Indiana Jones & The Great Circle

I’m of multiple opinions on this game, nearly all positive for the game proper but also questioning the industry as a whole as a result.

IP games are notoriously difficult to manage, moreso when they are cross-media. Raiders of the Lost Ark came out in 1981 – over 40 years ago. It’s had a slew of films, a TV series, as well as numerous games. It’s the clear inspiration for multiple other IPs, such as the National Treasure series and obviously, Uncharted. Suffice it to say, it has a damn high bar to hit.

And it pretty much clears it with ease.

This is a game that manages to get it right. You get rewarded for exploration, and get nothing for combat. You get to explore dark catacombs, ancient crypts, discover long lost secrets, and thwart Nazis along the way. This is the closest you’ll get to playing the movie (the first 3 films that is) without an actual VR helmet.

The real beauty here is the mix between organic and led discovery. Walk around to find new things to do and discover, one of the more interesting ways to gain experience and new areas + disguises. Pay attention to what people are saying, or read the proper letter, to find a way through a tough spot or crack that safe. You’re also lead through the main storyline, with what feels like a few dozen puzzles along the way, none that are truly taxing. Well, at least none as confusing as some of the safe combos!

It ends up being an interesting tale, with just the right amount of smug villains and massive set pieces to keep you wanting to push forward. Honestly, it’s a GotY contender for me.

Industry

The sad part about this, or perhaps the reflective part, is what this shows to the industry at large. This game comes from the team that build Wolfenstein, and you can see that thumbprint everywhere. While this may be a game with a minimal use of guns, everything else fits into their M.O. This is a studios that took a step sideways and leaned into their strengths to deliver an amazing game.

Looking at the recent slew of AAA games released, how many can truly say that? I’m certain The Great Circle was not an easy game to develop, but it’s evident it was developed with a clear vision and strength. Maybe, just maybe, there’s some hope for AAA games in the future if companies can stop chasing the live service garbage that none of them can actually deliver.

So if you want to vote with your wallet, here’s a game to do it with!

Cozy Simulators

I tend to have one on the go at any given time, and honestly there’s a massive glut of games that fit this theme to select from. The gold standard remains Stardew Valley, but there’s a few dozen alternatives that will scratch one itch or another.

Quick note, mobile/web versions should be avoided as I’ve yet to find any option that didn’t include a ton of micro-transactions.

I would think that the defining feature of any cozy simulator (I’m sure there’s a better term, but I’ll use this one) is that you are provided a wide slew of horizontal activities that are tangentially related, and are limited in your ability to perform said activities based on a time/energy mechanic. You can either see this as time-gating (the most egregious are like this, and allow you to pay $$$ to bypass the gate), or something that aids in general focus of progress (more like Animal Crossing). You have a temporarily limited set of resources and a slew of time-based activities on which to spend it.

I would say that the best of this genre hit a few big ticket items

  1. There are a slew of activities that hit every part of the Bartle quadrant of players (killers, achievers, socializers, explorers). Multi-stage quests are the most accepted versions.
  2. The amount of activities you can perform in your temporary allotment should take approximately 15+ minutes to exhaust. This requires a significant amount of balancing in terms of energy costs.
  3. The systems are optimized over time, both by performing said activities and by boosting from other activities (e.g. get better at farming by farming, or by making new clothes)
  4. The game has a sense of belonging/roleplay where your character’s actions have a meaningful and lasting impact. This could be new buildings, extra areas, or relationships, meaning that your game is different than someone else.

More akin to Blizzard of old, cozy games hide their complexity through simple actions. Things as basic as farming may be tilling land, putting a seed, watering, and waiting. The complexity may come from the seasons, if you use fertilizer, the tools you are using, the amount harvested, if you get seeds back, if nearby plants have an impact and so on. Then there’s what you can do with the plants after they are harvested.

There’s also the mystery aspect of these games, where the systems are purposefully obfuscated to start, where you need to explore them over time. I think of Stardew Valley and how Ancient Fruit work. The seeds are extremely rare, they can’t grow in winter, and take nearly a month to grow. At first, it seems a useless plant. Then you unlock the greenhouse, where you can grow things year-long, and the seed maker that has a chance to give you seeds based on the matter added. It will take nearly a year in-game, but you’ll have a full greenhouse by the end. You also learn that you can turn it into wine (takes 7 days), and then age that wine (takes 3 seasons). And if you sell all that within a year, you’ll have a million gold. There’s no way you’d know that when you get your first Ancient Seed.

Back to the main issue, the slew of games and seeming dozen that launch every week. Most of them will take a couple slow months to burn through, so how to pick? Honestly, I have no idea. Steam curators are the only method I’ve found any success with, and even then it’s been a stretch. I’ve tried Fields of Mistria, which is well rated, but didn’t click with me. Graveyard Keeper however, that stuck.

I think the most enjoyable part of this type of game is that it scratches nearly every gaming itch. There’s a reason Farmville was a worldwide phenomenon, and an even greater reason why it isn’t anymore. And my regular Steam Deck plug comes again, where all of these games are pick up and play, making them perfect for that device. Sometimes real life gets too complicated, and I just need to fish in a pond…

Anthem – A Precursor

I wrote a lot about Anthem. There are many reasons for that, mostly due to the pedigree and seeming simplicity of the genre. BioWare had some jank in their games, but they still knew how to put pieces together and actually think things through. If you’ve ever played D&D with a friend who loved to ‘think outside the box’, the DM who navigated that is the exact same type of person Bioware used to hire. (They probably work at Larian now…)

Anthem was promised to be many things, but at the core was a 3D looter shooter, which is an advanced version of an ARPG – most of us think of Diablo in that vein. There was some story promised, but frankly that mattered little in the moment to moment gameplay portions. Boiled down to the basics, it was slot machine with pretty graphics. It’s the slot machine part that really threw Bioware out of sorts.

I also wrote a whole lot on Diablo 3, including guides on making real world money back when it launched. I’m time travelling back 10+ friggin’ years here, but there was a time when you played Diablo not by killing monsters, but by sorting tables in an auction house. I did it as an experiment, and the $ per hour was honestly much higher than expected. The main reason the auction house worked there was because the actual game didn’t actually optimize the slot machine part. The game was overturned in difficulty, and undertuned in terms of rewards. It took much less time/effort to farm gold in-game and to buy the gear than it ever would to actually get a decent drop in-game. The incentives were broken.

Anthem launched in a buggy state in 2019. Today, we would call that Early Access. It also launched on the EA game service, and nearly everyone I know purchased it that way as it was ~$20 instead of full price. Bugs aside (one locked you out of all content and took 2 weeks to patch), the gameplay itself had challenges.

Combat had 2 parts, one was focused on exploration and emergent gameplay. Unfortunately this mode was in a massive map with no indicator of your teammates, and a max of 4 people on a map that could fit 50. The second part was mission based, and while mechanically fun at the start, it became obvious quickly that core shooter mechanics were missing, notably how cover/line of sight seemed to not really work. The balance between classes also wasn’t working, were tanks were the be all/end all with other classes being relegated to glass cannon status.

The loot portion came out even worse. Loot was 100% random, with nearly 10 rolls per item. Sure, rarity is always there, but the real issue was the items themselves. You could roll any item, even if you couldn’t use it (which was 75% of all items). If you did get an item you could use, the stat rolls on that item could be for any class, so you could get a gun you could use that boosted skills/stats you didn’t have. And if by chance you did get an item you could use, with stats you could use, the range of stats was absolutely massive. More to the point, you could easily get a legendary item that was much worse than a regular version.

It took a few months and stat weights came into being, as well as quite a few quality patches. Next to no one returned to the game, and the idea of Anthem 2.0 was born. The ideas in that pitch were really good, with a very strong focus on what makes those games successful. Unfortunately, it was a skeleton crew of ideas and EA made the choice to cut their losses.

I won’t even get into their cash stop. Good news, it was cosmetics based! Bad news, no one used it.

I bring up Anthem for a few reasons. First is that the looter shooter genre appears to be well past expiry now. Destiny 2 is arguably content rich and it’s still not enough to keep people coming back for a 0.1% stat increase. It’s the only successful one left – I’m still kind of ticked that Outriders couldn’t find a footing… that game is incredible. Second is that Bioware made a game really outside their wheelhouse, using an engine that wasn’t made for multiplayer. They bet the farm on something they had never done, and lost big. They managed to alienate a die-hard user base that would have bought anything, effectively impacting their long-term stability. Third, there was a general lack of awareness of the market needs and listening to player feedback.

Looking back at 2024, does that not seem to ring a bell? Kill the Justice League, Concord, Skull and Bones are all very high profile games that have suffered tremendously due to all three of those pieces. Star Wars Outlaws is almost exclusively in the third point (somehow, BG3 sold more copies in 2024 than Outlaws did, what?!) The challenge for larger companies is that the details don’t matter, everything gets summarized by the time it hits the decision makers. The genres are defined by the games, not the other way around. We use the genre terms to explain similarities, but the games themselves are so complex and integrated we never do them justice.

Would Anthem have been successful it it was more than a looter shooter? If it moved from the abstract and really nailed down the core systems? We’ll never know. But perhaps, just perhaps, there’s a chance that the next big wig looking to make a buck actually thinks about what it means to make a successful product being more than just a label.

A New Year

2024 was a thing. And an interesting one at that.

Da Blog

I’ve honestly lost count on when this all started. I moved to this new platform in April 2008, but was self hosting for nearly a decade before. It’s always been a mental health outlet, and continues to be so in this age of 10 second video clips. Appreciate all the folks interested in reading the somewhat livestream of thoughts I put up.

Oddly this year had more of a series of posts, which really hasn’t been the case in a long time (FF14 and WoW have their own categories for a reason). This is mostly due to the types of games played this year, where it needed not only multiple sessions, but a lot of thinking to puzzle them through.

Overall post counts were up, visits as well. Let’s see what 2025 brings.

Games

A fair chunk of smaller games if my Steam library is any indication. Zero mobile gaming, zero Switch. Steam Deck had a ton of use, I appreciate it more and more every time I pick it up.

Thematically most games were production-related, where logistical puzzles abounded. Satisfactory had a few playthroughs, including 1.0 (it’s double good now). Foundry gave a go (needs some end-game goals and QoL). Techntonica launched to not much fanfare (too bad, ridiculous potential here). And well, Factorio hit 2.0 and sucked up all the IT engineer’s time on the planet (very, very easy to sink hours here).

I played quite a few others.

  • Price of Persia metriodvania was OK (not sure why this is seen as GotY level).
  • Turbo Kid is also a metroidvania, more indie and worth the purchase.
  • Hades 2 kicks butt and looking forward to full release.
  • I played Cocoon and Sea of Stars finally, both absolutely amazing games.
  • I caved and bought the Kingdom Hearts series on a very deep discount, they play well on the Deck (KH3 has more cutscences than gameplay).
  • V Rising hit 1.0 – it’s interesting though likely a billion times better as a group.
  • Enshrouded launched. It’s right behind Valheim to me.
  • Pacific Drive, which I didn’t like as the runs were too long. Cool concept. I should give it another go now that QoL patches are in.
  • Horizon 2 came out on PC. Very good game. Massive optimization issues in the DLC.
  • Ghost of Tsushima on PC is amazing. It has an emotional mark in my life, so that helps.
  • Riven on PC was nostalgic.
  • Wukong may have set a new bar for why PC gaming is going to overtake consoles. It looks amazing and gives me a souls-like experience I prefer.
  • God of War Ragnorok came out. It’s good but I find it too big. Personal preference I guess.
  • Golden Idol 1 + 2 are great puzzle games.
  • Balatro. This thing is like crack.

There’s more, but those are the notable ones.

Life

Another very busy year, but generally a good one. Much more stable than prior ones, and enjoyable to spend with family. I had a physical injury I’m still not quite over, which sucks. Work had much more stress this year, which increased gaming and blog posting.

2025

Sort of predictions I guess.

  • PC gaming will come to dominate the market. Steam Deck will continue to grow and the Steam Store will show up on PS5 + XBOX. Nintendo… I dunno.
  • AAA games are all but done in the way we know them. They are not sustainable, and AC: Shadows will be the final nail in that coffin. Exception: Monster Hunter Wilds!
  • Maybe we will luck out and Live Service games will finally end.
  • Political turmoil will accelerate, further enabled by social media, oligarchs, and the underestimation of the global level of willful ignorance. It’s already quite stupid, but there’s ample room to dig deeper!
  • Nostalgia will be an even larger attraction as fear is used as a weapon and people find comfort in the known.
  • AI everything.
  • The blog will continue, and I’ll have more posts in 2025 than 2024.