As you can see, a level one player with enough equipment to equal two more level’s worth of stats would match up against a scaled enemy with a ratio of 3:1, or 300% power over the enemy. Now let’s add 3 more levels to our player, keeping the equipment power the same because equipment does not scale with level. Now instead of a 3:1 ratio, we have a 3:2 ratio or 150% percent power over the enemy. As you can see, in this instance gaining 3 levels actually cut our character’s power in half which is ridiculous.

Skyrim, (and any game with level scaling really) while more complicated, functions in much the same way under the same principles with an additional few aggravations. The same problem with equipment persists, in that because equipment does not scale and considering that half if not more of the enemies in the game do not wear gear (and I’m not even sure if humanoid enemy’s equipment are actually even factored into a monster’s stats) leveling up still makes you weaker against enemies that scales with you. It gets worse though when you add perks to the mix. The perks on their own are not bad–a bit bland, maybe, but in and of themselves they are not the cause of the problem; the level scaling is. You see, by choosing a non-combative perk, you create the same problem as the equipment dilemma. Want an easier time picking Novice locks? That could have been an extra 10% damage on your axe swing, or it could have been halving the cost of your Adept Destruction Magick, allowing you to cast more spells to deal more damage. By picking the Novice pick lock skill, you are no stronger (aside from the 10 points in HP, MP or Stamina) than you were a level ago, but the foes you face will be one level stronger.

What’s even funnier is how Bethesda tried to band-aid fix this problem. It’s clear that someone in the studio caught wind of this problem and wanted to do something about it but the final product just creates a different problem. You wouldn’t necessarily figure it out just from playing the game, but Skyrim has tiered difficulties for certain enemies and dungeons. They essentially have caps both at the bottom and top of their level ranges so that even if your level is lower or higher than theirs, their level cannot be lower or higher than a certain defined integer. To further muck things about, they also decided to that certain tiered enemies wouldn’t show up until the player was a certain level either. For example, Dungeon ABC contains Bandits and Skeever. The Dungeon itself has a level range of of 10-30. This means that if you go into the dungeon below level 10, all enemies will be at least level 10. If you go into the dungeon above level 30, dungeon enemies will only be level 30. Enemies themselves have their own individual level ranges as well–for instance, maybe the Skeever’s is level 10 while the bandit’s is level 30. This means that Skeevers in the dungeon will always be level 10, but if the player enters in at a level higher than 10, the Skeevers will still remain at level 10. The bandits might be a different story though, since they might have tiered bandit archetypes. At level 15, the “Bandit Ruffian” might appear, and at level 25 the “Bandit Chieftan” might appear.

While in theory, this sounds all fine and well, it’s not in practice. As stated, it is a band-aid solution at best which just introduces different problems. Enemy power rankings are still completely variable with no indication to the player what kind of strength the foe they are facing possesses. A level 1 player who a little while ago was happily killing the level 1 scaled Skeevers near Riverwood may stumble into this dungeon and suddenly be beset upon by murderous level 10 Skeevers that look and act identical to the ones he was fighting previously. A level 24 player may run around the dungeon feeling quite powerful, but a level 25 player will enter the dungeon and struggle against the difficulty spike created by the introduction of the new Bandit Chieftan. Once again, by gaining levels the player is punished with absolutely no indication or warning to the player to the contrary, save for a different enemy text name, one that certainly blends in with all the other tiers of bandits that they’ve likely been encountering.

Developers need to get rid of level scaling forever. It creates complete chaos and inconsistency in the world. The player has no real way of knowing what to expect when they enter into a dungeon–but not in a good way. It’s true, as a general rule, the dungeons around Riverwood are a lower level–but this is just a general rule, and it hardly has much of a pattern outside the Skyrim’s beginning area. The developers delved too greedily and too deep; they pridefully tried to create a game that was completely accessible to low level players while still maintaining some semblance of matched difficulty to the player’s power. Instead what they created was an inconsistent mess that rides wild and unpredictable difficulty spikes that ultimately peter out at around level 40, where at that point most of the dungeons are either relatively scaled to the player power or laughably easy.

The fix for this? Keep the damned enemy’s power level consistent you morons! Quit being afraid that if your player doesn’t have access to each and every location in the game right away that they’ll start whining and quit! With level scaling, there is no progression! It takes as much effort to kill a mammoth at level 5 as it does level 25–why did I even bother gaining the 20 levels in between? It’s no wonder I feel empty inside when I clear out another dungeon, because I know that the game gave me a lukewarm challenge that was tailored to my skill level. There’s no need to be afraid or concerned when walking into a dungeon since I’ll always know that it will be scaled to my level–except when the dungeon’s lower level cap is 20 levels higher than me and I’m getting ROFLstomped by bandits and wizards that look identical to the level 1 bandits and wizards I was fighting in the last dungeon! Just make things consistent in power level–make the giants these foreboding doom-creatures that it really means something when you finally get the ability to kill them. Allow a low-level player to slay smaller spiders with relative ease, but make the massive ones truly deadly!

Once the world becomes consistent to the player, they can begin to gauge the power of the things they are facing in relation to their own power. They can begin to understand which dungeons are heavily guarded and which ones are simply filled with bandit rabble. This kind of balance usually leads to a stronger community base since you have speedrunners and game-breaker enthusiasts banding together and asking each other “Just how can a level 1 creature sneak past the troll?” or “How can I get my level 5 wizard to kill the giants guarding the cave that’s meant for high-level players?”

By creating level-scaling, players will never feel accomplished because they never know what to expect. Enemy names, types and even the models themselves almost become meaningless since they won’t know how strong something until they give it a wack, even if it’s the same monster they’ve encounter time and time again. Level scaling is nothing more than a cheap method for the developers to try to instill an artificial feeling of “balance” in their game, when really all they’re doing is washing their hands free of any kind of progression design or real balance, not to mention the complete way it breaks immersion when I’m never afraid to go anywhere or fight anything at level 1.

 

Combat/Equipment/Balance

Herein are miscellaneous complaints that are worth mentioning, but are not necessarily large enough to require an entire section devoted to them.

Melee Combat in the game is incredibly simple–horribly so. If you are a fighter, it’s swing, swing or swing. You might occasionally block, you might charge up a swing, but in the end, it’s just swing or be swinged.

Archery Combat consists of clipping enemies on rocks or trees and then filling them full of an inordinate amount of missiles while they stand there staring at you.

Magic is a let-down. Not only are spells lackluster, but they are rather barbaric in their straight-forwardness. Lightning is laughably useless unless the enemy is using it on you. Frost is ok, but not really worth it in the face of Fire’s DPS. The starting fire spell is one of the most efficient DPS spells in the game, especially if you stutter cast it, which isn’t even a bug–it’s simply a method of conserving mana while maintaining the same level of DPS. You never truly feel like a powerful wizard, no matter how many points of destruction magic you have. Healing magic has a similar problem–the starting healing spell is the most efficient; why bother using anything else?

Equipment is a joke. Medium armor is pointless–light armor is somewhat useable, but once fully perked there is almost no disadvantage to heavy armor for any character. Since classes don’t exist, any character can wear whatever they want. No need to use your brain when equipping things either since everything is a binary progression up to a higher number for defense. Glass armor will always be better than steel. Steel will always be better than iron. The armors are nothing more than numbers.

The problem mentioned earlier concerning equipment not scaling in relation to the player’s level can actually be abused by players focusing on equipment crafting, giving them an incredibly powerful but artificial power boost. Coupled with enchantments allowing magic to be cast for free in addition with the lackluster scaling on spells means that a player wearing armor that lets them cast spells for free will be nearly as powerful as a wizard who has spent all their perks into magic.

Enemy wizards are extremely broken. At this point, I have played several different types of characters and put my stat points into several different areas. I can tell you that if you play as a wizard, you will never even come close to the strength possessed by enemy wizards. Likewise, in a playthrough where I put every single point I had in HP, I was one-shotted at full ~300HP health by an enemy wizard who was using the level 1 lightning spell.

The only time you will be “challenged” by an enemy in Skyrim is when you face one that can one-shot you, or very nearly so. This isn’t really a challenge, since such an occurrence offers little to no counterplay. Additionally, because of the relatively shallow battle mecahnics, any other kind of fight in the game is brainlessly winnable for several reasons. 1. You probably have enough potions to health-spam your way through an enemy. 2. If you need to, you can just heal with your MP. 3. You probably have enough MP potions to MP-spam your way through an enemy or 4. You probably have enough MP potions to MP-spam-heal your way through an enemy. 5. You can probably just run away and shoot an enemy to death with magic and/or the 1000+ weightless arrows you’re carrying. 6. If you get really desperate, you can eat all that odd food you’re probably carrying from when you accidentally picked it up earlier. 7. You probably have an essential ally that will never die with you that you can use to face-tank. 8. If all else fails, you can just run away, heal and come back again. It’s not like the enemies are going anywhere, or your quest has a time-limit.

Dragons are laughably easy to kill.

Dragons can laughably easily kill you with their instant-death chomp regardless of what level you are.

Dungeons have burning torches and fresh fruit.

The majority of the game’s treasure is randomly generated, making everything you get feel like random code and not a unique piece of equipment.

Fast Travel sucks because it takes all the excitement of traveling away. Walking from place to place sucks because there’s nothing interesting or valuable to discover along the way.

I think that’s enough for now.

 

In Closing

Skyrim is an awful game. It’s mechanics are pure garbage, and its immersion suffers heavily for it. Skyrim is the only Elders Scrolls game I’ve played, which makes me sad because all through my life I’d heard good things about the franchise. So I leave you with one necessary and crucial piece of information that will help cement what you’ve read here, as well as what you know about me as an author let it be known: Skyrim is a disgusting puddle of sheeple worshiped fan-hype…

…that I have put 375 hours into because mods are @&$%!*# amazing.

Steam Link