Breath of Death VII (Completed)

 

Breath of Death First Impression

Short and sweet, Breath of Death VII isn’t a long game–something that’s probably for the best. It’s combat mechanics are not deep enough to support a game in for the long haul and considering that combat is half (if not more) of what a 90’s RPG is, Zeboyd wisely cut things off before they could begin to drag. What we got was still fun and worth playing though.

 

 

–Spoiler Alert–

Last we left our heroes, they were just starting to form the party and set out on a grand adventure to the four quadrants of the world. Akin to the “ye olde orbs of light” (“I-hope-he-keeps-his-pants-on-shutup-I-already-made-that-joke”) the heroes raid several ruins to acquire four crystals of the corresponding traditional 4 elements. You know the ones. Along the way, they get captured by an odd mix of references–a king that looks rather similar to our good buddy Ganondorf, but who is sitting in the throne of a would-be Tantageel, in a location with a layout identical to the castle found in Dragon Quest of the same name. Being thrown in jail for the supposed usurping of his thrown, you discover his nephew, “Erik,” who is a French zombie (complete with the accent) who has a penchant to break off his otherwise civilized conversation by shouting the words “LE BRAINS!” randomly.

 

 

Our heroes break out of prison, explain to Erik’s uncle that Erik has no interest in the throne and he can continue to rule as he pleases (did we just enact the 7-year gap in Ocarina of Time?) and the party collects the 4 crystals. Upon nearing the end of the final tech/mech dungeon, the adventurers are beset upon by evil versions of themselves before encountering Dr. Dark (a parody of Dr. Light from Megaman), the last surviving human in the undead land.

 

 

Dr. D asks the heroes to give him the crystals so that he can power his time machine and go back in time to stop the catastrophic event that lead the world’s destruction and current undead predicament. Before they are allowed to do so, the “Ultimate Evil” appears in a very Final Fantasy Chaos-esque fashion to stop the heroes.

 

 

Upon its defeat, the party agrees to allow Dr. D to go back in time and change the future, even though it means that they will all no longer exist. Dr. D is successful, the world is saved and nothing more is left of Dem and his crew other than a monument that the doctor erects in honor of the saviors of his world.

 

 

Throughout the game, BoDVII maintains a consistent level of humor and doesn’t try to take itself too seriously. Zeboyd has their thumb on the cliches of 90’s RPGs and makes fun of them in many instances. One of my favorites was when Dr. Dark asks Dem for the crystals. Fully planning on telling him “No,” I realized my two options were “Yes,” and “Sure.” This is particularly funny, since it was a common habit for games in the 90’s (and plenty of modern day ones if I’m honest) to give the player meaningless “Yes” or “No” choices that they ultimately were forced to answer in the affirmative. Zeboyd is also not above poking fun at their own product, with an instance where even Dem is making fun of the asking price for BoDVII in relation to the game’s relatively short length.

 

 

For enthusiasts hungry for more, there is Hard Mode, Score Attack mode and of course the optional dungeon with the dreaded Duck Dragon. I did not deem myself worthy of challenging such a foe, but my imagination continues to maintain a humorous image of such a beast nontheless.

 




BoDVII is a solid parody that is guaranteed to get a few chuckles out of anyone who grew up in the 90’s playing RPGs. Without the parody it’s still a decent enough game to provide entertainment on its own right, although I’m not sure I’d recommend it to anyone much younger than me for fear that many of the references would fall flat. If you want a quick refresher of old-school tileset RPGs, I fully recommend BoDVII as it comes complete with all the good packaged with the time-wasting grinding graciously trimmed down. I think Cthulu Saves the World is still probably the better of the two well-known Zeboyd RPGs, but hey, at least I know now why the optional Dem boss in Cthulu was so hard.

Steam Link

War of the Human Tanks (Completed)

 

First Impression Review

 

Upon completion of our happy-go-lucky replicant platoon simulation, I was a bit nonplussed since my initial impression. That is not to say that this was necessarily a bad thing since my initial impression of the game was high, but it is to say that the game didn’t develop too much further beyond its genesis.

 

–Spoiler Warning–

The general plot of the game is a bit hard to piece together, if only because of how sporadic it plays out matched with large gaps of time passing in an instant, with nothing more than “2 years later” or something similar to indicate the passage of time. Shoutaro continues to fight for the empire, but eventually gets fed up with his country when they use a floating Human Tank Bomb the size of a city block to indiscriminately eradicate thousands of Human Tanks fighting on both sides. He chooses to rebel against the Empire, fighting against it as a maverick. In the middle of this plot is an ongoing plot involving Shoutaro and a fiesty Kingdom general named Kurara. Kurara suffers defeat at Shoutaro’s so many times that she no longer is concerned about winning the war, but is just concerned with defeating Shoutaro. After another defeat, Kurara loses her precious Rara Human Tank (a tank similar in status to Shoutaro’s Heshiko). This resulted when Rara, who was considered to only be a “pet” Human Tank up to this point begged Kurara to let her fight. In spite of being a skilled sniper, Rara is captured by Shoutaro and is repaired by his little sister Chiyoko. Chiyoko removes Rara’s control chip, allowing Rara free action apart from the Kingdom’s commands. Eventually Shoutaro returns Rara to Kurara and gains both their trust. At the end of it all, Shoutaro finally becomes emperor of the Empire, overthrowing the corrupt leaders he hated serving. Heading back to his home, he finds Kurara waiting for him, whereupon she challenges him to another sortie and the credits roll.

 

 

The game’s replayability seems pretty decent. You get to start the campaign over again with all of your previous upgrades and equipment, including the upgraded Red Muffler Heshiko and Red Muffler Rara. During my first playthrough, there were a handful of campaign missions where even though I lost the mission the plot continued, I’m sure that I’d stand a better chance at winning them in a second round. Additionally, there were some pretty ridiculous bonus and free missions that I immediately got ROFL-stomped in that likewise would be more winnable after accumulated more upgrades from a second run at the game.

 

 

War of the Human Tanks is not a perfect game. The plot is a bit disjointed, the pacing can be a bit start-and-go and it’s sometimes difficult for the player to understand if they should expect to win a sortie or not. In spite of that, this was Fruit Bat’s first title in the War of the Human Tanks series, and I’d definitely be willing to try one of their sequels to see if they’ve expanded upon their already decent formula. If you like grid-based strategical war games, I’d recommend you give the series a shot. If I do pick up one of the newer titles, maybe I can at least hope to get some backstory on that damn cat. And what’s scary is that he wasn’t even the worst of them.

Steam Link




Kingdoms Rise

 

More like Kingdoms Fall, AMIRITE?

 

I’m not going to waste your time on this one. Kingdoms Rise is unfinished and generally abandoned. It once held the potential to be an exciting PvP Sword/Magicplay combat game with an emphasis on melee combat. It has a slew of weapons, spells and skills and enough depth to be regarded with some interest by PvP enthusiasts. While the graphics are unpolished, they’re quite pretty in their raw form and feel big. Character creation is fun and you are able to customize a lot of pieces of your character’s outfit–including things like right and left shoulder pads individually and even the codpiece.

 

 

So why the bum review? Well, there’s a couple different ways to approach it, but here’s the list: 1. Early Access. 2. Nature of PvP. 3. Microtransactions.

  1. Early Access: at this point we’ve probably all been burned by Early Access games on Steam. We’ve all felt like we’ve been scammed, tricked or generally had our money taken and not given something that was promised by a game. Kingdoms Rise is one of those games. It’s been in “Early Access” for 4+ years, but the devs have been largely inattentive of the product for the last 2. While it should be on the buyer’s shoulders to understand that if if they pay money for an early access game that they are not guaranteed to have anything more than what is present in the game when it is purchased–but it still sucks that the product seems to have no intention of being finished.
  2. Nature of PvP: Player vs. Player games are tricky business for both the player and the creator. In my opinion, they are the hardest games for the devs to make and the most risky games for the players to invest in. If a dev makes a PvP game, they must be willing to constantly upkeep the game essentially until the end of time–if they don’t the game will die. Likewise, the player base must be willing to play the game and invest in it (both time and money) continually, or the game will die. Kingdoms Rise seems to be a mix of both–a stagnant player based combined with devs who have left the game. As it stands, there are no available games being hosted for Kingdoms Rise, essentially making the game completely unplayable.
  3. Microtransactions: the most sure-fire way to tell if a PvP game is failing is the introduction of heavy microtransactions and “Pay to Win” bonuses. It’s a sign that the game owner is trying to squeeze the last cash (and life) out of a product when they are willing to accept bribes to let another player win. As I read up on the game,  I came across the somewhat frequent comment that “pay to win microtransactions are ruining the game.” It’s hard to determine the accuracy of these kinds of statements since oftentimes they are made by an ignorant player who is just upset that someone beat them with a tool that they don’t understand. What I can tell however, is that there is a DLC section for this game. DLC. For a game that is unfinished. That feels icky just saying it.

 


 

Also, I don’t know what “Event Begins” in 6 days and at this point I’m afraid to ask. Maybe it’s like the Midnight Channel in Persona 4?

 

 

Sometimes good PvP games fall flat and it’s not really anyone’s fault. Sometimes there just isn’t a big enough player base to support the game. In the case of Kingdoms Rise however, records seem to point to a large part of the blame being on the shoulders of the devs. This disregard for the spirit of gaming as well as the player base itself angers me, and would normally lead me to relegate the game to Tier 4 except… I just can’t. What’s present in the game is really cool. The customization (both visual and combative) seems like it had a lot of potential. At some point in this games development, someone must have been putting their heart into the content. I’m not sure why they stopped. Motivation is a hard thing to maintain; that I understand. I lose passion for many of my hobbies and it becomes difficult to continue them. However, when a product is being sold, it must be treated completely different than a hobby–it becomes a job. It was the dev’s job to keep up with this game. It was their job to ensure the game’s success, for better or for worse. In light of this, Kingdoms Rise barely escapes Tier 4 by the skin of its teeth and nestles in the dredges of the Tier 3 category.

Steam Link

 

Divine Divinity

 

It’s Baldur’s Gate. Wait–no, it’s Diablo. Wait–no, it’s…

 

Okay, so let’s get down to it. I’m a mechanics/immersion guy. I want my mechanics to build the foundation for immersion and I want my immersion to flow seamlessly into my mechanics. While immersion is a bit trickier to pin down, mechanics oftentimes make themselves known through combat and thus a stellar combat system is oftentimes a prerequisite for a game to have before I’ll consider it to be good. I’m confident that Divine Divinity is a Tier 1 game… but I can only conclude that I must have been tricked into thinking this, for in a time-span of over an hour I got into combat once and only once. A revenant in a whine cellar sprinted towards me and hit me for about a third of my health. I ran away from it, it hit me again, and I successfully fled through the cellar door. That was it. I’m baffled. How did a game–and not just a game, but essentially a Diablo-esque Baldur’s Gate-esque RPG game–captivate my attention with almost no emphasis on combat whatsoever?

 

 

I think it’s because DD and other games like it have a slow powerful burning that isn’t flashy or stylish. As a cohesive whole, it grips the player in a manner that respects the player and the world that they’ve created at the same time. Sometimes it seems if people think that great RPGs have to start off slow. I wonder if this is because so many great RPGs both present and past often do start off slow. I think what may be misunderstood is that this is not a case of A creates B, but a case where C creates B with the side effect of A. In other words, good RPGs often start off slow, but a slow RPG is not necessarily a good one. Too many RPGs begin with 10 minute-long unskippable cinematics that try to play up the world as something so epic that it’s beyond the scale of grand. Tutorials and introductions take 1 to 2 hours before the uncomfortable grip of the devs are released and the player is actually allowed to begin the game. Things like this are often justified with “the game gets good later,” or “it starts out slow because it’s building something up.” While these things can be said about a game, it’s not true that the game needs to be boring or restrictive.

 

 

DD starts you out with noting. NOTHING! And it’s slow as heck. And it doesn’t matter. Why? Because the game let’s the player do everything. I wake up in some creepy dungeon-like room on a bed. I figure out how to pick up items. I discover that light sources are interactable. I familiarize myself the menus because I’m curious about the game and I’m not an idiot. I climb out of the dungeon and find that it’s a cellar. Some guy talks to me–I choose a few dialogue options and talk back. He tells me something interesting, but doesn’t force me to go look into it. I walk around the town at my own pace. I have no idea where I am, but slowly piece things together. I talk to a fountain. You heard me. I find a weird key next to a graveyard. Because I’m curious, I read the grave and can deduce that the husband of the body beneath me is happy to be rid of her. This is something interesting that I log away in the back of my head. A guy gets frozen. I meet some sick people. I talk to a lizard. I break into a house through a well. I get a mystery and a clue about catacombs. I discover that I can move objects in the world by clicking and dragging them. I run into a grumpy dwarf who yells at me for picking herbs. I uncover a cellar hidden underneath stacks of “packages.” I explore the cellar and run away when a corpse talks to me and kicks my ass. I move some dragon statues around. I uncover a secret catacomb. At no point did the game tell me what to do, give me a tutorial, or force me to do anything. It moved slowly–it wasn’t flashy. It wasn’t filled with combat. I was engaged the entire time.

 

 

I want to play more of this game, because it’s letting me play it. It’s not telling me I’m a hero, it’s letting me decide to be one. It’s not telling me to help townspeople, I’m choosing to become involved in what they’re doing because they are interesting to me. The game isn’t hooking me in with artificial excitement, it’s drawing me in because it feels deep, like it has a story to tell, a mystery to reveal and an adventure to unfold–and not one that it’s going to force me to experience. I get the feeling that I could go through the game with my eyes closed (so to say) and get very little out of it if I chose, or I could study the details of everything presented to me and receive a rewarding experience. I suppose I could be wrong. I did after all only play the game for a little while. If I’m right though, the game will be well worth the time put into it.

Steam Link

 

 

 

Retro City Rampage DX

 

Ugh… would like a heaping serving of pointless game design matched with a bigger scoop of nonstop 80’s references? Well then you must have a hankering for…

 

Okay, so when I bought this game, I expected it to be a little shallow. I expected it to not be the most revolutionary mechanical masterpiece of the century filled with surprising twist after twist. Gameplay is something like a 2-D GTA, involving the theft of vehicles and the squishing of many civilians and cops under said vehicle’s wheels. What I didn’t expect it to be though was a consequence-less coagulation of never, ending, ceaselessREFERENCES supported by weak gameplay.

 

 

 

The game seems to start off well, in perfect parody to any NES game from the 80’s. It’s all here, from the music, to the graphics to the menu progressions–it matches 80’s gaming perfectly. At first it seemed to promise a good return on investment of time… until you get to the actual game itself. Games from the 80’s were more than just a look and feel; they were about brutal mechanics and difficult enemies. While I certainly understand that in the name of player accessibility you would not wish to create something quite as brutal as your average 80’s NES game, I also didn’t expect to play a near challenge-less, near infinite-health adventure that feels so spastic that it would be guaranteed to grab the attention of even the most inattentive tree-dwelling park-rodent. That’s not even the worst though. The worst, as you might have gathered, are the constant bombardment of 80’s references. After I got through the first “level,” was when they swarmed in.

 

A Megaman II reference.

 

A Duck Hun Reference.


A Teenage Mutant Ninja Turtles NES game reference combined with a Mario reference…


A Duck Tales reference.


 

It doesn’t stop there either. There’s a Frogger reference, a Sonic reference, another Sonic reference, a Bill and Ted’s Excellent Adventure reference, a Back to the Future reference,  a Ghost Busters reference, an A-Team reference with the obligatory Mr. T reference and a Mario 2 reference. All of this happens within the span of about 10 minutes, and those were just the references that I noticed. I’m sure there were plenty that I didn’t catch or just didn’t know about. Look, references are funny from time to time and can be clever if done correctly. They’re a great way for the developer to bring attention to something that they love and presumably what their audience loves. It can be used for a quick laugh or if done subtly can make the player feel like they’re “in” on a secret joke. When they’re just shoved in the player’s face one right after another like this, it feels much less like references and much more like some mook from the 80’s waving his metaphorical genitalia in your face whilst giving you a history lesson of 80’s pop-culture.

 

 

I gave the game about 20 minutes after this to change its ways, but it just doesn’t. There’s really not much of a game here and what is present is spastic at best. It doesn’t deserve to try to make these references solely on the fact that you need to have an entertaining form of media (in this case the game itself) before you can start making them in the first place. Make sure your cake is good before you start piling on a massive amount of icing and sprinkles. Even though it does visually and audibly nail an 80’s gaming, it relies on cheap references and gimmicky subtexts that just aren’t worth a true gamer’s time–just give this one a pass.

Steam Link

NEO Scavenger

 

Bro, do you even survive in a post-apocalyptic, turn-based, crafting, exploring, fog-of-war, character-creating, text-heavy, role-play world? Oh, you must have played NEO Scavenger too then!

 

NEO Scavenger is a game that has been done before. Something similar to the character creation skill-choice has been done in the Fallout series. Zombie-infested sector-based scavenging games have been done in games like the Rebuild series on Kongregate and countless others. Survival crafting games have been made so often that it’s a fully recognized game genre under the same name. So, if it’s not unique, what makes NEO Scavenger worthy of Tier 1?

 

 

Well, it’s because NEO Scavenger does all these things very well. Skill selection is unique, clear, and has meaningful impact upon what the player can do, both in and out of dialogue choices. The mechanics of the world are detailed and usually have a menu screen associated with them to display to the player what information they need to know–right down to things like where your character was wounded and how bad the wound is. Crafting allows for experimentation without being completely obtuse. Inventory management is harsh but realistically challenged–unless you find a knapsack or want to sacrifice a precious sleeping bag to make one, your carrying capacity is nearly limited to only what you can hold in your two hands. Add to this that you must manage exposure, fatigue, pain, and other bodily needs, the game is a well-built mesh of survival elements.

 

 

You won’t find flashy graphics or dynamic visual assets in this game but it doesn’t need it. Any time something important happens, there is a paragraph of text to give you the needed flavor. The theater of the mind plays a pretty big role in all of this–something that is often lacking in the gaming world today and as such getting to experience it here is refreshing. That’s not to say that our modern day “high-falootin’ high resolution polygonal graphics are evil,” but it is to say that not all games need them–NEO Scavenger being a fine example of this.

 

 

My only complaint the game’s UI. While it’s clear that some effort was put into user friendliness, overall it’s kind of cluttered and at times confusing how to get things working. Take for instance the idea of camping. There is a campsite menu, but you don’t actually camp there. Instead, the campsite menu is used for selecting where you want to rest. While there is a sleep option, you actually just want to click “End turn” if you want to rest for a bit, and not sleep for several hours. It doesn’t stop there though, for if you have a sleeping bag (most often carried in one of your hands since you probably don’t have a backpack) you must unequip the sleeping bag, go to the “inventory” of the location that you are visiting, and throw the bag on the ground so that you can benefit from its warmth when ending your turn, and not die of hypothermia. No, this kind of thing isn’t a game-breaker for me, but it’s a bit tough to get used to.

 

 

All in all, I still like NEO Scavenger and I look forward increasing my chances of survival in it through skill and familiarity. Currently my record is a whopping 1.13 days, ending when I was tracked down by a swarm of ravenous zombie dogs (right, did I forget to mention that enemies can track you if you leave a trail?). I’m not sure what I’ll find out there in the Neo world, but as I’ve said before about roguelikes, the journey there into the unknown  is what makes it all worth it.

Steam Link

 

 

Skyrim (Completed)

At 288 hours (plus quite a bit without an internet connection), Skyrim is the most-played game in my Steam library.  It’s also a mess.  But while it’s a fun mess, I’m not sure it’s a good game.  I’ve spent countless hours finding mods and setting them up just so so everything looks just right (I spent at least three hours finding the right rock textures).  I’ve walked back and forth across the whole of Skryim, become the arch-mage, hailed Sithis, raided the library of Hermaeus Mora, and lost myself in the depths of Blackreach.  And still I see things that I didn’t know were in the game on /r/Skyrim.  It’s remarkable fun to get lost in the world of Skyrim, just wandering about and doing the occasional chore out of your limitless quest log.  Once I have some time (and get a good mod order going for the Remastered Edition), I’ll probably spend another few dozen hours doing the same thing.  It’s a fun game to do just that, and I haven’t found quite its equal – though I’ve heard good things about The Witcher 3.  Now, let’s start in on the latest in my series of “Why did I write this much, and why didn’t I get some screenshots to break it up?”

Wide as an Ocean, Deep as a Puddle

You’ve probably seen that saying somewhere in a review of Skyrim once or twice.  But if you haven’t: it refers to how many open-world dungeons, quests, and more there is to explore in Skryim, yet so little that really draws you in as a roleplayer.  On the whole, it provides an immersive experience because so many different things interact – but each piece individually isn’t particularly enthralling (with the possible exception of the Serena/Dawnguard questline, and not just because she’s a vampire.  Get it?  Enthralling?  Vampires?  No?  Stop?  okay).  I feel a little bad leveling this criticism since I can’t really point to any specific thing that would have fixed it entirely.  It’s more a general feeling than anything else; but there are a few specifics I can point out that might help you see what I’m getting at.

The first one is dead simple – and almost a little silly.  There are probably about – oh, actually, according to the wiki – exactly 1,089 NPCs in Skryim.  Bethesda employed 70 voice actors.  That would normally seem like a lot, but as you play the game it really starts to grate that everyone you meet sounds exactly the same.  Guard #347 from Riften sounds exactly the same as Guard #209 from Solitude.  Sound design is a too-often ignored aspect of games, and the results are on clear display here: there’s a reason sweetroll and arrow memes exist.  This problem is compounded by the face-concealing masks worn by every guard in Skryim (though there is a mod to fix that).  I mean, come on – it’s rule #1.  And where do they all live?  Wouldn’t it be more interesting if the guards had lives like the rest of the NPCs?

The next specific feels almost counter-intuitive until you’ve played the game for a couple hundred hours (or, at least, it took me about a hundred).  There are many strange, undiscovered places scattered across Skyrim, right?  Well, not so much.  If you visit the towns, talk to the NPCs, and fill your quest log to overflowing, you’ll start to notice that any place of any significance has a quest associated with it.  People lose their axes, are terrorized by trolls, or have heard tales of great treasure coming from every single place in Skyrim.  This is not unilaterally bad – some of the quests are truly unique and engaging.  The trouble is that Skyrim starts to feel less like a wonder-filled, ancient land where there are countless undiscovered caverns filled with treasure and more like a sequence of quests to be completed.  In other words, once you’re told to go explore, it stops being as much fun as having decided to do it yourself.  It’s far more fun to stumble upon a cavern that no one knows about, clear it of Draugr, and nab the treasure at the end without anyone having told you to do so.  In the end, I just stopped talking to people to feel more like I was actually discovering a place I would stumble across in my journeys.  It would be more fun if not all the quests showed up in your log – and not just because you pick up so many quests.

This might seem like a ridiculous complaint, since it only starts occurring to you after so many hours of play, but it ties in to what I think the true purpose of Skryim is: to wander and explore (which is partly why the fast-travel mechanic makes no sense).  Those things take many, many hours.  The quests should only be there to get you going, teach you the rules, and tell a few interesting stories along the way.  The rest of the world should be a vast, unexplored country for you, the player, to discover on your own.  It should not be a place where the 400 year old unexplored crypt has fresh food and lighting and a lost axe that you need to recover.  Perhaps part of the problem is that there’s a delicate balance for a game developer who wants the player to experience as much as possible while leaving an air of mystery.  It’s hard as a content creator to leave things entirely undiscovered, but I think Skyrim would have benefited from more areas that were only hinted at and not quest-related.  In fact, I think Skyrim would have been improved if most of the game’s questlines were inaccessible in one playthrough.  This, my final specific complaint, is the most immersion-breaking, and it’s immediately obvious: the lack of factioning and player specialization.

Factions and Player Specialization

I’m going to take this chance to talk about a relatively unknown but incredible game – Escape Velocity: Nova – the only game I’ve played that’s successfully made a dynamic faction-based quest system (also, check out those system requirements – 400 MHz Pentium processor, yeah!).  In EV:N (and its two predecessors), you only had a random chance at any given quest-line.  The Vell-os, a psychokinetic branch of humans, occasionally find your pilot and let them know that they have fabulous secret powers.  There is only an 8% chance that any of your pilots will ever get that quest.  Additionally, with other quest-lines, you have several chances to defect or switch to a different faction (though explaining this was occasionally done poorly).  To see what I mean, just check out a page or two from this walkthrough.  Though it wasn’t always done perfectly, it made the game feel like your own and made each pilot you create feel like their own person.  It was great.  It felt good.

Fast forward from EV:N nine years, and an incredibly ambitious game called Skyrim comes out.  But in Skyrim, you can be the Archmage of Winterhold, the Listener of the Dark Brotherhood, the Dragonborn, Harbinger of the Companions, Master of the Thieves Guild, Champion of Every Daedric Prince, and a dozen other things.  At the same time.  Every time.  In fact, unless you never visit Riften or can stand to have unfinished quests, you are practically forced to become a member of the Thieves’ Guild.  Your character just becomes the most powerful (wo)man in all of Skyrim without even trying.  I could understand that for the main Dragonborn plot, but it just doesn’t make sense for all the rest.  Wouldn’t it be better to introduce these sidequests based on what your character actually does in the game?  If you level up magic, wizards start asking about you.  If you pickpocket enough people and get caught, the Thieves’ Guild might bail you out and offer you a job.  If you do enough of those “take care of so-and-so” jobs, the Dark Brotherhood starts investigating (though that one is close to what actually happens).  Instead, Skyrim doesn’t care if you are the Thane of every hold, but also happen to be a notorious Thief.  Instead, Skyrim was designed with two design assumptions that make it both initially fun and a long-term mess.

Skyrim never asks the player to make sacrifices.  You can be the hero of all Skryim and Solstheim.  You might wonder how anything got done before you showed up.  You can fight legendary dragons off three at a time and not even break a sweat.  I understand that Skyrim wanted to make it possible for a player to just jump in to the game and not have to go through a tedious character creation (well, minus the requisite three and a half hours of facial feature adjustments).  But they could still have accomplished that without letting the player become so unreasonably all-powerful.  There should be a point where you have to decide to make some sort of sacrifice – some sort of trade-off.  It’s only when you are forced to stay within the limits of a system that growth can occur.  From a mechanical standpoint, I’m not saying that you should not be able to become an effective swordsman, archer, and mage at the same time – just that being the best swordsman, archer, and mage of all time is unreasonable.  There should be a point where you might primarily fight things with your fire magic because it has a good DPS rate.  But when things get real, you pull out your unreasonably-sized claymore, throw a quick enchant on it, and go to town.  From a lore standpoint, if I can just cure my vampirism with fifteen minutes of running around (if I don’t fast-travel), then it isn’t a very meaningful choice to become a vampire.  You may have to kill someone to cure it, but that’s barely an issue when bandits attack you at every opportunity.

In Skyrim, you are never asked to make moral choices.  Well… you are, but if you think they actually mean anything then you’d be wrong.  In the end, there are no true consequences for your actions.  When I first picked up Skyrim – oh so long ago – I was asked to find a fugitive and bring them out of the city for justice.  I quicksaved, did the quest, and then reloaded to try the alternate route.  I learned that the outcome of this quest is left intentionally ambiguous no matter what you do.  As a lone event, it’s a great example of how the correctness of your choice is not always clear.  Unfortunately, this single quest becomes the prototype for every moral decision in the game.  It doesn’t really matter what you do, since every choice you make is the right one – you’re still going to be the hero.  And, I suppose, part of the problem is exactly what I did – quicksaved and tried both to find the best route.  What’s the point of making a “bad” route if the player will just reload to get a better outcome?  It’s a concession (like fast travel) that isn’t necessarily a good or sensical thing.  Any opportunities for moral choice are further undermined by the presence of unkillable NPCs, a lack of any notoriety system beyond a trivial fine, a lack of NPC responsiveness, and a unreasonably linear questing system.

All these things combine to make a sprawling game filled with fascinating places, but a world where none of it captures you for very long.  When it does capture you, it sets up a neat experience that really does seem to capture the essence of a fun game – but around every corner is something to take you out of it again.  Those things are sometimes cleverly and remarkably hidden, but they are still there to wear you down over a long period of time.  The great moments in Skyrim are some of the best in video gaming, but they are too often the exceptions to the tedium of the plot and quests.  But enough about that.  Let’s move on to something Skyrim did right.

Lore and the True Depth of Skyrim

I have to give Skyrim’s developers credit: an almost unfathomable amount of lore and backstory is scattered around every Elder Scrolls game.  Just in Skyrim alone, there are 307 books that do nothing but talk about some piece of lore – not including letters, journals, or books that also increase your skill.  There are long, drawn-out conversations on /r/teslore that prove just how incredibly detailed the world-building of the Elder Scrolls is.  Beyond that, there are stories hidden throughout the Elder Scrolls games – like a burned-out shack with some journals about a young wizard experimenting with fire magic.  In Oblivion, there’s a wizard that falls out of the sky, seemingly at random.  But if you loot his body and read his journal, it tells a story of a failed magical flight experiment.  That same theme is continued in Skyrim.  It’s fantastic, and it is part of what makes faffing about so much fun.  Every book and location tells a story that adds to the lore, and I try to read and explore as many as possible – it’s a tradition I started after finding an appropriate mod.  There’s a story everywhere waiting to be discovered.

For book nerds (and if you are, ask me about The Night Circus sometime!) or anybody that enjoys immersing themselves in a fictional world, this is certainly part of the draw.  For everyone else, this is just another part of the game that can keep you coming back to wander about and have something to do when you are level 120 and have every title available in Skyrim except High King – and only because you assassinated the last one and people tend to frown on that.  Not that you couldn’t be the High King, though; everything is possible through mods.  Which brings me to the best and worst aspect of Skyrim: modding.

Mods

Mods are the best.  Through modding, you can customize literally every aspect of your Skyrim experience. That pillow breaking your immersion?  Replace it!  A weird bug causing framedrops?  Fix it!  Want to kill all the children?  Mod it!  You can even download full-blown DLC or decide that you didn’t actually want to play an Elder Scrolls game after all.  Modding games is PC gaming at its best, and in Skyrim this is on full display.  But not all of this is a good thing.

Mods are the worst.  I’m not complaining that I spent so much time modding – in fact, it’s fun.  Mod load order is taken care of as well – through LOOT – and you know a game is the modding king when there are well-designed GUIs for your mod load order tools.  What I am complaining about is Bethesda’s reliance on mods.  Skyrim is still quite buggy and didn’t look that good until the Special Edition came out…which made it look slightly less good than a simply-modded version and didn’t fix the bugs (though it did move Skyrim to a 64-bit architecture, allowing for NPC craziness).  This point has been belabored by many others, so I won’t say more on this topic.

But is it Fun?  Is it a Good Game?

I’ve complained a lot about Skyrim.  Most of my complaints are, I hope, reasonable.  They don’t make Skyrim a bad game – they just make a game that did not live up to its potential.  Still, the combat system is simplistic – especially in view of games like Dark Souls.  There are no real consequences for your actions, especially when games like Dragon Age exist.  There is no option to play the bad guy.  The people slated to fight you will always fight you, even after surrendering.  Maven Black-briar will never die, no matter how often you kill her.  The large-scale “battles” are laughably small due to an outdated engine.  Exploration is really Skyrim’s only redeeming mechanic, but even that is dampened by the lack of a truly unexplored world.

It’s certainly a fun game, due in no small part to the remarkable community of players willing to spend time modding things they find need improvement.  In fact, there are mods to counter many of the issues I just mentioned.  Which brings us to a problem.  By itself, Skyrim is a mechanically terrible game.  With mods, it is more fun and a better game.  Do I judge Skyrim based on what it is or what people have made it?  Should a game as open-ended as Skyrim be judged so harshly on its mechanics?

Conclusion

Open-world RPGs are just hard to make.  It’s a great deal harder than most people – game developers included – seem to think.  I’m fairly sure there has never been a “perfect” open-world game, though I haven’t played The Witcher 3 (and I have hopes for an upcoming one).  Skyrim far surpasses many when taken on the whole, but almost any good RPG has elements in which it far surpass Skyrim.  And that’s what I think makes Skyrim so hard to judge – it tries to be so many things, but doesn’t really do any of them perfectly.  There are few things in life that can do more than a couple things perfectly – that’s why the sentiment of “doing one thing well” is so successful and so many programs that try to do everything fail so spectacularly.  It’s why the “perfect” games I can think of are simple ones.

But in the end, Skyrim is fun.  You can get lost.  And sometimes, that’s enough.

Magicite (Completed)

 

Magicite First Impression

Upon beating Magicite, I experienced the same hollowing feeling that grasps the heart of any gamer upon the completion of a roguelike. It is an emptiness that creeps in and takes over, instilling upon the player the realization that the very thing they had been trying to achieve so hard–completion of the game–was in fact, not what they were enjoying so much. It is the survival in a roguelike that brings joy. It is the unexpected that brings happiness. It is the ability to push yourself and your character a couple inches further into an unyielding world of death and mystery that brings accomplishment. “Winning” a roguelike takes all of this away and simply replaces the experience with a feeling of “been here, done this,” which is by no means the fault of Magicite or any roguelike for that matter, but was nonetheless my feeling at Magicite’s end.

 

 

Magicite, unfortunately, will be the first game that I place in a lower Tier after completing the game than when I initially rated it in my first impression. It is still worthy of Tier 2, but as I played the game, a lot of the promised mystery unfolded in a less-than-ideal manner. Mechanical balance of the game became questionable. Class distinction grew less defined. Exploratory cleverness no longer seemed to be rewarded in the face of safe consistency. Probably one of the worst disappointments was the crafting, which seemed to hold so much promise, but in the end fell flat. By the time I wrote my First Impression review, I was under the delusion that I had only scratched the surface of the potential crafting recipes, when in fact I had completely exhausted them save for two of them, resulting in crafting feeling rather pointless and simply as a method of “using stuff to get stuff.”

 

 

Do I regret playing Magicite? No, not at all. Until its defeat, it proved to be a fun game that provided many hours of diversion. Until I had overcame its challenge, it was enjoyable to find the ways to press stats, skills and equipment as hard as I could into my favor, ultimately resulting in success. It is just that after a more comprehensive inspection of the game’s elements, questionable balance and underutilized mechanics, it no longer entirely deserves my previous acclaim. If you have some time to kill, I would still recommend it–it just must be understood that the longevity of its value or quality is not assured.

Steam Link

 

100% Orange Juice

It’s like Mario Party, only with robots, little girls and seagulls. Actually, that may be more like Mario Party than I remember. I’m of course, talking about…

 

Okay, not gonna lie, I might have met my match here. I like to consider myself a well-seasoned gamer. I’ve survived games that were terrible, games that were incredibly difficult and games that were just plain unfair… but 100% OJ reaches an entirely new level. Of insanity. Complete and utter insanity. And little girls that steal things. The closest thing I can compare it to is Mario Party, but even that doesn’t do it justice. Sure, similar to our lovable Italian’s favorite party game, 100% OJ is played on a board, you roll dice, you gain a currency for committing acts of felony, and it is undoubtedly the place where friendships go to die (if I had any friends to play this with me). Unlike Mario Party though, there are no mini-games after each round, there is a pseudo RPG-combat system, you can murder people, and play cards as if it was one of the crazy half-baked games a villainous henchman invented in an episode of Yugioh. I would say that these things make it the Japanese version of Mario Party except… yeah… the old plumber is already Japanese.

 

 

In regards to about half the things happening in the game, I have no ability to explain them. I chose a character that I liked, partially based on the fact that I thought she seemed cool and partially because she looked about as clueless as I was, which comforted me somehow. I think the goal of the game was to achieve five “Normas” which come in the form of two kinds of quests–murder stuff or get stuff (stars). Along the way, a little dog girl kept stealing money from the only boy on the board. I kept drawing cards that had neat pictures, but for some reason was never allowed to use any of them. To this day, my inability to play anything I drew haunts me. At some point a giant boss robot appeared and murdered everyone. Then the boy who’s wallet was stolen punched me out. It was around chapter (round) 40 that I was convinced the game was a satirical commentary about Marxism and how it connected with the social injustices concerning the youth of modern day Japan. I’m not entirely convinced that I’m wrong.

 

 

Eventually the dog-girl won. Apparently, most of my opponents were as clueless as I was, considering that I somehow got second place. In the end, I’m not convinced that this is a bad game. There’s clearly a large selection of wacky effects and strategies that can be implemented through use of the game’s numerous cards. If you’re willing to shell out a bit for the DLC, there are quite a few characters. A quick flip through the game’s community artwork will show you that there’s clearly a large group of people who embrace the game’s wild chance, zaniness, and ridiculous combination of adorable sinister-like qualities. There’s online play for those who want to be social, and even a rather wide selection of things you can unlock.

 

 

If I was younger, had more time and/or had a group of friends to play this game with, I think I would enjoy it quite a bit more. As it stands that I have none of these things, I am willing to take a step back and recognize that it may simply not be something I can get into. I love the art, humor and considering the somewhat stale nature of Mario games as of late, this game could be a great way to fill the niche of those who have fond memories of the old Mario Party games. For now though, I place it in Tier 2, putting it gently in a corner of the closet, praying that we leave each other on good terms–an attempt to respectfully avoid bending my mind around its madness any longer.

Steam Link

Legionwood 2: Rise of the Eternal’s Realm

The number of RPG Maker games with “2” in the title that I’m reviewing is beginning to concern me. This time it’s…

 

Unlike Deadly Sin 2 Legionwood 2 is pretty damn-well made. Whereas Deadly Sin focused on unique visual assets and dropped the ball on design, Legionwood’s game design is great. The pacing is far better, the mechanics are much more exciting and the overall design of the game feels way better built. To be honest, I was a little worried at first when “GAIA STUDIOS” sat on my screen during the introduction for what felt like an eternity, followed by an equally dull and lingering “LEGIONWOOD2.” As it turns out though, the dev studio had a pretty good grasp on the fact that a lot of people aren’t going to be interested in something moving as slow as molasses, especially before they have any context for what the game is about. I greatly appreciated that they offered a clean out for people like me as shown in the bottom pic.

 

 

Hey, it might seem silly, but at least they were open about it and didn’t make me feel like I had to sit through 10 minutes of boring crap I don’t care about yet. Mechanically, it’s roughly your standard take-turn combat system with a “wait” ATB system. In other words, if your characters have a higher agility, overall they’ll take more turns than their opponents but you have as much time as you want to choose your character’s actions. What really struck gold for me though was the ability to freely select and change not just one class, but two classes for your characters. It didn’t take me long to set myself up as a Gun-Mage which made pleased me probably more than it should have. (Just saying the word “Gun Mage” makes me feel awesome for some reason.) Apparently, if the NPC I talked to is to be trusted, there are many other classes that you’ll get as you play the game, which gave me a great tug to keep playing to not only discover them but also the wacky combinations I could set my party up as. In addition to classes, there’s even a morality rating that sets the party down the “good” or “bad” path which changes certain events within the story. True, it’s binary, but it’s a lot more than most tileset RPGs give you.


 

A majority of Legionwood 2’s assets are taken straight from RPG Maker but given how well they are used in combination with the believably written dialogue, characters that are at least trying to be distinct from one another, decent music and aforementioned design, this game nets a high Tier 2 for me. It’s definitely something I want to check back into after I’ve cleared out my Tier 1’s–it might be the best RPG Maker game that I’ve seen yet.

Steam Link