What Remains of Edith Finch – Revisit

Perhaps I am in a melancholic mood. Perhaps the start of the school year has an ever larger impact as I know the time I have left with my kids is shrinking. Perhaps it’s just everything. I’m in the mood for an interactive story, and one that hits the feels.

I have an overly larger Steam library, and across the many, many years of gaming I have played only a select few have truly moved me. What Remains of Edith Finch is right in the top of that pile. Few games can accomplish in 40 hours what this game does in 2.

In broad strokes, you play as Edie, a young woman trying to piece together if her family has a curse. Everyone in her family tree has died, some in very odd circumstances. Using an anthology format, you relive those moments in a weird science format, never quite sure exactly what’s going on. Maybe you’re a shark rolling down a hill in a forest, or building a kingdom in your mind. The end culminates with closure, as what could possibly come from it.

What sets this game from all others is that the the stage itself feels real. The house and land you explore feels lived in, with character and clutter. That realism is juxtaposed with the surrealism of the vignettes, where each death is implicit, and surrounded by some fantastical events. It’s as if you’re listening to that uncle who can tell the most amazing stories, and getting to experience each.

I’ve played through a few times now. While none have had the impact of the first experience, each time there’s a zen that I get out of it. It’s also strange in that I can’t explain the effects, it has to be simply experienced. But like all art, the interpretation varies and what I get out of it certainly wouldn’t be what others could.

If you haven’t had a chance to play through, I still emphatically recommend What Remains of Edith Finch.

Wukong : Early Thoughts

Like, really early thoughts.

It’s good.

Ok, seriously now. It’s a Souls-like in respect to shrines that heal & respawn enemies, a slosh of complex boss fights and a pile of dodging. Where it differs is that there’s no death penalty, no interconnected zones, no maps, no weapon selections, very fast combat, easy respecs, no stats, no real “choice”. It’s linear, which is quite a bit different than most games of late. The comparison just doesn’t hold.

My only gripe with the game thusfar is a lack of a map and the invisible walls. It makes exploration tedious.

The combat is relatively tight with a decent amount of options. You can’t dodge cancel, meaning you need to learn to pace attacks. Bosses have tells and it has yet to feel dramatically unfair. I expect to die a few times on every boss in order to learn their patterns, and that’s exactly what happens. The lack of weapon variety means that you need to adapt to the range of your staff, which removes risk vs. reward decisions, but there are still plenty of move options present. I have not yet found any world-traversal skills (e.g. hookshot, mounts, etc..) – maybe that comes later, though I can’t see much use for it yet.

The world looks amazing, and the music is awesome. The dialogue is horrendous, but the lore/background info is a lot of fun to read through. I’ve heard gripes of people not understanding the context behind the game (as it’s based on Journey to the West), but that’s really just western entitlement here. It may increase enjoyment of the overall plot, and given more context to the bad guys but it’s far from any deal breaker.

The rest of the mechanics I’m still discovering. Player progression is quite flexible, with unlimited respecs. Crafting is simplistic, and you can revert some of it. There are levels, but only in the context of giving you a single point to invest in a complex tree of options. It’s ok, but there doesn’t appear to be any depth here.

So back to my original thought. It’s good.

Kingdom Hearts 3 – whatever years later

Steam Sale + good memories of KH1 & 2 + Steam Deck approved = I bought Kingdom Hearts 3 Re Mind.

It truly is quite an art to name a Kingdom Hearts game. Like someone is spinning a random wheel of words and just going with it. Dream Drop Distance. 2.8 Final Chapter Prologue. That said, the games are as convoluted as the story within Kingdom Hearts, where nothing ever makes any sense and there are seeming retcons & twists every hour.

Which begs the question as to why KH has such a large fan base in the first place? Well, the setting for one is rather unique. I’ve played a lot of games, and few have you charge Goofy into dragons, team up with Hercules, use Rapunzel’s hair as a whip, or control Mickey with a sword. There are none that put that all together. Second, the first two mainline games were constructed to be strong tactical games, with a long end game (ultra gear) and insanely well designed optional bosses. I’ve yet to play anything that resembled the rage/joy of Sephiroth in KH1. And finally, the cutscenes made it like you were playing a movie, which at the time was somewhat niche.

I’ve tried other games in the series. They are ok, not good. In fact, only the mainline games have scored over 80. Meh.

I was interested in KH3 when it came out, but was already quite a way from my console years. I figured at some point it would hit PC. Sadly, SquareEnix has some of the most maddening pricing models on the planet, and I wasn’t going to pay $90 for a 5 year old game. A sale which included all the games was the best option, and gave me a chance to replay KH1+KH2 to get familiarized again.

To the Meat of It

Kingdom Hearts 3 is an ok game, made especially dangerous for those with epilepsy. There was always a lot going on the screen in prior games, but here it dials it up to 11. Fights allow optional commands to be used, either a stronger spell, a separate weapon form (more on that), a contextual attack, or using a Disney Ride. You want to use a swinging pirate ship ride? Go ahead! I am not a fan.

Weapons come with alternate forms, that provide a specific boost. Whether defense, magic or some major ultra attack. You can “shoot” a weapon as well, which locks a target and blasts them with stuff. To make all weapons relevant for the duration of the game, you can now upgrade them, so that the choice is in their boosted effects rather than their stats.

Donald + Goofy are the same as in prior games. Thematic characters, specific to certain zones, still have special attacks. Same as before.

The Gummi Ship is still there, with generally the same content while fighting. When not fighting, the ship is used to explore a open world map in a 3D environment. It’s interesting side content, with some cool boss battles.

The worlds are at least 4x larger than KH3, which is almost all aspects is a downgrade. There’s only so much meaningful stuff you can put in a game, and this in turn makes it an empty map that you slog through a ton of basic enemies to reach anything fun. I mean, they look amazing, truly amazing and just like the movies. Yet there’s only so much frozen mountain top you can stand.

Boss battles still rock, and are a major highlight. I am beyond impressed at the complexity, diversity and originality that the devs put in here. All the way to the end, you’re going to have major battles that are just a pure joy to get through.

The story is a nightmare to follow, and unless you’re reading some wiki, won’t make a lick of sense. The cutscenes are very long, especially near the end. I’m sure there’s a good 12 hrs of cutscenes in this game, which truly doubles down on the interactive movie bit.

Optional content has always been an interesting feat of these games. In particular in collecting material for the best gear (some version of Ultima) and then optional bosses. Collecting material is tedious, the side games generally have horrid controls, and the rewards are all but required for the ReMind DLC. As in prior games the DLC is you fighting OrgXIII members, who are all on steroids and speed. Pattern recognition, knowing when to block or dodge is the only way to get through them. I did 4 of them and had enough. I’m all good for a challenge, but I don’t need 13 versions of the Sephiroth fight.

Unless you’re a Kingdom Hearts fan, there are ample games that do better mechanically and are easier to follow the storyline. If you are a KH fan, then odds are you already played the game. It filled a spot during the summer, and truthfully plays wonderfully on the Steam Deck.

Early Access and Fickleness

What I love about Early Access games is that by and large, they are experimental. Or at least, the only ones I’m ever interested in. EA gives small teams the ability to grow an idea. Darkest Dungeon, Planet Crafter, Hades… all games that would not exist without EA.

Sometimes though, sometimes a dev has a small-ish idea and just goes straight to the deep end quickly. The game starts in one area, and then takes a massive turn into something completely different. In most cases, these “twists” generate a lot of negativity, which modifies the EA promotion algorithm, and then the devs have paved their way to obscurity.

I have three examples, of varying degrees here, all in the same factory-automation genre.

Dyson Sphere Program : an absolutely stellar game from start to finish, where its taken years to get the “math” right on optimization. PvE combat has always been in the roadmap, though the implementation is only half way there now, and has some rather obtuse requirements. The other half is sorely needed, and it’s taking the time it needs to bake. A result is that the reviews have gone from Overwhelmingly Positive, to Very Positive. It seems like a minor thing, but that has effectively removed it from many lists.

Techtonica : The game as it is now appears to be missing a fair chunk of content (like 2 more zones) and a lot of optimization (mid-tier? resources are not balanced). They had a somewhat clear roadmap and a very accelerated release framework – something close to every 6 weeks had a major patch. And then v0.5 released, with PvP laser tag and teleportation (this is akin to putting a garden simulator in CoD). A name for v0.6 was provided, but nothing about what was in it. Reaction to this has been extremely negative, where the devs have provided a mea culpa on poor communication and held a live stream to explain what’s next – which unfortunately had much more “we can’t talk about this yet” that folks wanted. It went from Very Positive to Mostly Positive, which frankly means only word of mouth can save it now.

Foundry : Only released a bit more than a month ago. The devs put out a journal asking for feedback on some system development, namely more time spent in the resource simulator of selling space stuff. Feedback on this was clear and unanimous – fix the game first. Devs responded that they heard loud and clear, and the reviews have stayed stable as Very Positive. I would like to think that this approach is a result of watching what happened with Techtonica.

EA is an interesting space. Devs get to test ideas and are in turn subsidized for that exploration. This is a two-way street, where there are now expectations on that funding. Clear communication is required, and the timing of it it matters. Satisfactory may have the gold standard here, but DSP is darn close – the language barrier here is why it’s all text, but it is fullsome text. Techtonica has a similar structure to Satisfactory, which does give me some hope that they can recover from this mistake. (And for clarity, the Laser Tag / teleportation is not the mistake, it’s that they didn’t communicate why they launched it instead of the clearly missing content.)

I’d like to think that the golden age of EA is moved on, where free money and loose promises are drowned out by a more realistic relationship with the community that keeps the devs afloat. Like it or not, there’s a recipe to success in EA, and it is much much more than simply pumping out a product. Given the lack of investment stability, EA is likely to be the place to get most funding, if you can figure out how to cheat the algorithm and build crazy word of mouth.

Hades 2 – Early Access

This post likely won’t hit as well if you haven’t played Hades, which may be my favorite roguelite of all time. Developers (Supergiant Games) have never made a bad game… heck, I’d go so far to say they’ve only made good games.

Hades 2 is certainly in EA. There’s missing half the content of Olympus (2 zones, 2 bosses), some NPCs have early art, and there’s still some rather “interesting” balancing bits to work out. So, what do you get here ?

  • 6 zones, 6 bosses. (2 more zones/bosses should come)
  • Fully voices NPCs and gifts/relationships. There are a good 30 NPCs in here, with hours of voice acting.
  • 5 weapons (there should be 6), with alternate forms.
  • Harvesting systems (mining, souls, seeds/farm, and importantly – fishing!!)
  • A ton of random upgrades (boons, upgrades, etc..)
  • Chaos challenges – preset loadouts in specific zones to meet increasingly difficult challenges

If you played Hades, then most of this seems familiar. Hades 2 does add some interesting changes though.

  • Combat is much more strategic instead of tactical. Zagreus was all about melee attacks with speed. Melinoë is about spell casting, which takes longer and requires placement. Some weapons are frankly atrocious if you’re not using an alternate form.
  • Weapons are a mixed bag. The staff is weak, but has good casting options. Blades deal cat scratch damage in a very small area, and require a specific boon set to work. Wands are insanely OP when you figure out how to use them. The axe… feels amazing. The gun is undertuned right now.
  • Boons had preferences for certainly attack styles. Some are always good, some are extremely particular. The secondary effects (burn, blast, push) are generally weak until combined with something else.
  • Boons can have infusions. Each has an affinity, and collect enough affinity to unlock more powerful options. There are times where it makes more sense to take a bad boon to unlock a good one.
  • A new type of boon, called a Hex, that provides a powerful effect when you’ve used enough magic points per fight. I really dislike this boon type, as the effects are too weak (except the healing option), and don’t allow infusions.
  • Rather than clear unlocks, you get Arcana Cards for passive boosts to future runs. You select which cards you want to use, limited by Grasp (an upgradeable resource). You can upgrade cards too. I really enjoy this system, as you pick what fits your style.
  • The enemies + sub-bosses are all decently balanced with some minor exceptions. I would avoid all sub-bosses in the last 2 zones. They don’t provide enough rewards for their HP amounts / speed challenge.
  • The bosses are fun and hectic. Hecate, the Sirens, Cerberus are all solid fights. Polyphemus (cyclops) is anti-melee, and therefore quite hard with blades – some fights are fun, others very painful. Eris takes a bit of learning to figure out (use the posts) but then gets a lot of fun when you do.
    • Chronos – this guy is something else. He hits like a truck (with inconsistent hitboxes), has a mountain of HP, there’s nowhere to hide, and his 2nd phase has so much AE (the hourglass adds, ugh) that it hurts my eyes. There are times this fight feels unpossible. That’s right.
  • The Chaos Challenges are cool. Small packaged challenges that force you to learn the ins/outs of a given weapon. More bite-sized.

The rest of the game is pretty much Hades, but all the edges sanded down. No more fighting the RNG gods a dozen times to get that 1 drop, you can queue it to craft based on other drop. There are menus that explain where things come from. The artifacts you get, in almost all cases, are useful. You generally have more control of choices before you start a run, though you still may want to end a run quickly if the first 3-4 rooms have truly bad RNG. High fear runs (Heat in Hades) do require specific builds… a piece that has yet to be sorted out yet (re-rolling rooms/boons are in cards, which cost too much to select in most runs).

Oh, it also plays amazing on the Steam Deck, with superb battery life.

If I was to guess, we won’t see the full release til 2025. What’s here has more polish than most of the stuff I’ve played this year, but given the prior track record of these devs, there’s still a fair chunk to go.

Ghost of Tsushima

2020 feels like a generation ago and this particular game game at me for my first playthrough when my grandfather passed from COVID issues. As a result, it has a very particular place inside my skull, which results in overly rose-tinted glasses. The game is not perfect, but it’s so much better than its contemporaries that even 4 years later it’s a gold standard for open world story-telling.

Without really rehashing the core plot, you play as Jin Sakai, a samurai who is trying to find a path of redemption after his known world is turned inside out by the Mongol horde. It takes very broad strokes on the concepts of honor & duty being more important that results, and through Jin, you navigate multiple storylines that see how you and other NPCs try to find a viable future. Some people are blinded by rage, others by love. Some make a set of bad decisions that simply snowball to evil. If I were to truly summarize the entire storyline, it’s how people manage grief and find peace with themselves and others. So… a tad on the nose given my state of mind when I first played this game.

The PC re-release doesn’t add any new content (assuming you played the original and Iki Island), but it does add a ton of visual enhancements. Straight to the point here – Ghost of Tsushima is friggin’ beautiful. It takes large strides to force you to slow down and appreciate the environment, with very long vistas. Many of today’s games add a ton of stuff on the screen, and make it look realistic, but few decide to give you the horizon as a goal. If the Switch actually had processing power, the closest comparison would be the recent Zelda games.

Mechanically the game still feels ahead of it’s time, with an open world with relatively minor icon sprawl. You could play most of the game without the map, as there are plenty of in-game mechanics show you a way forward. A golden bird brings you to interesting content. Following white/black smoke plumes brings you to new quests. You see a lighthouse on the horizon, you can get there. Follow a road, you’ll encounter a chunk of content das a result. Combat is focused on the parry/dodge/counter mechanics of the time. Sure, you can opt to sneak everywhere (and honestly, it’s the only option when hostages are in the mix), but you can just run right into a camp and take everyone out “with honor” if that’s your choice.

The natural flaws here are in the set of values being presented. As a modern, western society, our core set of values conflicts with what’s presented. It seems simplistic and naive. Each NPC espouses a specific set of views that are monochromatic. Taken together they paint a complex painting, but as individual pieces there’s just not much there. (Do I think that Ubisoft’s AC Shadows, set 200 years later will do better? Hell no. AC is as historically accurate as a Dan Brown novel and purposefully built that way.)

4 years later, Ghost of Tsushima remains a shining example of open world design and story structure. It is meant to be experienced, rather than played. Not too many games fit that definition. And it still hits me as hard today as it did then. Feels a bit like time travelling…

V Rising – Servants

A final post here, as I’ve killed Dracula and have a huge backlog of games. A point of issue in a prior post is the need to farm material in order to craft things that aid in progression. In a multiplayer game, many people make short work of any farming route and it’s pretty easy to split the work. As a solo player, there are some rather substantial farming bottlenecks. As Azuriel pointed out, this hits hard at the Power Core unlock.

To counter this, V Rising has a servant & mission system, where you can send them out to collect material for you.

A mission screen to collect later-game materials

Servants have multiple factors, where they are collected, their blood type, and their blood quality. Their location matters, as it improves the amount of material collected from the same location. Their blood type matters, as it reduces the difficulty by 100 of a given battle type (monsters, battles, etc). The blood quality has a minor impact as it impacts their power level, but as long as you have 70% you’re fine. Keep the 100% blood for merlots.

Each servant must be equipped, and the gear level has a flat *10 applied. 45 gear level = 450 power. Add blood quality (at most 30) and there’s your score. This score matters based on the area you are sending the servant. You can select various durations which increase the odds of success but give diminishing returns. 3 sets of 4 hours give much more than a single 12 hour run, but they will be harder to do.

The challenge here is that you need to MAKE the equipment, and at the end game, you’ll need a some rather strong armor/weapons to max out the locations. Most locations can take 2 servants, though some are 1 to 3. So even if you did max it out, you’re likely only going to get 30-60 of any particularly meaningful foray. In nearly all cases, this is the equivalent of you personally farming for 10 minutes. In practical terms, this means that while a clan may send out multiple servants, a solo player is unlikely to find much value. It is not helpful for progression, but I can absolutely see it being helpful for repairing in PvP battles.

Once exception. At ~75 gear level if you capture an 80% draculan servant, they can do a mission on the far east of the map to collect a few hundred Greater Stygian Shards. Now, a single rift run should give you about 1500, but this allows you to supplement with not much hassle.

I do think it’s an interesting system, as it can’t be too rewarding or people wouldn’t go out of their castles. Finding the appropriate balance here is hard. My only true gripe would be that if you dramatically overpower a location that you get more materials as a result. What you get instead is shorter missions and therefore more rewards, but that means more logging in to collect them. Maybe allow a queuing option?

There are many cool ideas in V Rising, and almost all of them work. Clearly it is designed for group play and PvP at the end game, every system funnels into that concept. But that there’s a decent PvE game here too, wow. I really wasn’t expecting this and am beyond surprised.

V Rising – Combat

Most APRGs that people have played are 2D constructs that are in the vein of Titan Quest. V Rising is quite similar to that model, with a few differences. One of the most substantial changes is that PvP is baked in from the front, which really changes the larger context of the game.

Players are provided some standard tools to keep the gameplay varied, which are unlocked gradually throughout the game. At the start, you’re given a dodge (with i-frames) and options for basic melee weapons with basic skills per weapon type. As you progress, you unlock magic skill points that unlock various abilities that fit into the ‘attack/defend/ultimate’ constructs. You can equip 2 core abilities (5-10s cooldown each) and then 1 ultimate (2 min cooldown). You can use gems to modify these abilities, like more healing, more damage, added stun and so on. Chasing perfect rolls isn’t all that meaningful. Eventually as you progress through bosses, you unlock other weapons – pistols, whips, reapers and so on. Higher quality items also unlocks a 2nd skill per weapon, so by the mid-40s you’ll have the core tools for the rest of the game.

In the 50s and then the 80s you get access to rifts, which drop shards. These are used to unlock passive skills that add some rather strong benefits to the game – more damage, more summons, more speed. Those shards can also be exchanged for stronger weapons… and the 80s version of the shard exchange has a chance to unlock legendary weapons. Combined, these make a massive difference in overall power levels.

Lots of passives. This one is amazing.

Another factor, in the vampire theme, is that you need blood to survive. There are various blood types (worker, brutes, scholars, etc..) and each provides a different set of bonuses. The higher quality of the blood, the higher the bonuses. Early on, you get the ability to ‘farm’ blood and if you find a 100% quality blood, you absolutely want to collect it. Later, you get the ability to use that farmed blood in the field. It is worth every second invested to have 100% blood quality farms – Scholar for magic attacks, Rogue for physical damage, and Warrior for defense.

There are stats – this is an RPG after all – measured through gear level. Every level you are below a target, you suffer 4% more damage and deal 4% less. Every level above, it turns to +1%. So 5 levels under, you’re 20% in the hole, and 5 levels above you’re +5%. This is important for farming, but ultra important for boss fights.

In terms of outright player power it generally goes – gear level > blood >>> abilities > weapon skills

Fully kitted end-game gear. SOOO many runs to get those guns.

Combat itself falls into 4 different categories. Farming, Bosses, Rifts, PvP. Farming is simple enough, combat is against multiple targets that are protecting resources – it is very AE focused, and sunlight considerations are required. Bosses are bespoke battles, that progressively add complexity, and where you will face a lot of challenge throughout the game. In most cases, these are 1v1 battles, and the wide majority of your time playing will be here. Rifts are a combination of both farming + bosses. Two AE fights, followed by a weakened boss enemy. End game is almost exclusively focused on this activity. Finally is PvP. As much as there are sieges (attacking other castles) the wide, wide majority of PvP will be while rifts take place as the resources are coveted. The majority of that combat will focus on burst + movement restrictions.

The guide above shows you a fair chunk of the level of complexity that is brought late in the game. Adam is the penultimate boss, and I would argue more complex than the final one.

I’ll close this post by saying that the ARPG parts of this game are really well done. The incentives for progress are constant. There is continual risk due to the gear level math. All enemies progress in difficulty (though NOT equally). And rarely have I ever played a game that did such an amazing job at multiple meaningful and memorable boss fights. I would argue that because you will unlikely beat any boss on the first pass, it forces you to pay attention and therefore memorize that character. Really impressive work here.

V Rising – Home Base

I’ll cover the ARPG in another post, this one is focused on the concept of your base of operations within the context of a survival game. The genre tends to focus a simple concept – you need a place to live, and in order to build that place, you need to collect material. As you improve said abode, you need to travel through more obstacles to collect different things.

Where the genre splits from this point is in the definition of the obstacles. Early games in the genre really pushed the PvP portion where people fought over a limited amount of resources. The next generation was focused heavily on survival – think thirst + hunger mechanics. The current generation instead seems to focus on environmental obstacles – substantial AI enemies or physical obstacles preventing progress.

V Rising straddles all of this, to different degrees. There is optional PvP (and the game is certainly balanced in this space). There are minor survival mechanics, you need blood to live and sun kills you. And the PvE construct puts bosses and other enemies as gating mechanics to collect more advanced material.

Your castle lair start off rather neat to start. Floors + walls = automatic roof which protects from the sun. It’s honestly super simple to get set up, and serves as an initial foray into base building. As you progress in the game, you unlock more options for the castle, which adds a decent amount of choice. Now, most games in this genre focus on the practical – you will build a box house, put stuff in the box, and move on. The customization/decoration part comes much later. This makes sense as those games allow you to have multiple bases, so that each future one looks different than a prior. V Rising only lets you have 1 castle, so the tools to customize come quite early – moving a castle is possible, and should be done once you access Dunley Farmlands.

And interesting bit of castle construction is multi-floor options, lockable doors (for PvP or servants), and truly having double the space you actually need to build something practical. The end result is that the majority of a castle can be constructed for pleasure rather than practical. You may not have freeform tools like Valheim, but it’s also not mud brick walls.

An interesting bit is the ability to optimize production buildings. Naturally, you will have a roof, which increases production speed. If you have the proper floor down (and 4 walls and no core), then the resource costs are reduced by 25%. That is not much at the start, but I can assure you that late game resources are a pain to collect, so any reduction is absolutely required. You can create multiple crafting stations if you like, though I haven’t found much use as I can’t manage to feed them enough to merit.

You can also build gardens, with plant seeds and tree saplings. The trees have some smaller use, though not much comparatively. The garden however, that’s something you want. Plants are needed for potions and some mid-tier item crafting – so anything you can do to reduce the need to farm material is a good thing. Ghost Shrooms in particular are a bottleneck at late game.

One piece I haven’t really tackled is the map, or more specifically where these resources are located. You start down south, move to the middle of the map and then reach out to various zones in a sort of hub/spoke model. Assuming you build a castle smack in the middle of the map, you’ll spend the majority of your late game farming runs heading west (silver, grapes, gold), north (tech, grease, batteries), and north east (crystals, shrooms), and finally, east (rifts for stygian shards). Getting to these locations isn’t terribly hard, what with teleport gates around. Getting BACK with your stuff is a right pain in the butt if you haven’t set your server to allow teleporting all material (please do this).

You will need to farm a decent amount in this game. Onyx Tears are the best example, as a final tier item needed to craft weapons – normally 3 per item. Each of these requires 9 different farmable materials, in differing amounts. Charged Batteries alone are a pain to collect (depleted ones first, which are drops, then charging stations to fill). The net effect is that when you reach ~80 gear level, you will spend your time farming material while waiting for rifts to spawn. It’s a cycle at that point, which is a different structure than almost everything up to that point. I suppose this is why PvP exists, because the farming of material to craft 1 item taking hours is not super incentivizing. To the stronger point, I would absolutely recommend using console commands (if solo) to spawn the top 3 items that are a major pain to craft that also do not drop (Shadow Weave, Bat Leather, and Onyx Tears). If only because crafting 1 of those items alone is about 30 minutes of farming, and you need much more than 1.

Now, the absolute great news in all this is that during the entire experience up until this farming cycle, your base will continually expand, you’ll be given a TON of customization options, and the feeling of being a gothic vampire with a damn cool castle/lair is fulfilled. I didn’t actually realize how much fun this part could be until I stepped into the shadows.

Foundry – Final

I’ve done it, or rather I’ve decided I’ve done it. I’ve shipped robots in exchange of space metal.

This whole thing comes out of nowhere, but its damn cool.

I thought I needed tier 5, but I was wrong. The end of tier 4 unlocks assembly lines, which allow you to complete a 10 step process to create and sell robots. You need to craft torso, head, 2x arms, 2 legs, merge them, weld them, and finally paint them, in a very interesting approach to creative game play. It doesn’t really work because actually selling the robots causes a tremendous loss of resources, and it’s clunky as heck, but damn if it isn’t cool! (As it stands, you should only create 1 robot to complete the quest, and do so manually. The Firmalite cost / return is effectively a sink.)

Tier 4 and Tier 5 (which I did unlock) bring new buildings, material, and processes to the gameplay loop. You need to access a new mineral that is only found in a vein (which itself requires a massive radar to detect – which looks friggin’ cool), a deep mine, installing a mining drill, and somehow shipping it back to your main base. This mining station requires power, logistics, and a transport ship. I forgot a few pieces more than once, ran out of foundations (needed nearly 1500 total) to get it running, which was annoying. When it did run, it was entirely self-sufficient though!

This new resource has a 5 step refinement process to make CPUs, which has unbalanced ratios between buildings. CPUs are used for tier 5 science AND the parts for robots, which is a weird pain in the butt to manage. A great target for refinement and quality pass.

It would be cool if late game mining had less friction/complexity. It would be even better if research didn’t take 4 hours to complete because getting more materials to the base is still too complicated. Tier 3 belts should not require 8 hours of research – and my solar farm to power everything dwarfs my actual production line. But at the same time, what IS here is damn impressive. It takes a tad too long to unlock the space portion (which is poorly explained and missing content) and way too long to get assembly lines going (20+hrs to get there), so that the rather unique portions of this game can truly come to light.

Final shot of the base, with barely a scraping of the robot part factory on the left. The bus lines still look damn cool.

I’ve sent in about 50 odd feedback submissions thusfar. Some are QA, where the information/labels are wrong. Some are bugs (belts that are close can do weird things). Some are related to balance (too many building types that do the same thing). And finally, some are more strategic (like how to optimize mining stations to make them easier to set up).

I’m quite hopeful to what comes out of Foundry in the long term. There’s already more here than most EA games, and the 2 new systems here have a ton of potential – Assembly Lines in particular! I wouldn’t recommend it just now, unless you REALLY LOVE production games, but I’ll certainly be back for another run at the next content patch.

Given that this is a relatively “niche” type of game, comparisons are natural. Satisfactory is its own thing, and while people will naturally compare, they have less in common than it may appear. It should however be compared to Factorio, which is the golden grandfather of the genre – everything up to tier 4 is a 3D interpretation of Factorio. If you’re looking for a 3D version Dyson Sphere Program is the top recommendation without any hesitation. Techtonica is another option that is about as close to Foundry as you can get, but still has quite a few rough edges to work out – I’d say it’s a good 6 months ahead of where Foundry is.

To close here, this game is a friendly reminder that AAA game studios bankrolling $300m dollar games, and then closing studios of amazing developers is just plain dumb. A small team was able to build a very complicated beast, and will continue to do so. Impressive.