End-of-week Report

Same as last week, really. However, I am starting to get maxed out in Warframe, the current league in Path of Exile is ending in a week, and I promised myself I would get a job in September. In other words, time consuming stuff is running out, and new, not game related time consuming stuff is taking its place.
Next week shall be my last peacefully mundane one in probably quite a while. I think I'll miss it.

I did reach 300 games, sadly, but I can still enjoy it while it's a round number. Not going to delusion myself into believing it's not going to increase beyond this, however.

  • Games in backlog: 300 (+2)
    • of which Early Access: 58
  • Games reviewed last week: 0

End-of-week Report

Well, got to be honest with you, and myself. I've been playing some multiplayer games the past week which I've found to be more enjoyable than going through my list. Some ARAM in League, some Warframe, some Path of Exile... And those can take all of the time in a day, so I don't have any left.
But screw it, I'm enjoying myself. I'll run out of content eventually, and be forced to play something else, but until then - let the backlog grow. It sucks to never reach my goals, but at the same time, until I do reach them, I'll always have something to do.

Two games until the dreaded three hundred. Next weekend? The one after that? Or will I miraculously pull my act together?

  • Games in backlog: 298 (+3)
    • of which Early Access: 58
  • Games reviewed last week: 0

End-of-week Report

How damn hard is it to not miss a week and then some days on writing something which is basically just whatever semi-coherent thoughts come into your head plus a bunch of numbers you can just fetch from a place.
Nah, but really, I've felt a tad less motivated to look through games lately. Maybe even with my helping scripts the influx is just too great. I finally caught up, so that's why the "end-of-week" report is on a Tuesday.

  • Games in backlog: 295 (+5)
    • of which Early Access: 58
  • Games reviewed last (two) week(s): 2

Touhou: Scarlet Curiosity

I've known about Touhou, and it's crazily large fan-following for quite a few years now, but I've yet to really consider playing any of the games until late 2017, when the first official Touhou game came to Steam to a fantastic reaction, placing it in the top 25 games on Steam (according to my algorithms) despite lacking an English language option. Shortly after that came flowing the fan-games, of which there are far more than the official ones, ranging from supposedly great quality games to, honestly, crap. I've added a few of those to my backlog, and I just now got around to playing the first one.

Touhou: Scarlet Curiosity is a (mostly) top-down hack-and-slash bullet hell. There's about a dozen stages, each ending with a boss fight, also about a dozen different abilities, of which 3 can be slotted at a time, a not-particularly-meaningful level system, and some amount of different equipment, which just boosts your stats. Overall the entire thing takes maybe 4-5 hours, there's an optional end-game dungeon I did not play very far, and you can play the same game from a slightly different point of view with another character, swapping out your attacks and abilities (but all the enemies and levels stay the same).

Going into it, the first thing that struck me were the... inconsistent graphics. Particularly, the models, animations, and especially the UI seemed kind of amateurish or simple, while the visual effects and post-processing were really effective. These discrepancies often indicate a poor quality game, so my hopes fell low right at the start. However, to my surprise, the combat felt really good, and definitely outclassed even many bigger action games with how well it flowed. Sadly, after the initial roller coaster of a down and an up, the rest was a slow descent.
For one, the game was way too easy. There was a "bullet hell" mode with a warning sign in the options, which I turned on after the first 10 minutes, fearing I might have made it too difficult. However, with the exception of boss fights, which were of just the right difficulty, everything else was a dead-easy grind. It didn't help that I didn't get many more options or ways to play this. However good the combat felt, it got monotonous as I just mashed attack and one or two abilities against all enemies. For better or worse, it was over before it really started to bore me, making for a rather short experience.

Good combat, short runtime, little content, kind of repetitive, too easy, but really, good combat.
So my verdict on this is unsure. Is it a good game? I'd incline towards "no". Did I enjoy the brief time I spent on it? "Mostly." So would I recommend it? "I guess if you're particularly a fan of hack-and-slash and/or bullet hell and/or Touhou games."

Return of the Obra Dinn

Return of the Obra Dinn is possibly the purest detective game I have ever played. It's made by Lucas Pope, probably known for Papers, Please, and somehow manages to pull off an even more simplistic art style that's not only pixelated, but also 1-bit - just black and white, and yet fully 3D. I'll get back to that later.

I can't say too much about the game, as most any details about the story would spoil some part of it, but you play as an investigator for an insurance company, investigating the fate of the titular ship Obra Dinn when it is found empty after being lost at sea for a long time. You're armed with a notebook for cataloguing your findings, and a pocket watch, which can send you back in time to experience the last few moments of someone's death, given you find their corpse.
So the game is mostly just you, traveling through the 3D still frames surrounding each crew member's death, possibly accompanied by a few lines of dialogue from just before. Using every little clue you can find, you're supposed to piece together the identity, cause of death, and killer of every last person. And, honestly, the game is crafted brilliantly in this regard. You're thrown a few bones (easy cases), but many of the deaths really require you to look at all the details of what these people were doing, what they look like, what they sound like, at the time of their death, and in any memories before. I can't stress enough that it really does feel like detective work in the purest form I've experienced.

Now, I do of course have to point out some negatives. Coming back to the graphics of it... It looks very uniquely stylized, I can appreciate the feel of it, and it's amazing that a graphical game, let alone a 3D game, can work with just 2 colors. But being unique or technically remarkable doesn't make it good. I would have much preferred some style that doesn't require significant effort at times to figure out what is happening. At best it was just a little sore to watch, at worst it was impeding gameplay.
Secondly, and I can't quite pinpoint why this is, but despite liking mystery/detective stories and finding the game incredibly well executed, I still felt something off a bit. I felt like it needed something more, maybe some other mechanics, maybe a bit more content, I don't quite know. All I know is that I didn't enjoy it as much as I feel I should have. But it's vague enough to chalk it off to "just me".

All in all, Return of the Obra Dinn is a masterfully crafted detective game that I would very much recommend. It's quite unique among the games I've played, and the minor grievances I had regarding the graphics, length, or possibilities, don't outweigh just how well-made the core of it is. It surely also earns a spot in my list of the best.

End-of-week Report

Steam's Ignore functionality broke down Saturday morning, and hasn't recovered yet. As such, I don't have last 2 days' games in the list. Ah well, it's not like I have a shortage, and I'm sure the issue will be fixed soon, what with how many people it's affecting.
In other news, progress again this week. I'm hoping to get Return of the Obra Dinn over with soon, and I started Touhou: Scarlet Curiosity, which seems to have caught my attention for more than a couple of hours.

  • Games in backlog: 290 (-2)
    • of which Early Access: 58 (+1)
  • Games reviewed last week: 2

Lovecraft's Untold Stories

The quality of games I find in my list sometimes baffles me, and not in a good way of course. Lovecraft's Untold Stories is my latest disappointment. I'll just get straight into it.
The game starts with nary a tutorial nor much of an introduction, plopping me into some confusingly navigable map. Roll over some branches I should be able to step over, fire my shotgun at nothing, check the minimap which is missing all the walls and limited paths I'm forced to take, being entirely unhelpful, and finally fail to open a chest that requires some sort of key. So far so good. Then I melee a crate which explodes, killing me instantly and I lose the game.

So, y'know, I wanted to call it quits there, but "Cmon Torn, it's been like 5 minutes, give it another shot." a voice said in my head. And so I did, ignoring the oddly explosive box this time around.
From the way the levels were built, I thought I might be playing a bad Binding of Isaac clone. However, then some illogical bits of "story" started to surface, and, really, comparing that combat to any proper twin-stick shooter would be dishonorable. Some enemies just walked up to you and you shot them once and they died. Some enemies blasted you with unrelenting machine gun fire beyond your range. Still, most of my health was lost to traps that were basically placed under my feet after entering the room. 10/10 level design.

So, yeah, the voice in my head had no more arguments this time, and so I closed the game after my next death. Needless to say, I wouldn't recommend it. Don't even go near it.

Northgard

I can't believe I keep finding RTS games in my backlog. When am I going to learn that I am inclined against RTS games. Still, I'll try to give Northgard a fair opinion, as an RTS.

The first thing to note is that it's not an entirely typical RTS. I suppose it could be considered a sort of casual or at least a slow-paced RTS. Mainly due to the fact that you can't just outright recruit units - they spawn one at a time with about a ~1 minute timer, circumstances permitting, and then you can choose who they're gonna be. Another big aspect is that the focus isn't very much on combat. In a traditional RTS, you put a few units on production, and the rest goes into defenses and your army. In Northgard, it's sort of the opposite - most of your units will have to hold your economy up, make sure you have enough food and firewood to survive (especially through the winter), and keep your people happy enough.
I can't objectively think of any reason why the high economy focus would be a good or a bad thing. I guess it's just a different kind of game and you shouldn't go in expecting Starcraft. It's more like if you start moving from Starcraft towards Age of Empires, and then keep moving past that for a while longer, you'll reach what Northgard is.

However, that's all well executed and while I don't personally enjoy the distraction from combat that much, I do enjoy the slower pace it enforces, so it's kind of neutral. However, what doesn't sit with me is the relative lack of things to do. There's not a lot of different troops or military buildings, and the economy ones aren't really some sort of puzzle. It's mostly the same each game, where you just build what you need, not what you want, and you almost always need the same stuff. Wood for building -> food for survival -> military for fighting, sprinkle in some happiness and coin for when those start to run low, and that's that. So while the premise and execution of the game was fine, I found the content lacking. That and I just generally don't enjoy RTSes.

Overall, it wasn't that bad. I would still incline towards not recommending it, but I also couldn't recommend a similar game like it. Age of Empires is the closest well-made game that comes to mind, but if you feel like playing something even more economy focused... maybe you'll like Northgard? I will admit, it's not the easiest to judge a game you're biased against, but I do feel Northgard has its non-minor flaws.

End-of-week Report

I'm back. And despite the one week absence, I actually made progress compared to two weeks ago. That's great.

  • Games in backlog: 292 (-1)
    • of which Early Access: 57
  • Games reviewed last week: 3

House of the Dying Sun

House of the Dying Sun has been in my backlog since I was still writing about everything I added there. It's a mission-based 6DOF shooter, and as I found out, its main selling point is most probably VR support, especially ~3 years ago when it came out and VR was much more hyped.

The game's simple. You control a ship and fly through an asteroid field, killing other ships. There's different missions, difficulties, some upgrades and different weapons, and an optional "flagship" boss fight at the end of every mission. Clearly, most of the focus has been placed on visuals, and there is a preference on realism (as far as sci-fi space shooters go) rather than ease or fun of play. The ships are a bit floaty and difficult to control, and enemies are difficult to see unless they're straight in your face. It's all quite realistic, and probably very aesthetically pleasing in VR, but as a game, falls short on the fun.
Adding to this, there isn't a lot of variety, and the whole ordeal is only a few hours, unless you're going for 100% completion, in which case it might take longer, but would also be repetitive.

Not enough content, not enough fun. Pretty, and possibly attempting to cash in on the VR aspect, but I couldn't really tell you about how it feels there. As much as I know, I can't recommend it.

Simmiland

Simmiland is a god game mixed with a card game. There's the usual island, autonomous humans running around and doing their best (which isn't very good, mind you) to survive, and you blasting the ground with various things like plants, rocks, wildlife, weather, or even some natural disasters. There's a little mixture of exploration through trying out different combinations. For example, sunshine increases temperature, causing grasslands to turn to deserts, but also swamps to tropics. A plant in a desert is a cactus, but in water, a coral. Wildlife on grasslands is a harmless chicken, but wildlife in a tundra is a polar bear that will maul a lot of your people. The tacked on card deck system limits what god powers you can use at a given time.

To mention some of the better parts first, I liked the cheery atmosphere it had. Can't say the music and graphics were much, but they fit well, so that can only be a positive. Trying out the combinations of what does what, how everything interacts, and trying to understand what goes through the minds of my little creatures running around was also pretty nice, but sadly lost its luster quickly, as content dried out. That can be said for the whole game, where I had seen 50% in the first 20 minutes, 75% in an hour, and 90% in about two hours. The rest was going to be repetitive, as nothing was going to go significantly differently in the next playthrough.

I think the worst part (aside from the lack of content) was that you had to guess too much. Sure, exploration was fun at first, but since advancement through the game was almost exclusively through your godly deeds, it got very difficult to guess the right combinations for those last items, mostly devolving into spamming your cards, hoping something would happen. And speaking of spamming, the game was fairly frantic for a "card game". Never mind that the whole card aspect could have been left out without making anything worse, but the most effective way of getting through the first half of the game was to just use all your cards as fast as you could to make all the suitable environments and items for your people. They themselves did relatively little that influenced you back, so really, the interaction with the game was just poor.

I've never been a fan of god games, instead preferring the management types of games. Cutting the AI allows you to make much larger and complex things inside the game, and means the player doesn't have to rely on the AI not acting like an idiot. Even though most management games only allow you to say what needs to be done, and not order your people around directly, it still creates a better interaction with the game, instead of the one-sidedness of god games.
All in all, I enjoyed it for the first hour or so, while it was new, shiny, and showering me with unexpected things. Then it ran out of things to shower me with, and I realized it wasn't all that great. Not recommendable.

A House of Many Doors

I gave A House of Many Doors a good attempt. It's supposedly very similar to Sunless Sea, although I couldn't verify that as I've not played the latter. I can, however, compare it to Faster Than Light. In case you're not familiar with either of those games, the essence (of at least FTL and A House of Many Doors) is that you're leading a ship with some grand goal. To get to that goal, you have to navigate around the world, manage your crew and supplies, make decisions, and quite often have a battle. The battles are very similar as well, with you commanding the crew around the ship, trying to destroy the opposing ship while the enemy does the same. The main difference is that A House of Many Doors focuses a lot more on the story.

... The main difference in essence, that is. Realistically the main difference is that A House of Many Doors is pretty poorly made. Were the idea well executed, I might even like it - I mean FTL was decent. However, A House of Many Doors has a lot of issues. To name some: Visual bugs where sprites slide off into infinity, layer issues blocking important game information, an overall inconsistent and arguably poor art style, a lack of explanation of what most stuff does or how to do various things... despite the otherwise overabundance of text. I understand it's a game with a lot of lore and story, but I felt like I was reading a book, not playing a game - some visual novels have more visual action than this game. The writing wasn't bad, and was actually somewhat interesting, but it felt disjoint as the game had barely started and I was already chasing like 3 different plot lines with tens of items in my inventory that maybe had some grander use.

Overall, a jumble of individually nicely written text walls with a terribly executed game on top. I feel like the author might have had more success writing a book or an interactive novel, not a game. Might have helped make the story and lore less spread out and more sensible. But as a game, not only is it not worth playing, it diminishes the quality of the underlying story. I wouldn't recommend it.
I noticed I did not have Sunless Sea nor Skies in my backlog, despite them seemingly being very similar games, just with higher production quality? In any case, because or despite of this game, I will not be trying either of those either. However from all I've read, I feel confident in recommending both of them (and FTL) over this. If you felt this game idea to be up your alley, try the Sunless games first, then come back to this if you want more.

PS. I misspelled the name of the game as "A House of Many Doots" far too many times. I found this humorous, and hoped you might as well, as a change from my undesirably dry writing.

End-of-week Report

I am not completing as many games as I had hoped. I've no clue as to what excuses to give anymore, even. Time just vanishes somewhere.
I started with Return of the Obra Dinn a few days ago, and I'm quite enjoying it. It will probably take some 10-20 hours to complete, but it's rather exhausting to play in single sessions, so I might start some other games alongside it.

If anyone remembers, I talked about a scoring formula I made some time ago. I discovered a bit of redundancy in it not too long after, and I finally got around to crunching the algebra to simplify it. The weighing constants no longer looked as pretty, but as they were arbitrary anyways, I changed them around a bit, which in turn slightly changed the ordering of the games. These changes are represented in my backlog Sheet, but will also eventually make their way into the Steam Leaderboards site.

Finally, I am going on a vacation for almost a full week next week, so there will be no progress on anything then. Next week's report will be skipped, but expect a return the week after.

  • Games in backlog: 293 (+3)
    • of which Early Access: 57 (+1)
  • Games reviewed last week: 1

Devil Engine

Devil Engine is a pretty standard bullet hell shooter. I don't have a lot to say about it, and I'll mention upfront that it was nothing noteworthy.

To start with the positive sides, the art and soundtrack are good enough to mention on their own. The opening sequence of the game really hyped me up, but sadly that hype died down in mere minutes as I discovered I don't have mouse controls, and was instead given a one-way speed cycling button, as if that would make the arrow keys even close to a substitute for a controller, let alone a mouse. So, okay, sure, after my first game over I was quickly given a "very easy mode", which did indeed make things a bit easier, but no less frustrating that I didn't have as fine a control over my ship as I knew I could have.
I suppose it's not too big of a bother, considering I didn't encounter any outstanding elements in the game. The main gimmick it used to differ from the rest was a bullet absorption field around your ship for a fraction of a second that spent your combo multiplier. I think this was to be the remedy to its otherwise overwhelming (or poorly designed, who can tell, really) bullet patterns, instead of something that could be properly dodged. I don't know, I didn't like this change, but then again, I didn't get much use out of it due to my terrible keyboard skills.

Overall, most of my experience was ruined due to the lack of mouse support. As far as I could tell, even if it had mouse support, it wouldn't have been a particularly good game from its gameplay standpoint. I wouldn't recommend it.

End-of-week Report

Another week has passed. How time flies.
I can't really expect to not get new games to my backlog. It's usually 1-2 new ones per week, so if I want to get the counts down a meager 3 reviews per week just won't do. Still, it's better than none I suppose, and the numbers have gone down, even if only just a bit.

  • Games in backlog: 290 (-1)
    • of which Early Access: 56 (-2)
  • Games reviewed last week: 3

Teamfight Tactics

Me covering a recent and popular game here? What is this? Still, I played quite many Teamfight Tactics games over the past few days, and I figured there's no excuse as to why it wouldn't qualify.

Teamfight Tactics (or TFT for short) is a separate game in the League of Legends universe and client, probably created due to the huge popularity of the Dota 2 Auto Chess mod. (Which, as I hear, isn't original either, but based off of some already existing but not so well known game.)
It's not a very complicated game. It's an 8-player FFA that happens in 1v1 rounds until the last person is alive. Between each round you get some money and a selection of 5 champions with increasing prices as the rounds go on. You buy some of those champions, deploy them on the battlefield, try to gather 3-of-a-kind duplicates to combine and power them up, and try to get various numbers of role duplicates that also give bonuses. Refresh your pool of 5 for a small sum if you don't get what you like, or spend to level up yourself to deploy more champions. There also exist combinable items from minion rounds and some champion draft rounds. Otherwise, each round you're pit against another player, and your champions battle it out to the death without any further input from you.

Honestly, it's simple but fun and fast enough. I have just two main problems with it.
For one, it just doesn't have enough depth. You don't have a lot of choices to make, and you're eventually going to settle into some technique(s), even if the choice of technique is influenced by what champions you're given and, if you manage to track that, what your opponents are building. Very fine details aside, it stops being a game of skill, but rather just repeating the same few sets and combinations of motions.
Secondly, and everyone complains about this, the RNG is too much. Sure, some is necessary to keep the game fun through unpredictability and forcing to adapt, and if you're given overall hundreds of champions as choices each game, it somewhat balances out that you're lucky on some rolls, unlucky on others. However, the minion rounds that are the main income of items, which play a huge role in your performance, also drop a random amount of items. While, sure, it's fair in that everyone has the same odds, it's completely possible that you will get either double or half the amount someone else does, which either spells out very good odds of winning, or your near-certain loss. If you're playing to win, you might as well quit if the first minion rounds do not bless you with enough items, to save time. Much like playing with a missing teammate, your odds are grim, and while the game might still last a while, it's hardly fun.

Still, the game is supposedly in beta, probably rushed out to get a slice of the hot pie, and hopefully more improvements are incoming in the following weeks and months. For now, I'm already tired of it, for the two reasons mentioned above. However, it's free and fun while you don't know it very well yet, so I'd give it a "why not" recommendation. Play it for a few hours and see what all the fuss is about so you could talk along the next time someone inevitably brings up one of these kinds of games.

The Vagrant

It must have yet again been the boatloads of positive reviews that caused me to try a 4€ game where all female characters have breasts the size of their heads. It wasn't as bad as it could have been though. The Vagrant was in fact not some sort of weird pseudo-porn game, but a reasonably good RPG... for its price point, that is.

The entire thing lasts for <10 hours, and I feel like whoever made this set out to make a game, fill some checkboxes, and call it a day. Like, sure, we have varying equipment, upgrading, decent combat, a skill tree, some cooking + potion buff system, an interconnected map, a story, etc., but it all feels pretty "meh" at best, rather bad at worst. I couldn't really highlight anything good about the game, and I find it lacks polish. To name some examples:

  • Everything drops coins or other pickups, but they often fly past you before you can pick them up, meaning you have to run back for each thing you kill/destroy. This is annoying.
  • You can knock monsters down. They are then invulnerable to damage until they get themselves up, forcing you to just sit there and wait. This is annoying.
  • The map and story connections are just all over the place. I know I have a bad sense of direction, but I have no idea what links where or how, and they both have me completely lost with their spontaneous transitions.
  • Some systems like cooking are rather useless, and you can just not use them without impacting the game.
  • Possibly a design choice, but the art and animations feel way too much like paper cutouts with hinges. I know that's a sizeable half of what 2D animation is, but you're supposed to try to hide that.

So, yeah, there's definitely loads of better RPGs (and metroidvanias, if you think it looks more like one) out there. I could only maybe suggest it if your time isn't worth much and the price calls to you. Me, I care about my time, less so for my money, and it's not worth the former.
No recommendation.

Dead in Vinland

I have mixed feelings about Dead In Vinland. It's a management survival game about a family who ends up on an island, forced to start living from scratch, all while dealing with a tyrant to whom they have to pay tribute. It's supposedly an improvement over their previous "Dead In" game of a similar nature, but neither have glowing reviews overall. Personally, I think it does a lot of things right, but just fails to hit a sweet spot to really make it enjoyable.

I think Dead In Vinland nails the survival aspect well. Survival isn't just something you do on the side, but concretely the main focus. Every day is a struggle to keep everyone fed and alive while also putting a little effort on the side to progressing to earn back the initial supplies and keeping up with the ever-increasing tribute. It's definitely not too easy, and while I wouldn't say it's too difficult either, the constant promise of loss looming above you doesn't really make you feel good about the experience. Maybe you're not supposed to. Maybe you're supposed to feel the same despair your characters do, and the game accomplishes that well, but I don't find it enjoyable.
I think the main aspect contributing to my displeasure was the positive feedback loop (not so positive at all, despite the name), where if my characters got tired, injured, hungry, etc., then they lost performance and/or had to take some time off to recover, which in turn gave less resources, and less progress, furthering the doom that perhaps caused this in the first place. I will praise the balance, that this feedback loop did not spiral into actually losing nor the game becoming a walk in the park, but despite constantly improving, getting new people, and supposedly becoming better, I never felt like things started looking up. Progression wasn't satisfying.
The other aspect was the micromanagement being a bit too extensive. Too much time spent looking at statuses and numbers, telling characters what to do, and too little gameplay in the sense of stuff happening.

Overall, opposite to the story the game seemingly followed, I started Dead In Vinland with a good amount of hope in the first hours. There was a promise of building a great village, finding new people, and overthrowing the tyrant of the island. However, as I got closer to that goal in the game, my hope in reality disappeared. Seeing my efforts not make a difference to my well-being made me lose hope until I eventually gave up. Which was a shame, because I was looking forward to seeing how the story would unfold.
I can't really recommend this, as I didn't have the fortitude to see it through to the end. However, it's not a bad game, and I had a solid 8+ hours of fun with it. Perhaps you'll like it if the survival aspect is really up your alley, and you don't think the frustration of the constant impending doom will get to you, but I have my doubts.

End-of-week Report

Moving took a lot of my time and caused me to fall behind in progress a bit again.
I started playing Dead in Vinland. It's a game, not quite sure what I think about it yet - not super good nor bad.

  • Games in backlog: 291 (+2)
    • of which Early Access: 58 (+1)
  • Games reviewed last week: 0

End-of-week Report

Continuing the fight against the dreaded third hundred of the backlog. Most of the week went on Path of Exile, some on board games with friends which I don't write about. Net positive progress though, so all's good.

  • Games in backlog: 289 (-2)
    • of which Early Access: 57
  • Games reviewed last week: 2

Armed with Wings: Rearmed

Armed with Wings seems to be a rather old Flash game series. I have not played any of those games before and I didn't really look into it much, but this Rearmed version is apparently a sort of remake, not a sequel. It's a level-based hack-and-slash game with some platforming involved.

I didn't think much of the platforming part. Considering the game doesn't really have jumping, the platforming puzzles were somewhat limited or specific in nature. It's not too important, however, as most of the game's focus was on combat. Now, the combat looks neat, and seems to have a good amount of depth, but I have no idea how it works. The attack patterns of my character, and in which cases I manage to get a hit in, in which cases the enemy just blocks it, seem rather arbitrary. I mean, I'm sure there's a logical system in there, but it's not explained whatsoever. And, honestly, I can't play like that. The game isn't easy enough to button mash through it, which is in itself a good thing, but if I am not given the knowledge on how not button mashing is better, it's not very useful. Sure, I could figure out the system eventually, but it's rather painful until then, and considering the depth of it, would probably take a while.
More minor grievances include the combat feeling a bit stiff for a game with such a heavy focus on it, your lovely bird not having any use in combat, and that I'm just not a fan of the level-based system. Perhaps I'm spoiled on metroidvanias with a nice world to run through.

Overall, I got rather quickly frustrated at not understanding the combat and why stuff worked sometimes but failed in a seemingly identical situation some other time. I also didn't see any elements of it which particularly captivated me, so unless you think you can figure out that combat and hope to discover a better game beyond that point, I wouldn't recommend it.

Tooth and Tail

Well well, how did an RTS manage to slip into my backlog? Said slippery RTS is Tooth and Tail, and I honestly didn't give it too long of a try before tossing it aside.

I really didn't see much anything in Tooth and Tail. On one hand, it's a pretty generic RTS with building troops with rather common abilities, and not too many of them at that. On the other, it's heavily dumbed down in the name of accessibility or something - mainly that you can't really micromanage your units, which is kind of the whole point of RTS games. See, the way movement works here is that your "cursor" is a rather slow moving unit with health that has to lead the charge, and upon arriving at a place, can summon other units to that place. It just seems like making your very cursor vulnerable to attack and death is a pretty bad idea. Worse still, fighting on two fronts isn't really a thing.
But are there any redeeming qualities to this game? Honestly, no, none that I saw. There's just flat out better RTS games out there, and if you want to play with basically just one unit, go play another game genre. I can't recommend this game.

End-of-week Report

Well, I've finished my studies. I successfully defended my bachelor's thesis last week. All that's left is the graduation ceremony, but for all practical purposes, I've finished university.

As far as other stuff goes, the summer heat is getting to me somewhat. I'm feeling quite lethargic from the near-30 degree weather in an apartment without any air conditioning (or ventilation) - it reduces my appetite and my motivation to do anything. Feels a bit like a certain state of mind I'd rather avoid.
But that's just excuses not to play more games. And who wants to make excuses for something wonderful like that. I'm going to be trying Path of Exile again after multiple years next week. Overall, the old log increased again last week, but that's how it goes if I don't complete anything.

  • Games in backlog: 291 (+3)
    • of which Early Access: 57
  • Games reviewed last week: 0

End-of-week Report

I got something done after all. At this seemingly temporary pace, only 2-3 more years to go.
I'll get my last summer vacation starting middle of next week, save for any time I decide to be unemployed for an extended period of time in the future. I really can't tell if I'll have more or less free time after I get a job, but I'm sure life will at least be a bit different.

Ah, but who am I rambling to? Have a look at numbers going down.

  • Games in backlog: 288 (-3)
    • of which Early Access: 57 (-1)
  • Games reviewed last week: 2

Indecision.

I played a thing. It might have been a game. It's called Indecision. and it left an impression on me in the 40 minutes it took for me to finish it.
I would tell you more about this game, but I can't. For one, because that would spoil it. But also because there isn't much to say about this game. It's more of a collection of ideas, more of an experience than a proper game. It doesn't cost much anything, time- nor money-wise, maybe 2-3 hours to see everything there is.
It's really quite brilliant, and I simply had to give it a spot on my list. I wasn't really sure what to file it under, but it seems my "Story Puzzle" category is currently occupied by these "experience" types of games. As the creator also mentions, this game is not for everyone, but it was an experience I needed, and I would recommend you experience it too.

PS. I think there's potential in some of these ideas to be developed further, into something bigger. Indecision. gave me some weird, somewhat unfounded hope that we will not be running out of games that push the boundaries of what can be done in games, even if this game alone is not that remarkable.

Celeste

Celeste is a platformer. It has been described as having a great soundtrack and story. It is also comfortably among the 100 highest rated games on Steam at this point. So, naturally, I had high expectations going into it. Sadly, I was gravely disappointed. Partially my own fault, as I was swayed by what good I had heard about the game, but I must say I am very surprised about its popularity.

I think my biggest surprise was that Celeste really was just a platformer. It didn't promise much more, but I thus fail to see the appeal. I feel like repeating my thoughts from my I wanna be The Cat review, but Celeste perhaps deserves a bit better. It is also a very difficult platformer with relatively simple controls - moving, jumping, climbing on walls, and a mid-air dash replenished upon hitting the ground. Throw in some level-specific stuff like moving platforms, spring boards, dash refreshers, some others, and of course environmental spike and pit hazards, and that's pretty much the whole game.

The levels aren't that difficult at first, and again, I wouldn't really hold the difficulty against the game too much, especially with an existing easy mode. My main problem is that I fail to find the fun in this game. Maybe plain platformers just aren't my cup of tea, but I will echo my thoughts from before. It's not about figuring out what to do - the path and actions to the goal are generally clear after a short look at the level. Instead, the gameplay comes down to your platforming skill - your capability to press the right buttons in the right order, with timings often accurate to a tenth of a second. If you fail that, you do the same thing again, until you succeed. That is not my idea of fun, it's repetitive and tedious, and it is why I am astonished that there are so many people who want exactly this.
Regarding the other aspects... As you may have guessed, I didn't get very far, but I hear there's a bit more story later on. Don't expect to find any at the beginning though. The soundtrack? I didn't see it as anything special. Perhaps only the art and the environment somewhat caught my eye. To me, the game is quite unremarkable.

Maybe I'll think harder before deciding to try out a pure platformer the next time. Still, as just a platformer and nothing more, I can't fault it for much. The levels and mechanics were well-made, if a little bare in features for my taste. Considering how much others praise it, I can't in good faith tell you that you shouldn't play it if you like platformers. Still, as I personally fail to see the appeal, I can't personally recommend it either.

End-of-week Report

Well well, what's this? Progress? It's only temporary, I assure you. Next week is exam week, and the week after that I got to defend my thesis. Still, I'm glad I got to laze for a little while.

  • Games in backlog: 291 (-1)
    • of which Early Access: 58
  • Games reviewed last week: 4

Rez Infinite

With the limited time I have, I sometimes just add games to my list because they are positively received. Surely hundreds of people saying something is good means it's not completely terrible, and there's at least some chance of me liking it, right? Well, sometimes I have no idea what people are thinking, and Rez Infinite is a fine example.

It's a game where you fly "on-rails" through some digital-glitchy-wireframe-looking world and the only thing you have to (and can) do, is drag your mouse over pretty much everything that moves to destroy it. That's it. That's the game. It's got all the excitement of a generic clicker game, for only a tiny fraction of the content and dopamine release. There isn't even much to bash here, since it's barely a game. How it has over 500 reviews for a >90% positive score, I'll never know. Don't... don't touch it yourself.

911 Operator

911 Operator is a game that mimics the job of a dispatcher who answers various emergency calls. I could not tell you about how accurately the game portrays this, but it does at least have a serious tone about it and creates a somewhat believable atmosphere. Whether this supposed authenticity means something to you is yours to decide, but thematically, this is not a game that speaks to me. Form, however, is not something I would much grade a game for, so how's the gameplay?

Well, in the game you control a number of various police, medical, and firefighting vehicles on a city map. All around the map, emergencies can pop up, and it's up to you to quickly dispatch suitable vehicles to deal with them, depending on the nature of the emergency. Occasionally, instead of getting a direct request to send a police and an ambulance, for example, you get a call, and have to, through a fully voiced dialogue with different response options, figure out the location and nature of the emergency and perhaps offer initial help while sending the vehicles you believe to be right. After the day, you get your profits from that day and can use them to buy new vehicles, new staff, new equipment, and arrange anything you already have. Not really the job of the dispatcher in reality, but whatever makes the game more interesting, I suppose.

Now, the problem is that there isn't much to do in the game past the initial couple of hours. Starting from the last things I mentioned, the "squad" management aspect of the game is pretty useless. There's a lot of detail in the personal skills of the workers, speed and capacity of vehicles, and somewhat in their equipment, but it doesn't matter. More vehicles and people, if you can afford them, is better, so buy them. You don't have the time or need to consider the specialties of your vehicles and people, except for how many patients / criminals they can fit, just send whoever is the closest suitable one. So, really, that part could be tossed out in favor of improving the rest of the game.
The calls are quite interesting at first, and can actually somewhat teach you about actual first aid in emergencies. I particularly liked one where a man had just lost a leg to an accident with a machine and you not only had to give first aid help, but also provide psychological assistance like ensuring he doesn't just give up while the medics got there. These were the best part of the game, but sadly started repeating quite frequently after just 2 hours. The rest of the game is just a game of clicking the right colored vehicles to go to the right colored locations. Helps if you take a quick glance at how many people might need to be transported away, or if a heavier police team might be necessary, but it wasn't very stimulating nonetheless.

If you particularly care for the thematic of this game, then it might be a more interesting experience, but otherwise, prepare to run out of excitement a couple of hours in. You quickly familiarize yourself with all the concepts of the game, then soon all the dialogue, and then it just becomes a game of clicking through the right choices - not very exciting. I actually liked it for the first hour or two, and I feel like it could be improved by making the map and dispatch system somewhat more complicated. There should be some challenge in performing your duties, but right now, I just can't recommend playing this.

Unworthy

Oh hey, it's another game that basically blatantly rips off the core elements of Dark Souls but sticks to an overall simpler and smaller game and a 2D world. It is Unworthy, and it quite reminds me of Salt and Sanctuary, except it's shorter and simpler still. As I've said before, there's nothing inherently bad about copying the design of another game, but by doing so, you put your game at a direct comparison with what you copied. In the case of Dark Souls, there's some pretty big shoes to fill, and if you don't plan to do a better job, then there better be something quite unique about your game.

Sadly, Unworthy stays too close to the formula with not much new and exciting to offer. There's less enemy types, less equipment, less customization, worse lore, the maps are on the bland side... I'd say the biggest flaw however is the lack of choice in general. Too often did I find myself being locked to a path because there was some prerequisite I had to fill, often in the form of defeating a boss, or simply because the world was too linear. Or for example after acquiring a new weapon, a hammer, everything suddenly wanted me to use it to solve some platforming puzzle or break down a wall instead of offering me multiple ways to approach the problem. It may seem like nitpicking, as a lot of games have linearity and singular solutions, but I feel like it's worth highlighting this lack of choice as it's definitely not as good as the alternative that I've come to expect from these kinds of games.
Another big problem I had was with spending my Sin, which acts as a sort of currency for improving my character. As a direct copy of Souls, it was dropped on death, and lost if not picked up before dying again. And, you know, that's fine, but there was an alarming lack of places to spend it. The occasional places that would accept these as payment were so few and far between it was very difficult to not lose the majority of what you had gathered. Worse still, the ones I encountered did not allow using them again, leaving no reason to come back. Considering the lack of teleportation at save points, I feel the journey back to use them would have been a fine price to pay.

Overall, Unworthy is not a bad game. It's just not new nor original, and isn't good enough to not be eclipsed by the games that came before it. As such, I can't recommend it. If you want an experience like this, play Salt and Sanctuary, or even one of the Souls games. Unworthy just... isn't worthy.

Tales of Berseria

I believe it took me approximately nine months overall to finish Tales of Berseria. As such, what I remember of it is kind of smeared across a very long time, but I'll do my best to recollect it.

Tales of Berseria is the latest in the series of Tales games that has spanned 16 games since 1995. As most have not been available on PC (until the rather recent ports) I have only played the previous installment, Tales of Zestiria, and thus lack a good comparison point. Still, I can offer my thoughts on the game as something separate, and perhaps that's a useful viewpoint as well.
Tales of Berseria is a JRPG, and I've had a bad history with such games. They tend to have a massive focus on story, often spending more time on dialogue and cutscenes than gameplay. There is of course the story versus gameplay perspective to consider, where if one is better, you dislike having to do the other. And the final frequent issue of JRPGs is the needlessly complicated game mechanics, which devolve to some small subset of mechanics that turn out to be an optimal solution, leaving you with both a steep learning curve and a lot of unused portions of gameplay. To my dismay, Tales of Berseria is not an exception, not really at least.

To get the comparison out of the way, the previous game, Zestiria definitely had it worse. While it's fundamentally the same, with the gameplay consisting of running around a somewhat open world, entering battles, attacking the enemies until their HP finally drops to zero, leveling up, upgrading your gear, and being interrupted with neverending dialogue and cutscenes at every possible moment, Berseria did it better in pretty much all regards. A better skill system, a simplified (but no less useful) gear progression system, better characters, and a better story, to name a few.
The story was definitely the better half of this game, and what kept me playing. While the gameplay wasn't bad initially, it simply grew stale over time, as I figured out the optimal patterns by which to fight, and combat just became an obstacle. However, allow me to praise the combat for how effective and dynamic it looked. While it could have definitely been better mechanically, it was quite the eye candy.

The reason this game took nine months for me (aside from having a lot to do IRL) is that it took a grand total of 85 hours to beat. While I'm generally all for having longer games and more playtime, the problem here was that what made up the majority of that time were not the good parts of the game. I feel there was only enough story and "combat enjoyment" for maybe 40 hours, and that would have been enough and made for a better game. Condense the story, condense the fights, leave the player with a higher enjoyment per hour, which is what often really matters these days. Past about 50 hours, I was so tired of slogging through the game I considered quitting. The only thing that stopped me was that the game was enjoyable in all aspects at first, and by the time I had gotten to the point I didn't want to play anymore, I kept going just because I was invested in the story.

In conclusion - a good story with mediocre gameplay that drags on for far too long. If JRPGs in general are your cup of tea, then this might be quite enjoyable. All things considered, I would have to say I recommend it, but do be warned that it will take an eternity to complete. Tales of Berseria also earns a spot on the list of the best RPGs I've played, but rather barely. I guess you could say it's on the side of "good", rather than "the best", and might fall out someday. Still, I will await the next installment, and if it's as much of an improvement as Berseria was over Zestiria, I hope I'll be glad to play it.

End-of-week Report

There. Done. 85+ hours, but it's finished. The review will be up tomorrow, and the report of how all the accumulated games have completely filled my backlog in the meanwhile is down below. I got one more week of moderate relaxation, and then up to two more weeks of the hell of finishing uni.

Surprisingly, the amount of Early Access games still continues to go down, even as the overall amount increases. Perhaps putting your game in Early Access is no longer trending and people are back to publishing finished games?

  • Games in backlog: 292 (+7)
    • of which Early Access: 58 (-1)
  • Games reviewed last week: 0

End-of-week

Last week was an utterly draining experience of finishing my thesis. It is done now though, and I've had a bit of time to rest, so I want to complete some games at long last. Tales of Berseria will be finished in the next few days, end of the week at worst, and then I get to go on to others.

No report last week, and none this week, as I haven't caught up in looking through Steam's games. I could probably update in the next few days, but I don't see the hurry. The report shall resume next week.

End-of-week Report

Has this blog been more about vague hints regarding my personal life and studies than games for the past months? Probably so. Do I have the time to do anything about it, short of stopping posting altogether? Probably not. I noted 5 weeks ago, how there's still a bunch more coming after my thesis deadline, but this still feels like the big immediately hurdle looming over the horizon right now, so I'm still hoping for the "it'll be over in 2 weeks" scenario.
Have a report:

  • Games in backlog: 285 (+2)
    • of which Early Access: 59 (-1)
  • Games reviewed last week: 0

End-of-week Report

3 weeks until my thesis deadline, and I am now, for sure, on the last stretch of Berseria. Mostly unrelated events, but I wonder which will come around first.
Life's been a bit rough this last week, but that just makes it more likely that it won't get even worse. Got to keep my eyes on the prizes, not the potential doom and and gloom.
Have a report:

  • Games in backlog: 283
    • of which Early Access: 60 (-1)
  • Games reviewed last week: 0

End-of-week Report

I got another session of Tales of Berseria in. According to my current low standards, that's a successful week.
Honestly, I hate this, but I have 4 weeks left to go. I'm making steady progress IRL, at least.
Have a report:

  • Games in backlog: 283 (+2)
    • of which Early Access: 61
  • Games reviewed last week: 0

End-of-week Report

5 more weeks until my suffering ends. Last week was hell, next will probably be too - don't expect anything. Have a report.

  • Games in backlog: 281 (+2)
    • of which Early Access: 61 (+2)
  • Games reviewed last week: 0

End-of-week Report

I tried actually restricting my time to work and play these last few days. I somewhat hate such rigid methods of self-discipline, but I suppose it might be necessary when facing a large task - my thesis - which I can't complete by just binging it until it's done, but rather have to self-manage my time to do it. It also gives me more freedom when playing, since I can feel like I really earned this play time, and I've done enough work that I will not fall behind in getting things done.
Overall, I'd say it was positive, as I managed to continue Tales of Berseria after nearly 6 months. I hope I can do more streams in the near future, and that this time allocation scheme, unappealing as it may be, makes me spend my time better until I finish all I need to do.

I was pretty upset at reaching even 200 games, but now I have to fight against reaching 300. Realizing I have a problem with my time management, and not making excuses, is the first step. The willpower to start fixing it is the second. The third step, perseverance, should hopefully be easier, as long as I'm pushing in the right direction and see my efforts getting me closer to my goals.

  • Games in backlog: 279 (+2)
    • of which Early Access: 59
  • Games reviewed last week: 0

End-of-week Report

I know how dumb it is, not getting anything done week after week, yet still putting up a weekly message saying how I did nothing. I just want to keep this rolling, and not let it completely die.
Truth be told, I probably have time, but I have a bit more than a month left to write my thesis, which is giving me anxiety, and that in turn is causing me to procrastinate, which leaves me with no time to play new games. One way or the other, the cycle will break early May, but then exams are close, and after that it's the thesis defense, finishing uni, and then I have to worry about moving and finding a job for the first time. They're all the same kind of not-that-time-consuming-but-pretty-stressful activities aaaand... I don't like that. Nothing to do but to endure though.

  • Games in backlog: 277 (+2)
    • of which Early Access: 59 (+1)
  • Games reviewed last week: 0

End-of-week Report

Didn't even waste that much time on games last week, yet I still somehow lost all my time. I gotta get serious about this.
On another note, the amount of games in Early Access has been dropping consistently over the past weeks. I add more games, yet the amount in EA still decreases. Very interesting.

  • Games in backlog: 275 (+3)
    • of which Early Access: 58 (-1)
  • Games reviewed last week: 0

End-of-week Report

Plans don't mean anything if you don't follow through with them. I had planned to make significant progress with either Divinity or Tales of Berseria over the weekend, but instead I played Warframe.
Curse limited time events in games that promise you rewards you feel like you want in the future and can't get again even nearly that easily. "Play me now, you won't get to later!" As if... Still, I fall for it. At least I'm starting to reach that point in Mabinogi where most events don't matter much to me anymore, so that would be one game I'd play in the "background" rather than the "foreground".

  • Games in backlog: 272 (+3)
    • of which Early Access: 59 (-1)
  • Games reviewed last week: 0

End-of-week Report

I feel like I have to not play some of the stuff I find less entertaining, even if I like it now, and starting again later is a thing that's not really going to happen. Gotta get over that hurdle of unsatisfying starts to find the nice experiences beyond. For the greater good fun. But I've already had this monologue before.
Still got a review done, so all's fine. Have a report instead of my blabbering.

  • Games in backlog: 269 (+1)
    • of which Early Access: 60 (-1)
  • Games reviewed last week: 1

End-of-week Report

Had some time to continue with games I have started but that remain unfinished for now in the last week. Happily also spent some free time clearing out other things from my to-do list. There's clear progress, at least from my view. Just needs more progress, faster.

Oh, also, have a project I worked on last semester. (Worked in a team, one of my teammates is hosting that, so I've no control over how long it might stay up.)

  • Games in backlog: 268 (+1)
    • of which Early Access: 61
  • Games reviewed last week: 0

End-of-week Report

What do you mean it's four days past the end of the week?
Uh, just have the report. And don't worry, I'm not being super busy, it's other things that kept me from posting this. More regular content soon, I... want to swear, but I know I can't.

  • Games in backlog: 267 (+1)
    • of which Early Access: 61 (+1)
  • Games reviewed last week: 1

Apex Legends (and other Battle Royales)

Apex Legends is not the first so-called Battle Royale game I've played, but I did think I would not be playing any more after playing the ones I did. Honestly, these absurdly popular games do not need more publicity in my opinion, but I'm going to talk about them anyways. This post has a broader scope than what I usually do, but I hope you'll still find it relevant.

I would like to start with some background regarding Battle Royales. I'd say as far as games go, the game that sparked this genre was the DayZ mod back in 2012. DayZ basically went like this:
You start out generally far from others, and with nothing on you. Usually, the next while is spent on running around the map, checking various houses and other locations for weapons, armor, and general supplies. Sooner or later you run into someone else, a fight ensues, and somebody emerges victorious, getting to loot everything the loser had on them. Sound familiar? That's because it's extremely similar to the Battle Royales we have today.

There has been some experimentation with the formula over the years with different games trying different things. The following is not the exact order of how things went, but...
DayZ actually kind of (re-)sparked the "zombie survival" theme at first. Many games that required you to worry about your human needs while gathering other equipment to kill zombies emerged. But it was soon discovered that people didn't quite care about the zombie aspect. Rust strikes me as a notable example, starting out as a DayZ clone (with some Minecraft-esque resource gathering and base building, some of which has survived to the BRs of this day, namely Fortnite) in 2013, but removing zombies in 2014. ARK came out in 2015 and became perhaps the most popular game in this building-survival-PvP genre over the next year(s), but I would wager that that's where that train stopped. (Hey, even ARK got its own Battle Royale version of the game in 2016.)
Scrolling a bit back in time, although I do not know much about it, a movie by the name of The Hunger Games came out in 2012 and got quite popular. That quickly led to a Minecraft mod of the same name and similar content, and in 2013 - although the author didn't say it was connected to the movie - a mod to DayZ (mod) named Battle Royale. Instead, a different movie was cited as the inspiration - a 2000 Japanese movie by the same name, Battle Royale, but apparently the contents of both movies were similar enough. Battle Royale (the game) gave the genre its name (although I suppose it was really the movie that the name came from... or the 1996 book before that? Listen, really, Battle Royales are not a new concept...), along with a lot of other much-needed things, like simultaneous spawns making sure everyone started on equal footing, a goal to be the last one alive instead of just playing until you were inevitably killed by some new spawns or got tired, and a closing ring to make sure the action kept going and the remaining survivors would inevitably find each other.
There's actually quite the funny story here, as the author of this Battle Royale mod perhaps sounds familiar. It was PlayerUnknown, mostly known for his Battlegrounds (2017). But before working on Battlegrounds, he actually assisted in the development of a branch of H1Z1, that would become another well-known Battle Royale in 2016. (Worth noting that H1Z1 used to be just a late-to-the-party zombie survival game back in 2015, but the project was split, and not many cared about the zombie part of the game anymore.) The punchline of course is that PlayerUnknown made a trio of Battle Royale games that he had compete with each other in a Battle Royale fashion. At least I find that humorous.
While all of the previously mentioned games enjoyed a huge amount of popularity, it was PUBG that really exploded, having the most consecutive players online in any game ever since League of Legends. (Okay, there's the Asian shooter named CrossFire, but that's not relevant here for multiple reasons.) After that, a lot of large companies took interest in the Battle Royale genre too, quickly refitting their shooters into a Battle Royale to reap the cash from the craze. Fortnite Battle Royale, releasing the same year as PUBG, was particularly successful, supposedly smashing all consecutive player counts ever, probably due to its Free to Play nature. And then most recently there was the also Free to Play title Apex Legends, which I played a bit more than the rest, which was supposed to be the main topic of this post, and what I will finally get to in a little while, after some of my own thoughts on all this.

I just wanted to mention that if you look back at this pile of games in the past 7 years, you'll find them all connected in various ways. Each next one has been trying to use or build upon the popularity of the last one, almost without exception being rushed out the door so fast they end up as a buggy and unpolished mess, quick to forsake anything they had previously been working on. And I hate each and every one of them. It's not just because they're blatant rushed cash-grabs made by people who evidently don't care about the games they made, past or present (with the exception of the original DayZ mod which started this, which was a buggy mess for other reasons), but also because I find the concepts around which the games are made to be flawed in design. Looking at the player numbers, people obviously don't agree with me, but at least let me explain why I dislike them.
To start off, I'd like to establish that I believe the goal of the game is to win. Doesn't sound too far-fetched, I hope. Now, since the game is a free-for-all, and the winner is decided by who's alive the last, not who has the most kills or any other score metric, the best approach is to just steer clear of combat unless you're going to get a clear victory or are absolutely forced to fight - generally at the very end. Some disagree and believe conflict gives you better chances of winning later on, but I simply find that claim to be unfounded. Of course, the game leading you to avoid one of, if not the main gameplay element, combat, is pretty bad.
Secondly, for all the fairness the games are believed to have, most of the conflicts aren't actually very fair. Usually someone will be at an advantage or disadvantage, often quite a major one, due to luck of finding loot, being caught off guard or in a bad spot, being attacked by 2 people/squads, or something else. While I'd agree that it is ultimately kind of your fault if you engage at a disadvantage or get caught in a disadvantage, that does not change the fact that a lot of conflicts don't feel fair and thus as exciting as they could be. Further, they can put such an abrupt end to your game. All that time preparing for a fight, only the be caught with your pants down feels terrible.
Finally, people love winning. I know PvP games upset a lot of people because they lose so often in comparison to PvE games. People want a challenge and losing is acceptable, but most would want something better than a 50% win rate, as that doesn't quite feel fulfilling. Sadly, nobody has yet to find a way to have more than half the people win in a PvP game, for for each winner there has to be a loser, on average, lest the losers be doomed from the very beginning. However, it amazes me that people would be fine with the opposite. Indeed, this does not mean giving any players an inherent (dis)advantage in the beginning, but it does mean you'll very rarely win. Perhaps already knowing that victory is probably not coming desensitizes people to losing over and over again. Still, I do not buy into this, and find the "everybody loses" design to be terrible.
In light of these problems, it baffles me how Battle Royales became so immensely popular. At least League of Legends is a well-made game. Not a mess of bugs. Has a balanced progression through the match, maximizing the challenge and excitement by keeping the game as fair as possible, adjusting as time goes on. I don't understand how, several years later, the standards of players have dropped so much.

By now, I've pretty much explained everything about Battle Royales in general, and Apex Legends is quite adhering to the standards with no major deviations. However, there are still a few reasons why I've been playing this for the time being, instead of some other Battle Royale. What first captured my interest was that it was made by Titanfall developers. I had heard a lot of good stuff about Titanfall, but never really got to play it. When I heard that Apex Legends felt a lot like Titanfall in terms of movement and combat, I figured I should try it.
While it's still a Battle Royale in all its design, it's also quite well made. I like the graphics, I love sliding, running up walls, how the guns handle, the long time to kill, the fact that all the characters have some unique abilities, and that I have not found nigh any bugs, and definitely nothing that would hinder my gameplay.
Still, my frustrations listed above remain, and while I've been having fun playing with my friends for the past few days, it's already beginning to exhaust itself. I feel like I played it, enjoyed it, but am very quick to put it back down, and leave on brief-but-good terms with the game. If Battle Royales don't interest you at all, Apex Legends is probably not going to change your mind. But if you like them or have been curious as to what they are, I believe Apex Legends might just be the best place to go to right now. That is, a partial recommendation from me.

So there, that should be an overview (and my thoughts) of the evolving trends that have been dominating a lot of the game market in the past 7 years. For how much longer, I do not know, but I am looking forward to some completely new vector popping up, and it being something I can get into more, instead of a few more years of this stuff. All of the games losing massive amounts of players some time after launch gives me hope, but with how many new titles are coming out, they might just be migrating. In any case, you probably won't see me heading back to these, but then again, that's the same note I started this post on.

End-of-week Report

As I said, it's going to be a slow start back up. I completed my Crusader Kings II campaign last week, which must have spanned over 200 hours. You can imagine the time sink that was, but at least I'm all crusaded out now, so no more of that game for a while. I got half of everything by the end. Half a million gold, half a million points, half a million army levies, and half the map.

School picks back up tomorrow, but this last semester should be my smallest, as already discussed last week.
The next review you'll see from me will probably be about Tales of Berseria, as I finally get around to finishing it, and then it's back to clearing the random rubble I roll for a while, until I hit some good game again.

  • Games in backlog: 266 (+2)
    • of which Early Access: 60
  • Games reviewed last week: 0

We Were Here Too

First review after over 4 months. Writing always feels stiff after such a long break, but hopefully it won't be too bad. Just feels good to be back at it.

The game this time around is We Were Here Too. It's a co-op only puzzle game, which I believe handles the co-op aspect really well. The controls are simple - move around, click stuff to interact with it, and uniquely, hold the right mouse button to use your walkie-talkie to communicate with the person on the other end. The game's asymmetric and absolutely has to be played with someone who hasn't played it before. You're both thrust into completely separated rooms with no instructions on what to do, and have to communicate both effectively and efficiently to figure out what needs to be done to escape through the series of rooms.
We Were Here Too takes maybe 4 hours to complete, depending on how quickly both parties catch on to what has to be done, so it's a rather short game. There's a special ending for finding all hidden switches, which might take another few hours, if you want to attempt that.

I quite enjoyed the authentic walkie-talkie, which isn't like the comfortable voice chat tools we have today that allow for simultaneous two-way communication, nope. If you hold down the button, you can't hear the other player, and while that might seem like a nuisance, it creates for a much more interesting experience, where you're almost forced to say stuff like "over" to prevent trying to talk at the same time and both missing what the other wanted to say. However, my praise for the puzzles is not quite as high. While the overall idea for the game is interesting, I feel like there could have been better puzzles to complement it. Especially annoying was the time limit on some of those, where adhering to that was more difficult than the puzzle itself. That's not to say the puzzles were bad, it's just that they could have been better, and I really wish they would have been better, since I absolutely loved the concept of the game.
Sadly, it seems the general opinion is that the first episode (this one is the second, see) was better in terms of puzzles, and just as long in gameplay. This worries me that perhaps the developer isn't committed enough to want to make the potential third episode longer and/or doesn't have good ideas for the puzzles, leaving less hope for some day getting a better version of the same idea.

While We Were Here Too did good for not sticking to some existing game formula, it's not quite memorable enough to make my list. Either better puzzles or more hours of gameplay might have helped, but its uniqueness alone isn't sufficient. I wouldn't recommend playing with someone random (not that you could, since the servers are empty), but if you have a friend who would accompany you on this journey, then I believe it's worth the few hours it takes to gain this unique experience.

I'm back! I hope...

It's been far too long, even by my estimates. I thought I'd be back by New Year's, at the latest, but it took another month on top of that. But it's done - the semester is over, and I can finally rest, even if it is just one week until the next one begins. But the next one won't be as bad as the last one, it just can't be. Sure, I have the huge task of writing my thesis, but I also have a lot of time set aside for it, so that should be fine. All of the other courses are a bit boring in comparison to the last semester, but no projects means no huge time sinks, so I should be fine.

Truth be told, I haven't really finished the big games that kept me busy back when I left, but I can at least work on getting through them now, instead of just letting them sit. This means that I won't get right back at it with full steam, but more of a slow start, at least from an external perspective. I do, however, already have a review in store for later today.

I've caught back up with all the games releasing (never mind catching up with playing them though), but I haven't tallied the counts in a long while. I'm almost afraid to see what has happened, but here's the latest report:

  • Games in backlog: 264 (+36) (Oh lawd, these numbers...)
    • of which Early Access: 60 (+6)
  • Games reviewed last week: 1