Blasphemous – Take 2

I took a run through this game on the Switch in the fall, posted my thoughts, and it’s been a bit like that hum of a song that gets stuck in your head. I took another stroll through recently. My first run was about 45hrs total, this recent one was just around 20hrs. The “boss walls” just weren’t there this time, with more than a few that I took out on the first attempt. And yet…

There have been 3 DLCs for the game, most recently in December. The first (Dawn of Sorrows) was what I like to consider the kitchen sink patch – lots of quality of life changes, new bosses, and NG+. The second (Strife and Ruin) was a tie in with Bloodstained for some challenging timed platforming runs and a boss rush mode. The final one (Wounds of Eventide) adds some new zones, equipment, skills, and a new ending to better set up the sequel. I didn’t have access to this last DLC when I had my first play.

WoE adds a new zone that is like that Mario Kart race where you’re going backwards on a highway. Everything until that point is pretty good, and then the rules change a bit and it’s super hard mode. I died more getting to the boss of this zone than I did at the boss. The DLC also brings two bosses, the one at the end of that hard zone (a giant snake, which is an awesome fight) and then one in a secret chamber in your main hub. I tried that boss at various points, and it required a specific set up of skills, including one that provided invulnerability for most of her 3rd phase. It felt amazing taking her down.

And the story extension is also worth noting. The penultimate boss gets her own story arc, which adds a needed extension to the lore to the game. It was somewhat cryptic as to what the “Miracle” actually was, and the curtains are revealed. Blasphemous is a weird game, in that the story itself is a significant draw, but is a right mess to understand the messaging throughout. It was super satisfying to come out the end.

Now the reason this game has stuck so much is because of another game – Metroid Dread -which I played just before the holidays (~8hrs for 100%). I think one of the interesting bits in a metroidvania is the choice to player engagement. Dread does nothing to change the combat mechanics from start to end. You get a gun, you get missiles, and you get a parry. What you get to change things up is movement skills – dash, run, spin (borderline fly). This makes traversing the game not only faster but safer – and honestly super smooth. There’s no story to the game aside from 3 key points (the start, 75% point, and final boss) which means exploration for exploration’s sake. There’s only 1 ending – which is crazy in the genre today. The challenge comes in two flavors – memorizing boss patterns (every boss can be cleared without taking a hit) and the EMMI robots. EMMI robots feel like an RNG element, and any RNG that 1-shots you is not fun. Once they are cleared, the game becomes so much more fun.

Dread being the grandchild of the genre really accentuates how much the cousins have taken over. Playing through it I couldn’t help but think “Blasphemous did this better” or “Bloodstained was more engaging”, or “insert other metroidvania”. I’m not saying Dread is bad, far from it, but it’s not great. The only risk it takes is to add an insta-kill mechanic. Look at what Ori gave us? Hollow Knight? Guacamelee? This cycles back to a previous post where indie/small developers are taking core concepts and making magic from them. For all the garbage we get in the AAA space, and we gamers love to complain, there is still a massive amount of awesome and fun out there to find.

Death’s Door

I picked this up during the Switch holiday sale. It’s an odd game, with a mix of quite a few genres. Isometric combat, heavy use of dodge and small health pools (Dark Souls-ish), and a bit of the Zelda model of getting new toys to unlock new areas.

I think the Zelda comparison is better than Metroidvania, in that backtracking is entirely optional here, where in the other genre its required. There are reasons to backtrack, as collecting everything gets you the “true” ending, which can only be completed after you’ve done the main campaign. I think that’s a better model than forcing you to collect doodads and secrets before the last boss – again because this is more Zelda and Metroid.

The art style is solid, the controls are simple yet responsive, and the enemy variety is more than sufficient to require you to think on your toes. There are also plenty of environmental hazards, so that positioning is more important than pretty much anything else. It’s a game where you will die, a lot, and it never truly feels punishing. Which gets me to the level design point.

The game tends to focus on three level designs. The first (Cemetery) is a sprawling mess of being lost. There’s no map, no indicator of where to go and what to do, so you’re just going to explore until you figure it out. This is a problem after the first 2 bosses, as there’s no good indicator of what comes next. Less a fan of this.

The second is the loop forward. This is where there’s a single path that is barred at multiple stages, and you take “off ramps” of challenges to unlock the next gate. When you die (you will, many times), the path forward is shorter. This model is up there with Metroidvania, where new shortcuts are established as you go forward. This creates a high tempo gameplay, which is where the game really shines.

The third is the cloverleaf. This is where there’s a hub and you take leaf paths out, complete tasks that increase a counter in order to get to the next area. You’ll have to visit the leaves multiple times as each path unlocks more on another leaf. This is the Zelda model of dungeon design where it’s frankly more of a puzzle.

Bosses are an interesting bit. It’s pattern-based, and success is based more on flawless execution than much else. There are very few bosses, which is really quite fine by me. And each has a particular quirk that you need to discover to find success. The Frog King for example… if you don’t figure it out, then the floor will give way and the battle is over. Thankfully the pace of the battles is super quick, and you always feel like you’re progressing.

This is one of those more quirky games that doesn’t fit in a mold so well. That is was developed by a team of 2 people is simply bonkers. I’m certainly not done with studio games, but someone needs to take a serious look at how creativity works when we’re getting a dozen+ quality games a year from extremely small groups.

Well worth the purchase.

Obduction Review

From the makers of Myst and Riven comes a puzzle game with full world exploration and the same fundamental head on keyboard obtuse puzzles. Don’t get me wrong, I truly enjoy puzzle games, virtual or real.

A good puzzle is framed through acts. There’s a discovery phase where things are new and you’re trying to figure out the angles to the puzzle. A familiarity phase, where you think things are under control. There’s the sudden hurdle or difficulty spike, where what you thought you knew gets twisted. Then there’s the resolution, and you move onto the next puzzle. Odds are that new puzzle uses some knowledge from the previous. Even if you have all that, the actual puzzle mechanics need some fluidity.

Obduction follows this approach of acts. The world gets progressively bigger as you go, and a numeric system (on 4s) is seen throughout. The puzzles start off simple enough, and then evolve into some rather significant backtracking / multiple environment affairs.

Myst and Riven were known for some rather obtuse puzzles that were predicated on finding some obscure detail. Obduction has a lot of that, where even finding the puzzles is its own exercise. It then reaches a point where they fall into what I like to call meta-puzzles, where the solution to a given puzzle is predicated on some piece in an area that seems completely unrelated. These puzzles can work, but only if the linkages are obvious once started, and the path between the areas is relatively simple to cross.

Where Obduction stumbles, and stumbles tremendously is in the travel time portion. The way the game is built, there are virtual “zones” that take time to load. Crossing certain thresholds means the game simply stops to load, then 3s later, it moves again. These aren’t frequent for the majority of the game. Except 2 particular puzzles, which are frustratingly long due to the load times. The Maze in particular took over 30 minutes when the solution was evident from the start, yet the tools were lacking. What I saw instead was the following screen, multiple times.

I would be remiss not to mention the sci-fi story that keeps this going. If you read all the notes, listen to all the bits, and put it together that is. The ending has two options, though you are more than likely to get the bad one if you play it straight (and the ability to save is oddly hard to find). The core concept is that an alien tree sprouts seeds that travel the galaxy and once they land, they transport the immediate vicinity to another location. Humans and 3 other races have found a way to talk to each other through the seeds and are trying to work out what to do next. You end up landing there just as conflict is hitting full pitch. The concept itself is actually quite good, if somewhat similar to the Myst book travel model.

I won’t shy away that this game had some incredibly frustrating bits to it, where I just gave up and resorted to an online guide. And even when I did get the solution, I realized there wasn’t much chance I was every going to divine it on my own. I completed the Witness without help, so there’s something to be said about the level of obtuse/inferred I can stomach.

Still, it’s not like there’s an abundance of puzzle games out there and Obduction has many of the qualities I’d hope to see in one. I’d recommend it on sale (~$10), but not much beyond that price. It’s brushes on the edge of tedium a tad too often, but has some striking visuals and some rather interesting new ideas along the way. I enjoyed it more than not, which I suppose is a recommendation after all.

Microsoft to Buy Activision-Blizzard

I don’t think anyone had this on their “weird stuff in 2022” bingo card. It feels more like a parachute plan for Bobby Kotick than much else, as he’ll be there for the purchase and get a crazy cut of the deal before heading into the sunset. Impressive how there are no meaningful consequences for the top.

I am not super in to this deal, for a multitude of reasons.

  • Microsoft has been on a crazy buying spree. $7B for Bethesda was a crazy purchase. Nearly $70B for this is just a stupid amount of money that few people who already make less than 6 figures will ever see. Except for perhaps Tencent and Roblox, no one else has that kind of dough.
  • I have a very strong dislike of monopolies. Very. And Microsoft makes all their money from it. Their business arm stifles innovation, until someone else starts stealing market share. Then they pull a Facebook and just steal the technology putting the other company under.
  • The terms of this purchase will be interesting to see. Console exclusivity + PC access are massive red flags to Sony’s Playstation – and Nintendo to some degree. 2 years ago the best exclusives were PS–only. Don’t think that will be the case moving forward.
  • In the somewhat good news department, Microsoft doesn’t seem to stick their fingers in the purchases too much. They have yet to pull an EA where they buy a company only to close it a year later.
  • Also good news is that Microsoft is somewhat “head above water” when it comes to malpractice on the games side of things. Now, their playerbase is right up there with LoL in terms of scum of the planet, but that’s really what happens when all you have to offer are FPS games.
  • This won’t fix anything in regards to Activision Blizzard culture for a long time. It will probably make it worse given that Microsoft lawyers are many notches better than people expect. All those lawsuits and unionization efforts… I would be quite surprised if that situation got any better.

Put another way, if Activision Blizzard hadn’t shot itself in the foot a dozen times and was a flaming wreck, would this purchase be seen as a positive? Like if it happened 2 years ago, what would people think of it then?

Microsoft is not some saviour here. There was some blood in the water, and the purchase price was certainly 30% off or more from what it would have been prior to the pandemic and crisis. This is a money making machine that needed a leadership change. I’d be baffled if Tencent hadn’t made a similar offer.

Here’s hoping that this ends up positive for the people working at the company as much as it can for gamers. I’m not holding my breath.

FF14 MSQ Complete

The thing I did here that I regret is that I had marathon sessions through, rather than taking more time to better absorb all the amazing the MSQ actually delivers. This is entirely due to the absolutely stupid queue lengths near peak times. Logging on at 10am means instant queues. Logging on in the evening is a 4hr queue. (Side note, this means that our guild is pretty much meaningless right now.)

I don’t plan on any spoilers here, though I suppose there may be a slip up here and there. I played through as a White Mage.

I mentioned this in my prior FF14 post, in that Endwalker is simply more FF14. You will get dungeons at the required levels, you will get trials at the required levels. You’ll have 6 zones to explore. You get “free” gear at 89, and piles of non-jewelry while leveling. The are maybe a dozen combat quests all the way through, though there are some solo duties to get through. Mechanically, there are no surprises here, which is frigging amazing.

I’ve yet to poke around with the Sage or Reaper. I don’t know how popular they are going to be long term; I certainly do see a bunch of reapers in my group content. None of my trials ever had a Sage, though as a healer that’s not really indicative. I will say that there is a substantial amount of content that requires massive healing output, which really plays to the WHM strengths. Also, Warriors are apparently immortal now. The fights do not necessarily add crazy new mechanics, but do require much more visual awareness of the boss rather than simply avoiding the fire. Most bosses have multiple tells that allow you to avoid major damage, some effects which will stack and probably cause wipes.

The art and music are the best FF has ever been. I don’t know what type of drugs they give the art team, but each environment is distinct and feels meaningful. The last 2 zones in particular are just spectacular to see.

The story… well you’ve read more than enough on it from multiple sources. I enjoyed it thoroughly, for multiple reasons. It’s a rare event where a story is able to both open and close threads that were spun nearly a decade ago. And the big bad here follows in the themes of Final Fantasy through and through. This is clearly a capstone story, as the end of the last zone until the credits is just chocked full of call backs and closure. I’m sure I’ll have some things to nit pick eventually but for now it’s about absorbing what was there. I don’t think it’s possible to enjoy this story without having played at least Shadowbringers, which is a hell of a time investment for anyone coming into FF14 cold.

I guess the real question here is “was it fun?” Without reservation. And technically, I’ve just dipped my toe in the ocean of content that’s here. Best of luck with those queues.

EGS Free Game – Control

Epic Games has had free games every day for the holiday break. Today’s game is Control.

It is one of the best games I have ever played, with tons of secrets and interesting lore, combined with superb controls and an amazing throw mechanic that is hard to describe other than visceral. Plus, it helps that the game looks simply amazing on any setup you can run.

Anyways, this is a really short post to simply state you should absolutely pick this up if you don’t already have it, and the $10 coupon on EGS would be well spent on the Foundation DLC.

FF7 – When Cats and Dogs Get Along

SquareEnix has always had a very odd pricing scheme. Any of the prior FF games regularly go in the $20-$60 range, depending on when they have released. FF12 Zodiac Age was released in 2017 and still sells for $60 (Nintendo is right up there with this sort of thing).

The FF7 remake was originally a PS exclusive but now we can play it on PC. Here’s a screenshot of the price point.

I am sure there are some people out there that will pay this price, no doubt. There are whales in F2P games after all. This PC price is $15 more than the PS4 version, brand new. And the game offers nothing new for the PC compared to the prior release.

It doesn’t help that the game isn’t optimized for PC either. I can’t for the life of me remember a time where SquareEnix ever did optimize for launch.

Looking at my wishlist, I could buy 3 “expensive” games for this price. I could buy the original FF7 for $8 (If I didn’t already have it). It’ll be interesting to see how this works out, or how long this price point lasts. Until then, let’s see the craziness of cats and dogs getting along.

Cyberpunk 2077 – 1 Year Later

I picked this up on one of those crazy sales a few weeks ago, figured I should take a look at what the hubbub was about. This is a good example of a game where the vision is out of the reach of the developers.

You know how we’ve had to deal with the dark ages of Star Wars games since EA took over? As much as the games themselves were really quite horrible, there was the added tax of managing expectations. Cyberpunk 2077 has a similar battle, where the setting itself is both widely exploited yet has some dark corners to explore. Whatever you imagine Cyberpunk to be, well, it’s here. People with technology modded to their bodies. Gangs. Corporations running everything. The game never goes beyond expectations here, and feels bound by its familiar trappings. The biggest missed opportunity is that the city itself never becomes a character.

I won’t harp on it too much, but there are still plenty of bugs in this game. People randomly pop in, they go through walls, and enemies/cops have horrendous AI.

The “game” parts are ok I guess. The hacking game really stands out as being painfully boring. Driving feels like someone forgot how car physics works. Melee combat “floats”. The shooting part feels ok, at least in terms of recoil/spread, though the amount of clips/reloads required to get through anything does not scale appropriately. The start takes too long, then it cruises in the middle, then the end has massive bullet sponges. I do enjoy the BrainDance section, where you move around in a video recording experiencing other’s memories. Stealth also feels good, with quite a few missions offering good options in that regard. The less said about the character progression or crafting, the better. It’s meaningful in a P&P session, but doesn’t work here.

The highlight here would be the quest writing and voice acting. Appropriate to the setting, there are only a few “good” and “bad” choices, with nearly everything else fitting in the grey zone. The main quest itself is incredibly short (but awesome), in hindsight, with an expectation that you take on the various side jobs along the way. That quality is less strong… for every River crime investigation you get 6 Delamain rogue taxi cab quests. It feels like there’s missing half a game here in terms of opportunities.

The major complaint is with regards to gigs, smaller side quests that require about 5 minutes of time. Either you take out a bad guy, or unlock a door, or find one item. Complain about Fallout 4 if you like, but it has 10x more meaningful content than this game.

It’s hard to imagine that this game came from the same folks who made the Witcher series. Or rather, it’s hard to imagine that they actually launched this. It would be a great game if it was made by someone else, again to that point of managing expectations. It’s worth $30, but at that price point, nearly any game is worth it. Alternatives in this setting: Deus Ex: Human Revolution, Shadowrun, The Ascent, Ghostrunner, or CloudPunk.

And In Other News

Time seems to be slipping like sand through my fingers of late. A high level of exhaustion, compounded by frustration, and now this emerging Omicron variant that is quite likely going to prevent a “normal” holiday season… all playing pinball with my sanity.

At work we delivered a critical piece of tech early, save millions of dollars in doing so, and now the natural endorphin crash is showing it’s head. Frustration abounds due to continual poor planning practices which seems to always generate more work that we should have avoided. I’ve been 6 months in this new role and found a tremendous shift towards more a more strategic approach within my realm of control… outside of it though, what a right mess. I’m also aware that the grass isn’t greener… it would just be a different set of problems to solve. At least here I can have some influence.

Hockey was going great. The team was firing on every single cylinder at their last match, effectively reaching my end of year goal 3 months ahead of schedule. I say was because up here in Igloo-ville, Omicron is just tearing through our medical services. It’s one thing to have the vaccine and mild symptoms, but there are those that are having larger reactions and stuffing hospitals. There are more than a few now that have all but shut down and diverted patients to other provinces. Shutting down just before the holidays and some semblance of finally normal really, really sucks. Our city hasn’t yet locked down, but quite a few sister cities have. It’s now a matter of time/luck.

And to top it off, my gaming laptop fell yesterday. The charging port wasn’t working and the screen bezel had detached, meaning the hinges were breaking the case. I’ve still got my PC building gear here and I was able to get both “fixed” with some special glue. I’m conscious how much of an outlet my gaming is, so having that put aside for any period of time isn’t so pleasant a thought. Did I mention that FF14 queue times are still in the 6000+ range? Oh, they are also dropping slower now too. Thanks to supply chain issues (and primarily crypto miners), that issue is not going to get solved anytime soon.

So backlog it is, and the upcoming holiday game sale. I’ll likely pick up another gaming laptop too, they are cheaper than an after-market 3060 up here. Think about that for a minute.

FF14 Endwalker Early Access

I would love to exalt the neat and new things that FF14 has brought out in their most recent expansion. How the new zones flow, the MSQ is better, and the music somehow continues to improve. And then how much fun it is to play the Sage and Reaper.

I would, truly.

But there are 6,977 people in the queue ahead of me. And it drops by about 100 every 2 minutes. That’s around 2.5 hours in the queue. I’ve tried just letting it stand, but error 2002 abounds. I do not have the time (or frankly the patience) to just let a queue sit and eventually work itself out.

Network Architecture

I know enough about this field but not enough about how SquareEnix has designed their authentication to provide much insight. Given the consistent queue issues since the summer, it would be foolish to assume that they have not gone to great lengths to try to change their scaling and design. Given that they have mentioned supply chain issues would infer that cloud offloading would not be a full relief valve on this problem.

I would be quite surprised if this issue gets solved anytime soon, aside from people just stopping from playing. If anything, this is likely to get worse as there aren’t many other games vying for eyeballs (SWTOR does have an expansion mind you, and there’s certainly some overlap) and we’re about to hit the holiday break.

Was this foreseeable? No question. Was this preventable? There’s no way for anyone but the devs to answer that.

In the Meantime

Time to fill with other bits. I coached a hockey tourney this weekend, so there was 3 days completely absorbed.

I gave Outriders another pass yesterday. A few recent balancing patches were applied, and I figured I’d give it another run. At the time, I was running T12 (of 15) runs, making gold time. With the exact same loadout, T12 feels as hard as prior, and the rewards don’t appear to have been improved. I guess I’d need more time to get a better idea of what the changes actually are. And get into a decent spot for the upcoming DLC. Still consider it one of the better looter/shooters, what with the complete lack of PvP.

I also finally picked up Disco Elysium on sale. I’m an hour or so in. I like the format and the story, but have a general dislike for the controls. The game part isn’t too much fun, but the actually content certainly is. Probably be giving this burst over time.

I figure I’ve got a few weeks, if not until January until FF14 is sorted out. Should be ample time to clear out some other bits in my library.