Interesting Times

I am Canadian, no secrets there. While it’s been rocky times this past year+, the last month has been like no other. I am finding it difficult to sleep with the seemingly non-stop news of things that were inconceivable a few months ago. And well, a lack of sleep has all sorts of other impacts. And now we’re in election mode, with one month to go for some sense of ‘stability’. I tend to avoid writing anything that leans towards a political position, that will continue. What I will state is that these processes seem mechanical, but are social agreements. Trust takes years to build, and seconds to lose. So regardless of the outcomes of the process, the people will remain, and positive relationships are the fundamental key to long term prosperity.

Monster Hunter Wilds

Interesting crossroads here. A recent patch causes the game to randomly crash with any bluetooth controller. Not fun. Especially when I’m resting trying to get a decent investigation to pop up. Feels like a giant waste of time when farming 1-2% power increments. And honestly, at this point I’m really trying to farm level 3 decorations, which is better done through Pollen farms.

With title 1 update just around the corner, I’m going to put this game on pause. I enjoy it, but the time/reward math just isn’t there right now.

Hockey

Kids hockey is nearing the end. I’ve got 2, and one finished this weekend. Another in less than a month. Going to be weird having an extra 20-30 hours of free time a week. Knowing me and my family, we are for sure going to fill it with something. Likely a lot of time at the cottage.

Other Games

While I have a back catalogue of games to play through, I am finding it really hard to find one that sticks. My value of time is so out of whack right now, that I need to find comfort rather than exploration, and in bite size chunks. I don’t have the mental bandwidth to learn new mechanics, but I do have enough to optimize existing ones.

  • I’ve tried a few cozy games (similar to Stardew Valley) and none have stuck. Bunch of reasons, though most is due to their balance of time & progress.
  • Metroidvanias are everywhere, but the good ones are still the good ones! Animal Well is honestly too mentally taxing.
  • Base builder / survival games are not scratching the itch. I gave Enshrouded another pass, it has a ton of new content but there are still friction points that annoy me. I may give Nightengale a shot, the mechanics seem to have greatly shifted.
  • Logistic simulators are interesting. Techtonica is done. Foundry has a roadmap but no actual content for a while. Dyson Sphere hasn’t had a content patch in a year, and the last one (Dark Fog) really, really sucks. Satisfactory supports mods (yay!) and has yet to improve trains (boo!). 1.1 is coming with mostly QoL things. 1.0 was great and everyone should play it, but building for “beauty” is not what I play those games for.

Factorio

Ever since I put away my MMOs, no game has taken up as much attention as Factorio. There’s always some problem that is present, one with an evident math solution. The challenge in all logistics games is related to concepts. Your fundamental beliefs and design principles are challenged every minute, and sometimes pushed into very uncomfortable spaces. More than once I realized I made a design call a dozen hours ago that was so wrong that I had to rebuild it all to fit a larger need. The good news it that after you unlock robots (~4hrs or so in), these rebuilds are relatively easy to do. This is not the case in Satisfactory, which is a major friction point for me.

My first playthrough in Factorio was a spaghetti fest. I barely got to rockets and then put it to rest. My second playthrough was organized around city blocks (from Nilaus), which dedicated space and blueprints to focus on specific items. A block for smelting, a block for science, a block for rockets and so on. I played 2.0 in that mindset and got to the end game, RNG and all.

City blocks are a great design principle. The challenge is that aside from Nauvis (the first planet), you don’t actually have that much space to build when you land. So I am starting a new game, and using a smaller design principle that is based on the minimal roboport distance – 50×50 blocks. I will have much less space to use, requiring more creative use of belts, but also much less sprawl as a result. Should be fun to optimize.

Oh, and I turned off enemies and cliffs. I can get PvE in another game.

MH Wilds : HR 60+

At this point, I have ‘completed’ all the structured content in Monster Hunter Wilds. All the main quests, optionals, events, and side quests. I think I’ve mapped out everything so I can plop down camps across the maps. This effectively caps off the exploration phase of the game, and transitions to the achievements phase. That phase has 3 main parts – weapons, armor, and decorations.

Weapons

There are two types, and the ‘best one’ depends a lot on the type. Artian Weapons have a pile of RNG and the materials only come from tempered monsters (let’s say they are 20% harder than normal versions). Regular weapons are better for elemental damage and don’t have a RNG roller coaster, and they don’t need tempered fights.

If you do need Artian weapons, there’s some small RNG in crafting them and then a PILE of RNG when upgrading them with 5 random rolls. It is min-maxing at that point though and the long term grind for 1-2% gains. Good news is that only the material to craft the weapons is lost in the RNG machine, the material to upgrade items is always recovered. And if history is any judge, the weapons will be replaced in 3 months with something better.

Armor

This part is rather straightforward. Hunt for parts. It may take time for some pieces (notably gems that have a 2-3% drop rate), but optional quests are usually enough here. I would not recommend taking on tempered monsters here until you get to 300 or so defense, you spend too much time healing. You may need to for some material, but generally can be avoided. I personally find tempered Arkveld easier than Gore Magala, but your mileage may vary.

Upgrading armor is very useful. HR armor usually has 7 tiers, and each tier costs more to upgrade, so spread out the love. Later monsters will certainly unlock better armor, so I wouldn’t concentrate in upgrading them too much.

Decorations

Right, this part sucks, big time. Always has. At HR50 you can target level 1 decorations at the melder, and at HR 100 you can target level 2 decorations. So if you need either of those, wait until you reach the proper HR level.

If you need level 3 decorations, you’re gonna have to spin the RNG wheel. Either you get melding tickets or you hunt, both are quite long in the tooth. Is it worth it? I have never found so, but it is a carrot of sorts to keep going. Decorations are good forever, keep 3 of each.

Investigations

This is the bread and butter of the late game grind and somewhat obtuse as a mechanic. That said, it is a massive improvement on the prior versions… no need to run around and collect material to unlock quests. From the world map, you can take a look at available quests per zone, and then save them so you can repeat them up to 3 times. Don’t see a quest you want? Use the rest feature to reset the quests.

Understanding what makes a GOOD investigation is part of a dance mind you. Once you get the hang of it, the cadence is pretty decent. Right now, there’s optimal investigations and then everything else.

Other Notes

  • Capturing monsters is best, unless you have the rare food buff for extra carving. So 95% of the time, capture.
  • The AI hunters are both great and ok. Great in that they are super helpful in combat (heal + tank) and WAY better than actual people in terms of etiquette. Ok in that their damage is substantially less than actual people. I’d strongly recommend them until you are at the end game and solo work becomes much faster.
  • ‘Farming’ materials is extremely hands off and RNG heavy. Seems that there’s missing a Palico farming system.
  • Cooking is still super important, but now consumes material for stronger buffs and longer durations. I personally dislike this change, if only because getting the cooking material is cumbersome. I fully expect farming to tackle this issue in the future.
  • The Palico is much less useful than before. You can’t select their skills, and some have massive cooldowns.
  • The Seikret mount is both amazing and curious. It can traverse the entire map in less than a minute, vertical and horizontally. It defeats the purpose for camps/exploration, with very specific exceptions. It will save your life when a monster is about to kill you as well.
  • There’s very little incentive to actually explore the map. This is very jarring coming from Rise that forced you to collect boosting bugs before every fight. Which is too bad, because the map is really cool! (end game, still a good idea to have a maxed herbalist/geologist set of gear to get mats)
  • I find that the game strongly focuses on raw (physical) damage and avoids nearly all status effects except frenzy. Given that there really are only 2 relevant monsters at end game, it is less complex and therefore easier. Or more accurately, Arkveld is substantially less complex than Nergigante.
  • Finally, it’s important to note that the content in the game today is a fraction of what it will be within a few months. That’s how Capcom keeps people playing. Judging Wilds against Iceborne or Sunbreak is not even close to being fair. What’s here is good, really good.

Cutscene City

I played Pillars of Eternity + Avowed more for the plot than the mechanics (slightly). Both are dialogue heavy games, where choice matters and you want to be involved.

Monster Hunter Wilds is not that type of game, you are there to attack big monsters and the story itself is more of a blur than much else. For some odd reason, the game has 2 types of cutscenes, one where you can skip ahead on the text, and another that’s locked to the entirety I always play with subtitles, too much experience with key words missed in some elvish language or something. So reading during a cutscene is instinctive and miles faster than any voice actor can deliver. Some games it’s super worth watching the nuance (Mass Effect 2 is a real highlight), others not so much. Monster Hunter Wilds is far from a bad game in that sense, but the story is superfluous and the lines given to the actors right up there with the best Monster B-movie. I get it, the whole point is exposition, so they need to tell much more than they show. I will say it’s interesting for your character to have spoken lines!

You can gather than I have the majority of the main line stuff done by this point. I’m into a multi-option quest in Chapter 5, with an HR of 30+. By my math of MH games, I should have 1 or 2 steps left after this, which would them put me in the farming stage.

I had it last post, and will say it again here, MH Wilds is mechanically a superior game to its predecessors in every regard. Combat, movement, interactions, crafting, monsters, environments, sound, art, group play… you name it, it’s done better here. The Seikret mount negates almost all of the in-world friction points from prior games and I absolutely do not miss the Wirebug from Rise. The difficulty is still here, the last quarter of the game is full of 1-hit kill monsters if you’re not paying attention. The grind is there at the tail end, so that you don’t need to farm in Low Rank. Cooking may be a bit of an adjustment as the ingredients are not infinite, but the ability to cook anywhere is amazing.

I’m still in the mix of things now, and normally only come up for air near HR50 or so (e.g. once I have the armor & weapon I want, not the decorations). The top end consumables are not really a consideration right now, nor optimization. So far, the entire vibe is Monster Hunter World 2 – Even Less Friction. Impressive.

Monster Hunter Wilds – Git Gud

I “played” Monster Hunter in the dark mobile ages, but never really got into it. Too many rough edges. Monster Hunter World though, I spent time in that sucker. Both on the PS and then again on PC. That was eye opening. I’ve played Rise and now Wilds.

World first though. I died (carted) a lot. Anjanath was a near wall for me, and that semi T-Rex was like the 4th monster in the game! Nergigante took me a week to kill due to the dive bomb mechanic and just really bad skill on my end. I stuck with it, got better, and found a solid groove. I played with multiple weapons, notably dual blade, charge blade, and heavy bowgun. It was a journey.

Rise was different. I carted, sure, but it took a long time to reach that point. Most of the issues were with the game design itself and having to collect bugs to boost my stats enough for a fight. The wirebug mechanic took me a right while to figure out, and the bosses felt like it was 1 hit kills. I swapped to long sword to see what the fuss was about and no lie, it took me a couple weeks to figure out that dance, in particular the defensive portions.

And truly, MH is a dance. Every monster has their own theme song and you need to learn the steps. Do so, and things are relatively easy. Try to waltz when it’s 2-stepper, and the cart awaits. That said, there’s a limit to how many steps you actually need to learn. I wouldn’t say I mastered the long sword, but I was damn good at it by the time I was done with Sunbreak.

The transition to Wilds was simple by comparison. I kept the longsword and the mechanics feel similar in pace. I understood the need for cooking good food. Collecting before a battle isn’t needed. Upgrading armor (using spheres) makes a much bigger difference than weapons when trying to learn a fight. Radial wheel access to heals + the seikret mount means I can very quickly leave a bad place and heal up. It also means that mounting an enemy is so much easier!

Now, the question really boils down to “Is Wilds easier or am I better?”

Obviously it’s a bit of both, but I’d put a significant amount of weight on the latter. I get the game, I get the mechanics, I get the timing. I still carted on the ice/fire dragon with a crazy AE attack, but I haven’t failed a single quest yet. The moment to moment portions still feel great, the hit delays work, the defensive agility gets the blood pumping, and it never feels old when you get a crazy massive combo on a 3 story dragon who crumples to the ground!

Wilds is a good game. It isn’t as earth shattering as World, and doesn’t take major steps like Rise did, but it polishes almost every aspect down to a clean and fun sheen. It is by far the most accessible Monster Hunter has ever been, and there’s plenty of difficult challenges for those searching for it. Put in non-stop carts at the start though… and you’re not going to have good retention numbers. And from the achievement % I see on Steam, it would appear that a lot of players have progressed in the game so far.

For those who find it too easy, maybe you’re just that much better than the last time you played.

Hyperbole and Analogies

I generally avoid posting about real world things, it’s depressing enough. Current events though, holy cow. This post will be full of hyperbole and analogies, stretches of reality that are meant to emphasize a point.

Old saying first: It takes years to build trust, and seconds to destroy it.

If I was in an abusive relationship, where my partner of many years decided to start beating me, and then threatening to beat me more, then say ‘don’t worry, we’ll make this work’, and then beat me again, it would be a sane response to GTFO. It would also be a sane response for me to defend myself against future abuse and absolutely not trust the other person.

Let’s say that I am in a small town, and my options to exit said relationship are very small. Even if I do leave, I need to share the house with this person as there’s nowhere else to go! Neighbors want to help, but they are afraid that they will be targeted next (and rightfully so, as they have been threatened as well). What that then means is that I would be meeting these other people in secret, or at least out of my partner’s earshot, to make escape plans. I’d be open about some things, just to avoid suspicion, but there’d be a lot of hush hush talks.

These new and stronger relationships would be subtlety antagonistic towards my partner. No one would want to be singled out for their wild and unpredictable behavior. We’d all actively work to undermine the partner, lull them into a sense of comfort, and they would do all the work to declaw themselves. And when they realize it, they’d complain and blame others for it.

No relationship is without compromise. No relationship can be dictated. They all succeed based on finding a balance between the individual needs and the group needs. When one party decides their needs are more important than another’s, well, the results are destructive. And, truthfully, there are some relationships that simply cannot work, no matter how hard people try.

Unfortunately when nations are in relationships, the ‘cannot work’ part gets super complicated and has very wide ranging and long-term impacts. And now here we are, with the globe seeing a world leader proudly proclaim ownership of the issue. And in the very interesting words of the younger generation, we’re entering FAFO land.

Avowed – Complete

All the way to the credits, I enjoyed the ride. There’s just so much here that simply works that it’s extremely easy to dismiss some polish pieces. May be some spoilers in here, will try to avoid.

I played a Wizard build. I tried a more stealth-based role but the combat mechanics don’t really support it. Caster, Bow or Tank are the only real options. Works for me! The character progression options as a wizard are limited for a decent while, as it has a rather unique requirement of using grimoires for spells. Grimoires are spellbooks with pre-assigned skills, so you’re generally looking for a specific type.

The challenge with a wizard, and the game in general, is that 90% of combat is against 6 or more enemies, including ranged attackers & healers. As a caster, you need to use AE attacks which have some rather weird dynamics. Fireball is super useful at the start, if only in pure damage, but the range is small and recast time long. By about level 10 you get accustomed to status effects (fire DoT, thunder stun, ice freeze) and quickly realize there’s only one true path – ice. You can clear entire camps in 2 spells if you specialize in ice attacks (skills + armor), which can feel trivial at levels 20+. I truly don’t mind feeling like a god by that point, cause it sure as heck was rough roads to get there.

Story-wise, the game moves from luscious lands to barren volcanos, with similarly ever depressing quests along the path. The pace and structure are really good though, as nearly every quest has some sort of long-term consequence, either in NPCs moving towns, or help later on. An interesting one in the 3rd zone has you visit a tower with a good 50 traps along the path, to meet 2 NPCs who are doing everything in their power to protect their land from invading forces (which you represent). It’s an interesting bit to talk them down.

Which gets me to the truly fascinating bit here, in that a large chunk of the backstory is defined by your interactions. At key points, you interact with ancient lore and select the behaviour of earlier NPCs. These choices impact the larger story, all the way until the final credits. It feels like choose-your-own-adventure here, and it works really well!

The penultimate choice is the more difficult of them all, and depending on choices / discoveries you made along the way, is either very obvious or very hard to make. I had done everything by that point, discovered a ton of lore, all sidequests, been generally ‘good’ with a couple exceptions and had a really tough time squaring the choice in front of me. It felt like a large gamble. The final choice is super obvious, you either side with a genocidal undead lich, or not. (You should try actually siding with them, I think you’d be surprised how it turns out – or not.)

Having completed the story, I am absolutely impressed with what was presented. While it does have a couple rough spots, the high points shine and make you quickly forget. All the NPCs are well constructed, with interesting and non-obvious drivers. Many of them have hubris, or are outright liars, where you need to discover more contextual clues to navigate. The companions are interesting, with varied backstories and quests. Progress is mostly self-driven through exploration, with only a dozen main quests. The choices you make are generally consequential, and it’s cool to see them come together in the final act.

Avowed does so much right, and with clear and consistent direction from Obsidian, that is honestly puts other modern RPGs with quadruple the budgets to shame. The Pillars of Eternity storyline continues, and I am looking forward to the next chapter!

Avowed – Breadcrumbs

I’m actually going to pick on WoW for a minute because that is such a major change in the gaming industry that few people remember a time before. When WoW launched it had an innovative (at the time) method for leveling – and that was through quests. Prior to that, and exemplified in Everquest, progress was 100% tied to combat. D&D only really gave experience for monsters (unless you had a smart DM), so it was baked in that progress was based on body count. WoW changed that, and the rest of the gaming landscape changed as a result. If you have levels in a game today, the progress of those levels is very tightly tied to questing… and the ! marks that track it.

What that meant was that quests moved from being exploration driven to achievement driven – the goals were more important that the journey. That is not a small pivot. And we’ve been living with that mindset in gaming for nearly 20 years.

Avowed now. Does it have formal quests? Yes. Do quests equate to the majority of player progress? No, combat and exploration add a lot. Pillars of Eternity 2 was a step in this direction, but much larger here. Avowed also goes deeper into what I call breadcrumb quests. These are items and things in-game that you need to piece together as next steps and context without formal guidance. There’s no in-game tracking, just reliant on you. Most of them are simple, like “hey, I put your stuff in the bag behind the shed” and sure enough, stuff behind the shed. Others are much, much more complicated.

Light spoilers here.

Emerald Stair is the 2nd zone, and the main hub is a key part of the story. There is a rather substantial breadcrumb quest in this zone that has multiple paths that can be taken before the tail end. If you only follow the quest markers you will see a specific and honestly horrific event take place. If you follow the breadcrumbs you will have a completely different outcome.

Truthfully I had those crumbs and steps up, but proximity to a quest marker had me take a different path. Following that main path completely changed the zone layout, failed some quests, and closed off areas. By reloading I was able to take the different path. While the results of that alternate path are more, I guess lawful good in essence, I loaded back on the main path as it appeared to have more story implications long-term. Let’s see how that pans out.

Spoilers end

It’s hard to properly explain what this type of world building construct actually means. Skyrim has smaller pieces, but my memory has them as distinct and not connected. I honestly cannot find a comparable event in recent gaming, though I’m certain they exist. Of course breadcrumbs exist – what I mean is breadcrumbs that exist outside a vacuum. Playing a game that rewards exploration with more exploration and world building… I thought that only existed in table top sessions.

At the end of the day it’s still a game, and someone will write a guide about an optimal path including these more hidden pieces. That’s for later. Right now, there are impactful decisions here that are not obvious, that do not have a glowing sign saying ‘EXP RIGHT HERE’, and that reward the nook and cranny type of player. I am really, really pleased with what’s here. A truly fresh breath in the RPG space.

Avowed – Part Deux

Right, to the point. Avowed scratches an incredible itch that I didn’t realize I truly had. Video games, at their core, often show up as pretty skinner boxes – you repeat a set of activities hoping for a dopamine hit. The challenge with that construct is that the set of activities need some balance on challenge/reward in order to feel fulfilling. Ubisoft, for example, has lost sight of this where as games like Ghost of Tsushima have used the setting itself as the incentive.

I ‘completed’ the first zone over the weekend and am surprised at my joy in the process. While I certainly threw a lot of fireballs, it never truly felt the same. Each environment was different, so that the tactical portions changed. Sometimes there were a lot of big bad bears (melee who love to charge), other times well placed archers (which I can thankfully defend from), and at times summoners who have a seemingly infinite supply of minions + spells (which I cannot defend from). I had to prioritize each fight.

And the reason for each was different. Sometimes it was a random group just standing around. Others I had to collect a bounty. Others protected a cave I wanted to enter. Heck, a few times I just wanted to pick a fight because the dialogue gave me the choice. I don’t have to collect 5 bear pelts, or bring flowers across town, or some ridiculous box moving puzzle. Heck yeah!

Exploration

This is a thing that hasn’t really been discussed in open world games since Skyrim – 14 years ago. There’s an thing about world building where stuff has to have a purpose, even if that purpose is minor. I can trip over a dungeon that has a set of lore within, or read a note about some hidden mushrooms, or find a lost key in the sewers that opens a door to a shop. They aren’t actual tracked quests, I’m not directed to any of it. They are completely organic activities that serve contained but interconnected purposes. It feels like there’s breadcrumbs everywhere as a result and zero minimap cluster bombs. It’s exploration for the sake of exploration, not achievement. No Man’s Sky scratches that itch, but this world is hand crafted. Some human decided it was a good idea to put a book under a table for me to read, and then go on my own little adventure. Fascinating.

Combat

A decent amount of time is spent here, and a substantial amount of flexibility is present. You don’t get stronger with levels, you simply have more tools. You get stronger with better gear, and there’s so much gear to choose from. Now, you don’t have the enchantment system of Skyrim, so choices are certainly more limited, but it also prevents a sort of min/max situation of ‘perfect enchants’.

Where the game struggles, at least in my opinion, is the defensive portion. You will take a rightful beating at the start, which is likely to impact your playstyle. It’s certainly possible to go in with a 2 handed weapon, but you’re going to be tanking dirt quickly until you figure out the battle dance, especially with the sheer amount of enemy attackers. If the companion NPCs did a better job tanking, this would open more options. As it stands, you’re much better off to start with ranged attacks and finish with melee. Blocking + Parry are life, and a thousand times more reliable than dodging. Avowed is not an action game.

Next Steps

Into the new zone I go, tracking a pile of breadcrumbs along the way. And combating voices in my head every night. This is a truly enjoyable experience.

Conflict Management

Not often I talk about my work. It’s a significant part of my identity mind you, and I gather if you read this blog you’d have a good idea of type of work I do. One area I’ve been continuously working upon is conflict management. Honestly, way more work than I ever thought I’d need.

An old adage I learned was to never argue with an idiot. They will bring you down to their level and beat you with experience. Truth there.

I find, and have been provided feedback, that I am pragmatic. I tend to navigate the middle of the spectrum when it comes to interpersonal relationships and values, which allows me to work with pretty much any type of other personality. For those aware of the Myers-Briggs personality tests, I am a natural square (for whatever that may be of worth) and adapt to a given role based on needs. For example, if I’m in fire fighting mode, there’s very little space for emotional consideration. If it’s a team building activity, then the get-stuff-done mindset isn’t helpful.

I still encounter conflicts though. Work and personal. I’ve narrowed it down to conflicting principles and primarily due to trust issues. If a person is unable to be empathetic to other’s needs, and I mean willfully so, then I need to take specific steps to have a working relationship with them. If a person struggles to make the hard decisions because they are too sympathetic, a similar issue occurs. And above all else, if they say they are going to do something and don’t, then I need to re-assess the relationship.

Given the larger world context, a lot of people are under a lot of stress and anxiety. I get it. That causes defense mechanisms to activate earlier, and for less patience. That is tinder for conflicts and a lot of people will go to greater lengths to avoid it. It doesn’t do a great job of building relationships and in my experience, the majority of people will experience fear instead. They are simply looking for a safety blanket that is promising stability and golden fields. That’s the entire modus of a populist after all, preying on fear.

I am finding myself at an interesting intersection. I have spent years adding to my toolbelt of interpersonal skills, learning and tweaking. Ups and downs along the way, but I’m where I am because the tools work and the people I work share trust. Lately though, I’ve found myself in positions where I am unable to find common ground and in spaces of added conflict. The last couple months in particular have been chock full of trust breaches, and from the same set of individuals.

One particular relationship (not work related) has degraded to the point where it is not worth investing further. I can’t salvage it, and yet need to maintain it for at least another 2 months. They are not a bad person, at all, it’s just that our principles are very opposed meaning that we generate conflict continuously. It sucks because it’s smack dab in the middle of a passion of mine and draining the pleasure I get out of it. It’s a poor example, but putting a vegan cook in a burger joint is not going to work out.

Another relation is at work, where there’s a perceived complete lack of awareness of the people factor. The roles we occupy impact a lot of other people, and we are not in firefighting mode, so empathy for the actions is important – as is holding your word on steps you will take. I will have to maintain a working relationship with this individual for the foreseeable future, which is not exactly something I look forward to. I’ve exhausted my toolbelt, raised this with our joint superiors and I’m taking additional measures as well. It’s fascinating to see where my mental space lands after any interaction, and I’ve opted to simply stop engaging when my blood pressure spikes. Avoidance is not an effective strategy, and I am quite aware that if pressed, I am going to say something I should not. You can pull on an elastic for a long time, but eventually it will snap. In the positive space, I am at least aware of this issue, something that I would not have years ago.

And I have yet one more that relates to work that is not a colleague. For some time I have been trying to help this person’s development and have encountered a slew of events that breach ethical behaviour. Their lack of accountability is frankly astounding, where they end up blaming other people for all misgivings. Given the need for truth, digging with these other people has been eye opening. I’ve entered a less frustrating space now, where feedback and expectations are managed more formally, which will have longer term impacts I need to sort out.

Good news, is that within my house’s 4 walls there are no real comparable conflicts! Sure, there are stupid ones about taking out the garbage, but nothing mind blowing. A big piece I think is related to a shared set of values and principles, one that we’ve lived by for years, regardless of how hard it may have been to uphold. And damn, some times that absolutely was hard. The results will only be really seen in 10 years, but so far, so good. And I can certainly use a safe space to recharge from the rest.

Taking some steps back from all of this, it’s somewhat evident that I neither search for nor avoid conflict. Conflict is life, and hardship is growth for sure, but as long as we’re respectful then progress can be achieved. Yelling into the anonymity of the internet serves no real purpose. Group think of getting mad only makes you feel part of a group, it doesn’t actually solve anything. And not everyone has the skills or desire to navigate those rough waters. That realization is still a very tough conclusion to swallow.

What interesting times we live in…

Avowed – Very Early Thoughts

Simply, it is above my expectations.

The most obvious comparisons are Skyrim and Starfield, but the real comparison is Outer Worlds. Avowed is a level based, instanced, free flow RPG, layered on a strange set of serious lore and quirky events. Sort of like how Fallout has a serious undertone, but you’re going to find a bunch of weirdos along the way. It’s a great Obsidian product.

Character development is simple, but skills and stats can influence each other. You’re never stove piped into a single path, which adds a tremendous about of flexibility. You slowly discover these elements through the tutorial and initial level, allowing you to adapt over time. Notably, dialogue is not hidden behind super complicated skill checks (a part that annoys me in many party-based RPGs). The live action means that the onus is on you as a player to be effective, rather than the skills themselves being right/wrong.

The world itself deserves mention, in particular in regards to the design. Every space has something, and few of them have any indicators other than simply exploring. This is a massive contrast to Skyrim and Starfield, where much of the world is empty. The serendipity of discovery is everywhere. It feels like there are no wasted spaces, which is a miracle in and of itself.

Which gets me to the story elements and core drivers. I get lost easily in RPGs, following all sorts of breadcrumbs. Fallout 1’s ticking clock on getting a water chip, let me tell you how many times I failed that! I found a dungeon, after having read a note, with no in-game marker directing me. The dungeon itself was instanced, and the main story was that a delving team had gotten lost. Within, I found another godlike (born touched by a god) that sacrificed the entire team to power up a homemade robot with the spirit of a god. One, finding the actual area/quest was super organic. Second, the writing of an insane person trying to rationally explain their path was very funny. And third, the integration into the larger storyline didn’t become evident until much later.

I’m not saying the game is perfect. The moment to moment flow feels a little off, and the combat mechanics could use some QoL passes for sure (enemy AI is actually pretty good). It is however a good game, one with an interesting setting, and scratches a heck of an itch for an RPG after years of disappointment from other studios. I hope, truly hope, that Obsidian can be rewarded for what it’s been able to do here. A fraction of the budget and still hitting the right notes.

Now time to dig back in. I am enjoying shooting lightning bolts!