04.07.17

Today is the day I give in to the difficulty of the puzzles in Shenzhen I/O. TIS-100 is the only Zachtronics game I've completed so far, but I was quite close to the end in Shenzhen. Clearly I still need practice. But I've already given my thoughts on this game, and I remain by my early opinions - I like it. It just became too much of a chore once the difficulty passed a certain level.

So, I also started a new game today. But before I tell you what game it is, I'd like to mention that Steam has a pretty large amount of what I would call minimalist casual puzzle games. And nine times out of ten they're bad because due to the minimalism they offer nothing in terms of gameplay, and due to being casual they offer nothing in terms of challenging puzzles.
Now, all of this applies to what I started playing today - Linelight, but what makes me not only not dislike, but even actually like this game, is its presentation. The pictures and trailer don't really convey it to the full extent, but it feels unnaturally great because of the combination of the minimalist graphics, the audio, and the flow of the game. I'm not entirely sure, but I think it's the flow that ties everything together, and makes it so that you would really have to experience it yourself.
I can't really say it's a great game though. Even after the really nice experience it has provided me with, the above listed faults still apply. There wasn't much in terms of gameplay, not much in terms of puzzle difficulty, and it takes 3-4 hours to get everything, probably ~2 hours if you were to rush through it (which really defeats the point, but some levels are flat out skippable), or some indeterminate amount of time more if you were to go look for all the hidden areas.
Regardless, I would absolutely recommend this game for the experience it provides.

I'll probably be starting a playthrough of Dark Souls II (yes, I still haven't completed the second one) like tomorrow or the day after that. I've tried it briefly before, but I'm mostly going in blind. I know it's another really long game, so if nothing causes me to quit midway, it could be a few days or a week before I start anything else new. Maybe I'll try keeping a sort of diary detailing my adventure to compensate for the lack of regular content. We'll see how it goes.

03.07.17

Aside from a lot more Factorio, I tried The Signal From Tölva.
The judgement was quick on this one - it's shit. Basically it's something between an exploration game and a FPS, but it's unenjoyable in both aspects. The map is large, but quite empty, often forcing treks of half a kilometer or so while the scenery is just rocks, unexpectedly impassable terrain, and scarce, unimpressive foliage. The guns handle terribly and are very generic, just as the enemies. There's nothing even remotely interesting about the combat nor the boring long walks. So when both of the aspects that make up your game are terrible and devoid of content, what's left? Nothing. Don't even try this.

02.07.17

So I played 4 more hours of Atelier Sophie and looked up some info on the Atelier series as a whole to get an idea of what I might be missing were I to quit right now. Apparently, not much. So I'm going to tell you what I think about it.

The Atelier series is just a month and a half younger than me at 20 years old, and has apparently stuck to a similar theme throughout the entire time, releasing more or less one game every year. It differs from most RPGs in that the story is very "trivial", and there's a very heavy focus on crafting.
What I mean by the story being trivial is that there's no huge issue to solve or a grand plot, but it's more like an amplified slice of life. Really not my cup of tea, and I could've literally fallen asleep had I played for a little longer. And while I'm a big fan of crafting, then at least in this installment, the crafting depends way too heavily on the rest of the game, while not giving much back. That is, in order to experience the most of the depth of the crafting system, you have to really grind some other aspects of the game, but the difference in actual results is negligible. But if you don't want to spend more time than is fun on the other parts of the game, then the finer points of the crafting system might as well not exist. So, really, it doesn't tie in too well to the rest of the game, yet is dependent upon it.
And as is tradition for JRPGs, they overdo certain aspects. The first of which is of course cutscenes. I came to play a game, not to read a 3D visual novel, so I wouldn't be surprised if someone just quit before even getting to the game since they were stuck watching cutscenes for the first hour of the game. Secondly, the incredibly complicated, but not equivalently deep mechanics and game systems strike again. There's pages upon pages of tutorials explaining to me the multitude of possibilities, yet a sizeable portion of them go unused for the most part.
And a short but very important note is that the keyboard controls were simply atrocious, not listed anywhere except a text file in the game files (and even then lacking two very important keys), and none of them were rebindable, making navigating the world and the menus a hellish experience.
Each next JRPG I play further drums it into me that all JRPGs are pretty much the same. Although I felt this one was perhaps even slightly better than the average JRPG I've experienced. It felt kind of sweet, for lack of a better word, and I like that, but I'm really going to doze off from how boring and bland it is for the most part. As such, this is the last I'll play of it.

I'm quite sure all of this also applies to the next game in the series, Atelier Firis, which I've removed from my backlog as well.

01.07.17

Aside from another good lot of Factorio (if that is where my summer goes this time, I'll understand), I started on Atelier Sophie. The first hour was without exaggeration 90% cutscenes, and I was almost driven to quitting, but once the game started, it wasn't half bad. I'm two hours in now, and it's estimated to take around 50, so... Could be a long ride if I don't decide to quit halfway. There's still a ton of cutscenes, but there's actually okay combat, a neat-ish crafting system, and the entire thing isn't too easy this time. (Probably because I bumped the difficulty above Hard to Extreme. I'm struggling with the enemies now though, but it's better than the alternative?)

30.06.17

I had Inversus on my list as a game I wanted to try out in multiplayer. Well, I couldn't get multiplayer to work on it, and judging from the singleplayer, it probably wouldn't have provided entertainment for too long anyways. So that's now removed from the list. Yay, progress...

29.06.17

Hmm, I swear I did something other than continue my ongoing Factorio game this day.

28.06.17

Okay, so I tried out Formula Fusion. It had recently launched and for some reason taken a large hit in ratings. Well, as retrospective inspection revealed, it was because the game was a laggy mess that couldn't run on any computer without at the very least hitching. My computer's pretty good, I dare say, and it froze like once a minute for 5 seconds on high settings, and had a split-second hitch every few seconds on the lowest settings. I'm not even really sure how the game itself was. Didn't look all too interesting, and the multiplayer is dead, but none of that matters because the lag renders it basically unplayable. Good riddance the review score is dropping.

Other than that, I took One Way Heroics for another playthrough. Failed about 10 times, but the 11th or so attempt went really well and I won. =) I don't really have much to say about the particular playthrough, and I don't really want to give lengthy opinions about games I've already played a bunch before, but One Way Heroics is an absolutely wonderful little game with more depth than you could ever imagine from looking at it or even playing it. It'll take a long time before you stop finding new things, and the sense of constant exploration and discovery is simply amazing. I should really get the expansion to it as well. Good thing the Steam Summer Sale is underway.

27.06.17

I was slightly occupied with other matters today, so no new games completed or started, but here's a new game that released on Steam a week ago.
Nex Machina is a 3D bullet hell game. It claims to focus on the action, so perhaps that's all there is to it. Looks pretty, ratings are okay, I guess it'll do.

Oh, also, PCGamer did an article on some hidden gems of the store, based on some mathematical formulas that basically searched for well-rated games with a low amount of ratings. I think a lot of the games included are pretty good, and there's a good chance you haven't heard of them. Which ones of course depends on the genres you're into. Here's the article with the top 100 listed at the bottom. And here is another list with a similar algorithm for a top 250.

26.06.17

It is done. I have played a 4X game from start to finish on "normal" settings. Not actually the first time, but it is a rather rare accomplishment, because when playing against AI there is a tipping point after which the outcome of the game is clear, yet half the game is still ahead of you. This issue plagues all large-scale TBS games, and Endless Space 2 is no exception. I'll be happy the day I find something that fixes this, but as long as I haven't I can't really hold it against any of these games either.
There are a lot of similarities between most TBS games, from the more known Civilization series to less known games whose names escape me for the time being. It's honestly difficult to describe one uniquely without going into all the tiny details. I guess the main difference of Endless Space 2 would be about the same as that of Endless Legend - the different factions / empires have a very different playstyle, even more so in Endless Space 2 than in Endless Legend. Another thing they have succeeded in yet again is making a very beautiful world. I find the aesthetics of the game pleasing, the soundtrack nice to listen to, and each of the factions has a solid backstory as well as a story that can be pursued in different directions through in-game quests. This really makes factions stand apart and give each a goal that is emphasized by their faction traits as well as lore, making playing different factions kind of like playing slightly different games.
Endless Legend was my favorite TBS game, and Endless Space is a fair competitor. I'll get to the reasons shortly, but first I can foresee a certain question. "Why would I play Endless Legend/Space 2 instead of [Your Favorite TBS Game Name Here]?" And really, I can't give you a reason. As I mentioned before, most TBS games are very similar to each other, with only the little details setting them apart, and it's usually a matter of preference. I happen to like the Endless TBS games the most due to the beautiful world, and a larger emphasis on the combat side of things. Why Endless Space 2 didn't feel as good to me as Endless Legend, was that I felt some of this focus had been taken off combat and put into diplomacy and system management. It reminded me a bit of Stellaris in the sense that you were partially subject to what your people wanted, and didn't have absolute control. This didn't sit with me quite as well, but it could totally appeal to someone else. Another thing were the odd connections between systems. There was pretty much no sense of a perimeter or which were your "outer" planets, and which were your "inner" ones - the enemy could just warp to any one of them, and you couldn't stop them, forcing you to defend literally everything, lest you wanted to suffer because of a stupid sneak attack.
So, yeah, I liked Endless Space 2, but the games take an eternity-and-a-half, and as usual, the AI doesn't pose a challenge past a certain point. It offers a lot of the same as Endless Legend, but is also very different. Perhaps some DLC will improve it in the future, as I heard a very recent patch already increased the intelligence of the AI.

25.06.17

It has been forever since I've lost a battle. My massive fleets are present in every single one of my systems, for I am constantly under siege from all sides and from all empires. There must be at least five battles happening at all times, yet despite all this, not only I have I not lost a single battle, I have not lost even a single ship. Most flee before I can engage them, others perish before so much as scratching my ships. I am by all means invincible. Sadly, time is not on my side, as there is one other empire who is working on a project to end this war once and for all. My conquests are slow, and I fear I may not be able to stop them in time. But suddenly, my scientists alert me of a new discovery. They tell me of a piece of Endless technology capable of shattering planets. Surely this would hasten my war efforts, for I have no need of the planets of my enemies, I simply need them not working for who they do now. I order as much of my empire to switch around to science production as possible, and get to work on researching this technology, as well as a ship large enough to fit this device. Further along the line, I set in motion a counter-project for ending this war. We are close to unlocking the secrets of the Endless, and with all of their knowledge combined, we can finish the war. As the planet destroyer's research draws to a close, I order one to go into production. A special fleet is prepared as an escort, and in due time, it is finished. I immediately receive a plea for a truce, but I reject it. I will settle for no less than total eradication. This universe shall be wiped clean of all lifeforms, just as this universe is eradicating ours. It is only fair that we take this one in exchange. The destroyer arrives at its first target. In a panic, they manage to muster a large enough fleet to destroy one of the ships protecting my destroyer. It's been a long time since that last happened. But their now shattered planet serves as a fair trade. I move on to the next one, slowly approaching their homeworlds.

So, yeah, the Endless Space 2 game is really starting to drag on as I have to fight a ton of battles each turn and carefully manage all my systems to make sure I don't slip anywhere. Unless someone manages to ninja a victory condition past me, I should be on my way to a Science Victory, but that'll still take around 50 turns - about 4 hours at the current pace. Honestly, I feel like as always, that the only true victory time should be complete elimination, but I didn't know if they'd managed some good victory conditions before I started. Apparently not, but I'm stuck with them for the current game. So if all goes well, I'll finish this run tomorrow.

24.06.17

A ton more Endless Space 2 today. I'm starting to really see my empire gain superiority over the others and feel like I don't have much of a chance to be overpowered anymore. I'm also starting to get a pretty good grasp on the game's mechanics. I think I can give my thoughts on it once the campaign is done. But that will still take a day or few, depending on how much I play it.
No Factorio today, I instead finished off the hopefully last lingering schoolwork assignment.

23.06.17

You know, both Endless Space 2 and Factorio are such time-consuming things, that I really don't have the time for anything else. I'm nowhere near "completing" the Factorio run, and Endless Space's campaign is probably less than halfway finished.

22.06.17

The next game of Endless Space 2 I started was with a race that will hopefully prove to be slightly easier. After all, I wasn't dead after 3 hours of playing, and I seem to be doing rather well, if I may say so myself. I picked The Riftborn, whose gimmick is apparently that they don't need food, new populations are constructed (as in, literally built like buildings), and they have time accelerators and decelerators, to boost or wither resource gathering rates, respectively. I haven't yet figured out how to use the decelerators on opposing star systems, but I really hope it's possible, as I see no reason why I would want to decrease my own resource generation. Also, it appears that for most races, you can have other races come to live on your planets as well. Well, as The Riftborn hate organic life, and the whole universe overall, then any foreign population is quickly drafted into the military and replaced with the superior Riftborn. It appears I'm naturally driven towards xenophobia in all space games that allow it.

Factorio is magically consuming the entire day, as usual. I'm playing in a three-person group, and we went for a world with increased Biter evolution, more expensive recipes and technology, as well as resource deposits that are further apart. The result was getting overrun by the end of the day, so I tuned down both the time-based evolution, as well as lowering the current evolution progress. If you don't know exactly that you're doing, don't do Death World.

Also, of final note is that the Steam Summer Sale began today.

21.06.17

So, I did start with Endless Space 2. Sadly OBS has something against it and crashes when I try to play it, so I can't stream my efforts. I managed about 3 hours of playtime before switching to Factorio for the rest of the day, but during those 3 hours I hadn't the slightest idea what I was doing. The game has an abundance of menus, submenus, stats, options... Sometimes it took 3 paragraphs explaining to me what something was and I still didn't understand it. However, I won't hold the complexity against this game just yet. If the systems really contribute toward a better game experience, then that is a good thing. Intuitively, they do so, but I honestly can't tell until I've played this more. Probably a lot more.
Also of note is that much like its predecessor, Endless Legend, each of the different playable races offers a really unique way of playing. Part of this difficulty might be that I started with the Vodyani, who apparently don't colonize planets in the usual manner, but instead live in giant spaceships and simply harvest the planets for resources. They also need a resource called Essence to make more of these vessels. Sadly, due to my relative inexperience, I was unable to secure enough Essense early on to expand my empire, and could later no longer muster the fleet required to defend my harvesters. As such, one of the more militarily inclined races destroyed me. (Note to self: Unanchor your Ark if you see a warfleet approaching, because for some odd reason you can't do it while under siege.)

20.06.17

Shit, I didn't complete or start a new game today.
But Brawlhalla's season was ending and I got enough ranked games done to get my season's rewards even though I might not even play it next season. And HotS had a new free week with one of the new heroes being free for the first time, so I simply had to try them out.
I did play a little of yesterday's last game though, and got Endless Space 2 all ready for the next time. Thing is, I might be occupied with Factorio tomorrow, and possibly most of some other days, as my friends finally have time to play it. But between and after that, I'll continue with my games list.

19.06.17

The first game I tried today was Next Jump: Shmup Tactics. It wasn't (and still isn't) terribly well known, but all the reviews were positive so I figured it might be good. I initially described it as a scrolling shooter, but that was incorrect. The background does indeed scroll, but each game board is stationary. Overall this game takes a lot of ideas from FTL. Namely the goal and travel methods are pretty much identical, the ship upgrades are very similar, and it has multiple ship types which can be unlocked in-game. But the gameplay is completely different.
And of course as is tradition here, I must reveal that the game was bad and proceed to list the reasons starting from the least significant ones. Combat lasts only three turns after which the battle is just abruptly cut short. You can extend this with specific combo attacks which shift from being unusable, to clearing the entire level in one turn, and back to being unusable as your ship gains upgrades, and then your enemies catch up. Also, once you run out of turns, you can just spam movement to get like one or even two more turns in before the game pulls you out of the combat screen, which is a huge bug.
Secondly, there is no indicator of what the enemies do. I've taken damage from one multiple times without even understanding in hindsight why that happened.
And thirdly and most importantly, this game is not grid-and-turn-based, only the movement is. Considering the previously listed very obvious and very huge bug, I'd chalk this up to just incompetent developers. While the game world is a 9x7 grid or something like that, bullets, pieces of scrap (currency), energy, and ship hitboxes are actual models in the game, not bound to the grid. So maybe you have a spinning piece of scrap? Wait until it spins closer to you to collect it. In a turn-based game this is unacceptable. Similarly it makes evading bullets, and collecting scrap and energy very unpredictable, as your ship's hitbox is not marked in-game, and you have to either learn where it is through trial and error and very carefully make sure that the hitboxes of your ship and other entities touch (or don't touch, in case of projectiles), or as a beginner, just hope that they do.
Furthermore this game is low on content and not well balanced, but those were the least of the issues.

I also started with Mages of Mystralia. I quite like the aesthetics of it and the music's pretty nice too, but the gameplay hasn't really been up to my standards. The spell crafting system is neat, but some of the modifications feel very specific and pointless or barely ever usable. The combat, the progression, the story, the puzzles - everything else feels kind of boring and just barely passable. It's not bad, which is why I played it for the 3 hours that I did. Heck, I'm not sure I can point out any concrete flaws in the game, but aside from the spell crafting, there is absolutely nothing noteworthy to be experienced here.
If you're looking for a good spell crafting game, even then (the original) Magicka has this beat. If you're looking for something else, you won't find it in this game.

18.06.17

I have begun.
I went ahead and tried two games today.

The first one was Owlboy. I initially described it as a "platformer-y adventure game" that looked nice, and I wasn't far off the mark. It really looks like a platformer, but since you're given the ability to fly with pretty much no restrictions, there's little point in even having the possibility to traverse terrain by running, jumping, and rolling, all of which you can do.
Is that a speck of irritation visible in my writing? Why, yes it is. I disliked this game, but the dumbed down movement wasn't my main issue. Neither was it that the other aspects of the game felt too simplified as well. Let me elaborate on that.
You had to carry your companion who couldn't fly, so you had to go to them, pick them up, then place them down when you needed to carry something else. In return, they'd act as your firearm, allowing you to shoot at things. Now, the problem with this was that that you could just toss them down a cliff or straight at the enemies - he was invincible. "But surely that's a bad idea, as you couldn't retrieve them from such a place." Ah, well, not really, as the game decided to give you a button to teleport your personal gun holder straight back to you, mid-flight too. And this just completely eliminates the need to even have a dangling person with no hitbox attached to you. Just give our owl character a gun and say he can't use it while he's carrying things. Much easier to make, play with, and much more logical. There were also useless obstacles and enemies that you just shot down in a split second since your gun had no perceivable fire rate limits. And with those things gone, there's not much content left in the game except for flying around.
And this finally leads me to my main issue. With 90% of the game being flying around the place, I'd expect that to be made at least half-decent. But I have no map, no indicator of where I'm supposed to go to, nor sometimes even a clue what the immediate thing is that the game wants me to do. It's pretty irritating when the game tells you to "go to the Lab", and you've never been there before. Heck, you've never even heard of it before. It could be anywhere on the map, but those four words are the only clue you have of what you're supposed to do. Out of the 90% of the game spent flying around, I dare say another similar percentage of it was aimless. You're hoping you're going in the right direction, or that maybe if you look through the area a third time, you finally find a clue that tells you what you're supposed to do. ...but hey, at least the game looks nice.
So in case it wasn't clear, I would not recommend this game. Don't even try it.

Now, something noticeably better was MidBoss. It was also of a completely different genre. It would be a pretty generic dungeon crawler were it not for the notable feature that allows you to possess the bodies of the foes you kill. Each of these characters could also be leveled up, unlocking more of their abilities, and then those abilities could be equipped on other characters you possessed, making for fancy hybrids. But sadly, that's where the gimmick ends. The equipment, items, stats, abilities and everything else really were terribly generic.
My first run almost got me through the entire game, and it was for the most part a grind. New enemies popped up frequently enough to keep it from getting boring, but I can't imagine going for a second run. So, yeah, I enjoyed it for the 4 hours it lasted, but there's not much replay value.
The various abilities gained from possessing monsters still faint in comparison to, say, the builds you can make in Dungeons of Dredmor. In fact, pretty much everything does. If you're looking for a dungeon crawler, go play that. If you've already played that a bunch, then I guess you can give MidBoss a try. It should be fun for the first playthrough, doubtful it will be for the second.

17.06.17

So I have just one final thing left to do before I can really start my summer break. It's been getting delayed due to reasons outside my control, and as such I haven't wanted to start going through the games yet. But I guess I shall, starting next week, as promised. Probably going to have a stream up as well, if I feel like it.
For now, here's two more games on top of the overflowing pile:
Hell Warders looks like a wave defense game, where you control the characters yourself. Something like Dungeon Defenders, I guess? Fancier graphics, but the gameplay remains to be seen.
Monolith is a shoot 'em up that seems to be played in very tiny maps. The reviews are quite positive, it looks nice, and claims to be a rogue-lite, whatever that means these days. The map size is scary small though.

10.06.17

I am very tired from my exams and other things.
I don't even have the willpower to write anything about these two games I found.
Tokyo 42 and Armed with Wings: Rearmed.
Just click the links if you're curious. The latter seems pretty cool.
Also I've been playing some Warframe. But I'll get to my backlog starting Monday after the next week.

03.06.17

I had time to play some stuff after all.
First up was Rain World. I'd had my eye on this for a while even before it launched. It looked fairly unique and I liked the setting. I wouldn't say the gameplay trailers were misleading or anything, but in retrospect, they clearly had people playing who already knew what they were doing. I did not. And sadly I couldn't keep my patience for long enough to start understanding the game enough. So, rushing ahead, I ultimately didn't like it and gave up after an hour or two of struggling. And oddly enough, it was all because of the difficulty. I'll try to break it down in some arbitrary order.
The first thing you'll notice is how the world looks. It's... gray. Every single non-living thing is mostly gray. And this is a problem because it makes it difficult to tell things apart. It doesn't help that there isn't any visual difference between the scenery and the interactables. Spear? Nope, just a pointy piece of scenery. Rocks? Lost somewhere in the grass, good luck finding them. Climbable pole? Nope, not this one. So there's a lot of trial and error involved, but I don't feel it contributes to the experience.
The second thing you'll notice is that your slugcat is quite unwieldy. With the animations being somewhat procedural you have a hard time understanding what your character is doing. Jumping is for the most part a tiny, rather useless, hop. (Although it can be used for some clumsy wall jumping and combined with some other mechanics to kind of approach the basic jump functionality you've come to expect from games, but it's far from consistent.) And I swear, the amount of times the adorable white blob refused to grab poles and instead fell all the way down, destroying my progress... The amount is troubling.
Then somewhere along the lines you'll realize that the timed shelter and food system is putting quite the pressure on your exploration. Fail to gather enough food - dead. Fail to find a new shelter? Better hope you have time to run the entire way back, or you're dead. It's essentially a checkpoint system, not much unlike Dark Souls. And you don't even lose any progress, because aside from exploring the map and managing to navigate it, there is no progress. I wouldn't complain about the infrequent appearance of these checkpoints, but I would complain about the fact that I am put on a time limit.
One part of the difficulty that I did like was the sense of discovery. The game tells you pretty much nothing about any of the systems, only the very basic movement. And if you always try to play it safe, it's possible you won't learn much. But it's moderately surprising how many elements of the world you can interact with and how those elements can interact with each other. There's always more tricks to be found to help you survive, and that's an acceptable substitute to character progression. The latter of which, as mentioned, doesn't exist here.
So, if you don't like the fact that you'd finish the game with the same character you started with, you probably also won't like that this game doesn't tell you anything about where you're supposed to go. It's generous enough to give you a map of explored locations, but navigating around the place is hell even without the constant threat of wildlife. So when you find out you also have no idea where you're going, and if the struggle up these pipes and ledges is difficult because it's the way forward, or because you're not supposed to get up there.
In conclusion, I didn't like it because I crumbled under the difficulty, but for some, this particular type of unfair struggle might be enjoyable. If you can embrace your role as the incapable slugcat you are and are dying to get to know all the secrets that sewer system has to offer... maybe you'll like it.

Not having any gaps between classes the next semester nor over the summer obviously, I won't really have an excuse to watch any anime. In any case, I currently finished Angel Beats. It was a rather badly put-together jumble of action, comedy, music, and tragedy. It was difficult to follow, felt somewhat rushed, and there were logical inconsistencies everywhere. But darn it, it made me sad multiple times and even cry at the end. I'm honestly confused since the characters and the entire story were too fake to be relatable, and yet they got me.
This is getting a little long, but it's apparently from the same company, Key, that is known for making sad visual novels. Planetarian being one I've played, but there's also Clannad, and other, slightly less popular ones. I guess they know their stuff. And for me, the animation and voice acting helps deliver the emotion better than static pictures and whatever voice I can come up with in my head from reading. Well played, Key. ;_;

And two more new games from this week. I swear I'll try all of them during summer. 1-2 per day. It's going to happen.
MidBoss (not to be confused with a different developer of the same name) is a rogue-like. Crawling randomly generated dungeons, as per seemingly usual, with the twist being that you can take control of the bodies of your enemies. Not too popular, and also tagged Casual, but it looks good enough to warrant a try.
Vanquish is probably some rather popular game that I don't have a clue about, because it was only ever available for consoles. Well, this is the port, and people seem to like it. You're in a... nice suit. And have a gun to shoot stuff. Which probably shoots back. Lots of shooting, lots of action. Looks cool, hopefully it's fun as well.

27.05.17

Exams are now in full swing, and so I have missed another week of posting.
I have 3 more weeks of these, then I'm free for the two and a half months of summer. So I'm estimating I'll be mentioning my game-related doings (as many or few as have accumulated over the week) on the next three Saturdays, but not the days between them, as to avoid the majority being a list of reasons why I, yet again, didn't have time.
For the past two summers now, I've set myself the goal of actually making it completely through my games list. While I've made significant progress both times, I haven't actually gotten close to finishing either time. Why that is continues to elude me, as I can't remember what the hell I spent a summer's worth of time on. At least this time around I'll have written evidence.

But for today, here's four new games I found.
Oxygen Not Included - Oh, this one's quite popular. I'm not sure if it was in poor condition the last time around or if I didn't take a proper look at it, but it was on my "Not Interested" list. Might have been the non-serious-looking graphics. Apparently it's a 2D base-building game inside asteroids. So you have to manage all your resources very carefully, making sure you don't let anything go to waste due to the limited amount available. Especially the oxygen. But that's just what it looks like, I haven't played it. But since it does look interesting, I will eventually.
Mages of Mystralia is an action-adventure game. Plenty of that genre around these days, but this one's slightly more popular, and the spell-crafting system caught my eye. So as you can assume, there's magic involved, but beyond that, I can't much guess what it's about.
Willy-Nilly Knight is some sort of RPG that boasts an isometric view, real-time gameplay, and yet turn-based combat. I can't help but notice a lot of other things here also really remind me of a certain game named Divinity. I mean, Divinity was good. Still is good, as I regrettably haven't finished Original Sin yet despite the second one launching mid-September. And I have nothing against a game similar to it, as long as that game also carries its own ideas, because I really doubt it can do the exact same thing better. But, I'll see how it is when I get around to it.
And finally, Nongünz. It's an action-platformer-roguelike, but also a shooter. I love it how sometimes you can just mash together a few genre names and give a pretty good idea of what kind of game something is. It also has duochrome (not a real word meaning only two shades of color as opposed to the single shade of monochrome) pixel art graphics, which look quite nice. I just hope it won't have the same problems with it as Butcher did.

I've actually mostly been playing Stellaris during the patches of free time I've had in the past week, after acquiring it from the latest Humble Monthly. I'm surprised I haven't written a word about it on this blog, but since I'm nowhere near doing a fresh start with it, I won't write anything lengthy on it. It's noticeably improved since I last played it, and it seems the updates (free and otherwise) are still being deployed quite often. A lot of the more "objective" complaints of mine have been quelled, but what remain are still the issues I personally have with it, yet can't fault to the game. Most of them have to do with the fact that I'm playing Stellaris like a turn-based game, while in reality it's an RTS. Two of the more prominent ones being:
I can't micromanage all my planets, but am instead forced to leave the vast majority into sectors and let the braindead AI make terrible decisions. Of course, as an RTS, I probably wouldn't have the time to micro 20-50 planets, but... yeah...
And secondly, stuff happens at an inconsistent pace. That's kind of vague, but I can really have lengthy periods of fuck all happening except for the void slowly lulling me to sleep. Or I can have like five things requiring my extensive attention all at once all of a sudden. I imagine this has something do with the fact that if I pause, then do all the things, they tend to also finish in clumps, whereas if I did them as I had time to get around to them, they'd also finish at a more staggered pace.
So if you like strategy games, but don't want the real-time aspect rushing you on, maybe try the recently launched Endless Space 2. Or if you instead want to get over the habit of pausing, get some friends and play multiplayer. Pausing at every convenient moment isn't really plausible there. As for me, I probably won't really play it anymore. At least not in singleplayer.

20.05.17

I noticed a couple of games today that reminded me of Salt and Sanctuary from the artstyle. And non-coincidentally, they were made by the same people. Sadly, these were not new releases, but ports, I suppose, of their 2011 and 2013 console releases, respectively.
The Dishwasher: Vampire Smile and Charlie Murder are said games, and while neither is as popular, highly rated, nor probably nearly as good as Salt and Sanctuary, they seem to be worth a try.

19.05.17

Yeah, well, so much for new games on the Thursday I hoped I'd have time. The only thing I did play some of was HotS, where I'm still really close to hitting Master rank.

18.05.17

Sometimes it really feels like good games come in waves. There's another wave of three today:

First up, something that I've heard loads and loads about recently: Dead Cells. Pixel Graphics, Metroidvania, Souls-like. Honestly, until I play it, I suppose these genre names will have to do for the description. It's also still in Early Access, but already very popular and with an Overwhelmingly Positive rating, so I think it's going to be alright.
Next is what looks like a more story-based adventure game. The name's Rakuen, and it looks like it's made in some form of RPG maker engine, but I'm not sure. I can't quite grasp what the game is about by just looking at the (honestly rather pretty) pictures, but it's possibly a mild feels trip.
And finally something that I previously rejected, but since I haven't actually tried it, and it looks interesting this time around... (I'm guessing it just came out of Early Access.) ...I added Block'hood to my list. It's like a building game where you make a giant tower that really shouldn't be able to stand up and looks incredibly impractical. I hope there's an overarching game mechanic to it all and it's not just about designing weird towers.

17.05.17

Stuff to write, stuff to write...

I got to Diamond 1 in HotS a few days ago. I'm just playing that if I feel like I have an hour or so to spare, but not enough to actually start anything new. Even got onto the promotion match to Master League, but I lost that, so now I'm shifting around in Diamond 1 again.

Planetside 2 still hasn't managed to unscrew itself from the implant-related stupidities/cash grab, so I'm steering clear from that. Considering I don't have enough time anyways, this isn't too bad for me.

And since we're on the topic of Multiplayer games, Crowfall released one of the more massive news updates it has done. Basically they're reworking the fixed archetype system into a race + class combination system allowing for more customization both on the visual and gameplay side of things. They also did/are doing a revamp of the graphics system, apparently due to the help of Unity developers. The entire thing really looks much better now, not that it was any bad before either. So now they just need more content and a working gameplay loop, and I'd hop to playing it.

16.05.17

I'm adding a game about every other day on average, yet I'm completing like one or two per month. These numbers are not sustainable. I need more progress.

15.05.17

Where am I supposed to get content for each day if I don't have time to do anything?

14.05.17

No other news aside from that I finished watching Fullmetal Alchemist: Brotherhood. Opinions are just opinions, but it's so far my favorite anime due to actually having a story with consistently good quality that has a start and an end. (As opposed to many series that start, but never finish. Or ones that let their quality slip near the end.)
Thursday seems like a possible day to start the next game, but with the semester ending, I'm constantly burdened with tests, and soon, exams.

13.05.17

I both feel bad for adding so many games that I currently don't have time to play, but also for not adding so many games that might be a tiny bit fun. So, uh, World to the West is some sort of "funny" action-adventure game, and I don't really know much beyond that, just that it looked to be a bit above the majority of the releases in terms of quality.

12.05.17

Realistically, however, I'll probably be in this state of constant busyness until the exams end in a month and a half, as the final tests and such are happening each week now, and then begin the exams, not leaving me with any free time intervals. I wonder if summer will be more productive games-wise, or will I get some other responsibilities wrought upon me.

11.05.17

The time I once had now seems lost, and I can not find it.
Regardless, I will continue my search. Perhaps I can find even just fragments of it.

10.05.17

I've heard relatively much about TumbleSeed, although looking at it myself, it looks more like a casual game. In any case, it's about tilting platforms roll a seed from left-to-right, all the while climbing ever higher. I really hope to one day have more time to play the games I'm adding to my list, but onto the stack it goes.

09.05.17

I skipped on two metroidvanias today that I probably wouldn't have skipped, had my backlog not been overflowing. Ah well, probably nothing lost.
I did add Next Jump: Shmup Tactics. It's oddly unpopular for having such an interesting idea. It's a scrolling shooter, but instead of being speed-based, it's turn-based. Perhaps it's low on content, perhaps it's badly balanced, but I want to try it.
And then Hearthlands, because I haven't played a city builder in a while. Each time I do though, I just quit soon enough, because "I could as well be playing Dwarf Fortress, but I'm not because I don't have enough time for it." So I opt to rather save my time. Still, I want to try some alternatives every now and then.

08.05.17

I found a nifty action platformer (Riptale) that seems to about making flashy sword attack combos with time being slowed down during said combos for extra flashiness. I'm not sure if the level(s) and balance are actually fun, but the game certain looks good, so I want to try it.

07.05.17

I'm not even going to pretend I didn't miss the last 4 days, and that I don't really have much to write today either. School's been really taxing, and I've been working like 12 hours a day, with the other 12 going into keeping me alive, fed, and mentally okay. So instead I'll pretend the opposite, that I missed the entire week and will continue on Sunday. I'll try to have my opinions on Trillion gathered by then.

So, it's Sunday, and I have finished Trillion: God of Destruction. And if I had to summarize it with one short sentence, it's the worst game I've binged for two days straight.
Okay, but that's a rather odd claim, so let me elaborate in some fashion. I'm honestly not quite sure where to begin though. There will be spoilers, but then again, I don't really recommend you play this game anyways.
Trillion is a game about fighting this huge and immensely powerful monster named Trillion that has the power to consume entire worlds, and now it's at the Gates of Hell, ready to eat its way to the Core. As its name may hint, it has a trillion health points, which you are supposed to wither down to 0. The game begins with you getting a quick taste of combat against it, only to see that your attacks barely manage to scratch it. It's played in a turn-based fashion on a grid, and all of Trillion's attacks are displayed a turn or few in advance on the grid, so you could move aside before they hit. Still, it's not quite as easy as it may sound, as there's often multiple attacks each turn, and most are not only aimed at you, but also cover a very large area. So, eventually you probably get hit and die instantly, having taken at most 0.01% of Trillion's HP. But that's all part of the game, as you get revived by some mysterious person asking for help killing Trillion as well as your soul once Trillion has been defeated. Then you get a briefing of what the hell is going on as well as rather obvious foreshadowing that no single person could kill Trillion alone, but instead you have to send people to their deaths one-by-one, with each chipping away a fraction of the immense health pool. (Also you can't all attack at once because you need some fancy ring to even stand a change against it, and any other plot holes are also quite conveniently, although not very elaborately, patched up.)
So, up to that point, stuff looked pretty good. I liked the combat mechanics, the overall idea of the game. The setting was pretty cool with each of the combatants being titled and personalized after one of the seven sins (with you being Wrath, although now already out of the fight), and it was supposed to create this sad and desperate atmosphere as the other six were all either your family members or close friends (and cute girls, because of course they were)... and you were sending them to their deaths. But sadly, this game failed to deliver on what it seemed to promise at this early stage of it.
I'll go through my own experiences of what the game was like mostly chronologically. This will focus mainly on the gameplay aspect, and a bit on the story. The audiovisual side was about average for a Japanese game, except for the magic casting bits in cutscenes. I could literally not find a more ear-piercingly painful sound if I tried. Also, keep in mind that I'm probably a lot better at strategy games than the average person, so the average person would probably have had a more difficult (and thus an arguably better) experience.
So, I select the first of my dear friends to head to death battle against Trillion. Except Trillion likes to take month-or-so-long naps inbetween its gluttonous rampages, so I have that time to train my cute little sacrifice combatant who fights with an oversized lollipop. This part has a bunch of menus for various things such as training, point allocation, skill unlocking, resting, shops, etc. The tutorials were scant (but luckily not completely absent), and I was left mostly guessing as to what might be the optimal approach to spend the limited amount of time I had to train. This is definitely a part where people can and probably will choose a suboptimal approach, which makes the game much more difficult. (Un?)luckily, my intuition went for a pretty solid allocation of both my time and the points I got from training. Now, in hindsight, the game was pretty poorly balanced and most of the options I had been given were useless. But I can't particularly hold this against the game, as that felt like a part of it. You're fighting this mysterious all-powerful enemy, of course you don't know what the optimal way to approach it is. There was a weekly practice session against a training dummy that imitated Trillion's moves and allowed you to gain a pretty good idea of what worked and what didn't. I found out a relative safe spot near the tail that would allow me to constantly keep attacking, dishing out great DPS with little risk. But I would later discover that that practice was the most terrible deception of them all. Namely, it's health pool was tiny. Why was that a bad thing?
Well, let us fast forward to the first real fight against Trillion. I went in quite motivated and exited, perhaps even planning to bring it down in one go. After all, I had managed to find a safe spot where I was nearly untouchable, as I had never been hit even once during practice. "Just like we did in training," I even whispered to myself. But alas, my enjoyment was not fated to continue. It turns out that the real Trillion had a mechanic against just this. Inflict too much damage on it, and it leaps forward. Forward where? Towards the weird glowing line that for some reason was synonymous with me losing. Probably there for that exact reason that you wouldn't just finish the game in one go if their balance wasn't faring too well against you. And so, try as I might, it inevitably crossed that line.
At that point, all my hope for this game was swept away. Imagine my frustration. My perfect plans, ruined. The story, ruined. What is this? An all-powerful force running from a little girl who was supposed to not stand the slightest chance. And worst of all, the game dared say that I lost? Still, that only counted as a defeat, not an outright death, so I had two tries remaining, but with a shortened training period. And this changed everything. Where initially I thought I had all the time in the world, as long as I managed to stay alive, I now forsook everything else and funneled all my points towards DPS and speed. And that was, as I later learned, indeed the most optimal build (with a few extras, which I won't delve into). But what that also meant was that about 90% of the skills and training possibilities were pointless. All this variety and complexity, reduced to a shallow grind. I honestly considered quitting right then. But I didn't. And I also didn't have enough training time to get enough offense. There was no way I could bring it down with the last two tries I had remaining, but losing altogether seemed out of the question as well.
So, skipping forward another fight which it escaped, I was now on my last try, and it had lost around 250 billion HP. But after losing another 50 billion the fight suddenly stopped. "I won?" And indeed, it cut the fight, Trillion went to sleep, and I still had my last try left. But what was most to my surprise was that it changed its form. And while I'm not sure why I hadn't quit already, this sparked my curiosity again. A short training period later (with no practice match this time), I went to battle again. But I knew nothing about this new form, and I couldn't even begin to predict that it had two new body parts which had a non-telegraphed attack if you went right next to them. Which I did. And it proved fatal. But this reset the sleep timer back to the long one and most of the exp I had spent on my little lollipop warrior also carried over to the next person. But this time I could allocate it correctly. This time I could make the perfect build.
And so I did. And the training was back too, allowing me to figure out the optimal way to beat this form. It was a little tougher, as it really had no safe spots and made my prioritize mobility and range a tad more, but overall, compared to the first learning curve, this was easy to overcome. And so, came the time face Trillion again, I was prepared. I finished it in one go, all remaining 350 billion health of this form, but of course there was the next one with the final third of its health pool. I was prepared to lose this lady as well, considering I couldn't go for a practice round, but with how well she was trained, I was at least expecting to give Trillion a run for its money. Well, turns out that even in the future I couldn't do any practice rounds against this form. And this form... was bullshit.
I go for a slow and steady approach, to conserve the mana I have left, but Trillion has other plans. Bam! Huge-ass AoE straight on you, ready to strike the very next turn. It takes my longest range dash to escape it, but I'm immediately showered with more. For every turn I am free to approach it, I have to spend three dodging backwards, and my mana reserves are low from the previous form. It's worth noting at this point that there is a stat in this game called speed, which is supposed to be your action speed. It really puzzled me at first, as this is a turn-based game, and nobody ever gets two turns in a row, nor does it affect your movement speed. But I figured out that what this does is make Trillion do attacks less often and have a longer delay before an attack hits, to simulate you being faster. And this turned out to be the most important stat of the game. Another very important thing was a passive ability that cleaved your starting stats in half, but gave you 2-4% of your stats back each turn. That was pretty much the only way to reach 999 on the stats, and an absolute must-have. Now, I had about 400 speed in the situation described above, and even as my speed approached 999, Trillions attacks were still lightning fast and executed often. I had enough mana to figure out its attack patterns, but there was no way I could get close enough to attack and have time to get out. So I spent the last of my mana getting close, getting two attacks in, and that was that.
I was beaten. This fight was literally impossible, and I couldn't even train against it, not that it would have mattered - I had already seen all its attacks. In even further hindsight, possibly not such a great idea, but I resorted to a guide that basically told me I just had to seal its torso. See, each of the girls gets a death skill - one final attack to execute before they die. One of the options was to seal a body part, preventing all attacks from it. And it just so happened that the torso was responsible for the two worst attacks it had. Stumbling upon this myself would have been very rare, and yet it turned the completely bullshit fight into something of about equivalent difficulty with the second form.
And that's about the end of the story. For whatever weird reason, I only had one try against this form, instead of the usual three, and it, too, was adamant about rushing forward. Training the third girl didn't go optimally, (praise RNG) and they weren't able to finish Trillion in time, so I lost them too, finally securing victory with the fourth one. But I wasn't satisfied. It felt like the game had cheated and completely strayed from the path it promised. While looking for the guide, I had also caught wind of a so-called "true end", which got me curious. Sure, they had a bunch of events with each of the girls, and I still had two remaining. The true end wasn't the same as game-over either, meaning I couldn't lose all of them? So how could I reach that? With no desire to play this horrible grind any longer I resorted to quickly skimming the playthroughs and endings. For 4 hours. Yes, 4 hours to "quickly skim" the visual novel side of this game which, as it turned out, I had barely seen. and that's when I realized that this wasn't a mediocre/kind-of-bad-and-grindy strategy game, it was just a terrible visual novel. But before I explain that, let me quickly recap the gameplay.
After a promising start filled with much uncertainty as you navigate the poorly documented training menus, you quickly realize 90% of what you see is useless, everything's a terrible grind, the game is badly balanced, and nothing fits with the story as you overpower the bosses while they run away from you.
"What, you were actually playing Trillion? No, no, that is all wrong dear lad, this is a visual novel through and through, as I can easily prove by simply explaining to you the requirements to reach the true end." See, I'd expect most people would win the game at one point or another even if they just mindlessly went with it, at the worst case scenario picking the "Final Blow" death skill, which deals a good 50-100 billion damage. You actually have 9 character to fight with instead of 6, so unless you're really bad at this, you will win. That triggers the specific ending for that character, which is usually some romantic plot as 8 of the 9 characters are female, and only 4 are your blood relatives. (Not that it would stop the romantic plot... Thanks Japan.) But still, that's not the fabled "True End". You can basically reach the true end by acquiring a boatload of "affection" points with each of the 8 girls (and 1 dog), and having Trillion on its third form by the time they all die. (Remember, the first two were relatively easy.) However, the way you get affection is by "interacting" with the characters during training. Basically this consumes a day of training and gives you a nice cutscene with that character and a bunch of story. That's right, you skip training to play with your damned waifus, and that's the "correct" way to play this game. Let that sink in. You are not allowed to beat the game. You are not allowed to spend your training time actually training. Just go through the 20-30 hours of visual novel instead, lose miserably, and through the magic of I don't even know what, you gain supreme power, one-shot Trillion, all your waifus resurrect, you no longer owe your soul, and everyone lives happily ever after.
And that is why I hate Trillion: God of Destruction.

29.04.17

You know, despite all the new games I play, there's almost never anything really good. Something actually enjoyable comes along maybe once a month, and a truly great game maybe once or twice a year. I suppose the specific games differ depending on which genre you're after, but there's still a very lengthy period between completing one good game and finding another.
Although with ~100 games that are still sitting in my to-play list, I shouldn't be the one to make these complaints. I'm just getting the feeling like my efforts of looking through all the games myself are kind of going to waste, because if ever another really good game came along I'd know about it anyways.
This was actually just a small rant / prelude to explain that I'm not really satisfied with the games I found after fixing my parser and going through nearly a week's worth of Steam's new releases, but I figured I'd pick something at least. And oddly all my three picks have an aesthetically similar look to them.

WaveLand is like a platformer, but it's made for speedrunning, not puzzles, as they usually are? From my own description, I guess it's kind of like Super Meat Boy, except it looks like the movement feels different? Heck, like I said, I wasn't particularly satisfied with what I found this week.
Flinthook is the most promising of these three. It's a room-based grapplingflint hook rogue-like thing. And from the screenshots, a whole lot is happening at all times. But I won't know how good it is until I try it, so until then.
And then Red Obsidian Remnant, which is also a rogue-like. Except it's Chinese, looks cute, and is a dungeon-crawling RPG. Uh, yeah.

28.04.17

I regrettably kind of wasted this day. Should have at least gotten the Steam parser back working, but no. It's a tedious task.

27.04.17

While the new lootboxes and other shinies in HotS are pretty sweet, there's been no changes on the gameplay side, so it's still the same game. I haven't gotten to Factorio yet, but they're releasing a hotfix every day or two right now, so it's not too stable anyways.
And speaking of unstable things, my Steam parser broke down a few days ago. Turns out the issue is some unknown change in what Steam expects in a request to get past the age verification thing. So I'm a few days behind on Steam games until I fix it.

26.04.17

Long day, plenty of catching up on studies to do, nothing to report.

25.04.17

With Ludum Dare behind me, I turn my attention back to my usual activities, realizing I have a ton of homework that I now didn't complete over the weekend as I usually do, the next (kind of) big release of Factorio is out, and the biggest update of HotS is coming out tomorrow. So I'm sitting here and scrambling to get all my stuff done so I could enjoy these new updates to some of my favorite games. So, sorry, but Trillion is on hold for a little while.

24.04.17

By the last day I was already getting tired from working like 14 hours each day.
Not many additions on the last day, but rather fixing of anything broken or incomplete. Got the little enemy sprites and animations in, made a boss, balanced out the enemies and complected them into progressively more difficult encounters which were placed on the map. Got some small story elements in, put in some particle effects... And well, we managed to complete something. Here it is.
In hindsight, I think there are two major design flaws. One is that making good melee action combat takes longer than we knew we had time. The other is that it's not fun the be the slow and sluggish boss, even if you hit hard. That's kind of the reason why traditionally, the player is the small, agile, and smart one. (Also, I'm not allowed to actually make the AI good enough that it would beat the player, so this game can't even be a reverse bossfight simulator.)

23.04.17

By the end of the second day, most of the stuff was coming together quite well.
We had various types of enemies who could mindlessly charge you, evade your attacks, be stunned, be knocked back... Most of the player animations and attacks were in, we had scenery, movement and attack sounds, music, and a level, a tutorial, and various GUI things were being made from them.
The game was already kind of playable, but still quite bare and slightly broken.

22.04.17

So here's a retrospective coverage of what Ludum Dare was like for me.
Taking part of a local event, I got into a team with two programmers (me included), an artist, a sound person, and someone who ended up mostly putting all the various things together into one level.
As the theme was announced slightly past midnight, we got to deciding the game in the morning. The theme we had to follow was "A Small World" and after like 4 pages of various ideas we settled on an action game where you're a giant and have to kill tiny enemies. So it's like the tables are turned, and the tiny enemies are more agile and are trying to outsmart you.
This idea phase was actually the most fun part, and it was a difficult decision between this idea and one where the game's like an RTS and you control a bunch of villagers living on a small island. The goal would have been to build dams and drain the water to expand the island while managing your resources and making sure none of the dams break from the water. I actually liked this idea the best, but alas, the team did not fully agree with me.
So, back to the idea we did go with, I decided to be the one writing the AI for the little enemies. The first day's progress ended with some basic AI that can run towards you, keep a distance, and also fire stuff. On others' end, we got player movement, some attacks, and character sprites. Possibly some other stuff, but we were each working on our own things for that day mostly.

21.04.17

Starting with Trillion: God of Destruction today. As expected, the game is made to be played with a controller. I figured I'd get into it and find out the keybindings as the game went along. Well joke's on me - there are no keyboard keybindings by default. So after it took like 15 minutes to get through the initial dialogue, I got into battle, and none of the keys on my keyboard did anything at all. Fighting's no fun if you can only control the camera and attack the tile in front of you. I don't understand why proper keybindings are so hard to come by on console ports. It really should be a trivial task in comparison to everything else.

20.04.17

So it's been another long while since I've last picked up a new game. The next four days are mostly filled with Ludum Dare, then it's the busy part of the schoolweek again, and only about an entire week from now will I properly have time again. I've acquired Trillion though, and it'll be the next game I play. Didn't have high hopes for it before, don't have them now either, but it doesn't look bad so I have to at least try.

19.04.17

I've never played console games, and as such I don't know of any games on them. But apparently Bayonetta was something rather popular and people are excited for it coming to PC. I haven't heard of many port issues, the game looks fun (although a bit over-the-top), I see no reason why not to give it a try. It looks a little old... Although it's from 2009, so I guess it's just the design? shrug

18.04.17

It's been over a week again with no new games, so after some consideration I deemed The Signal From Tölva worth trying. At first glance it bears a lot of similarities to other open world FPS games I've played some time ago. It remains to be seen if that is true, but if it is then I'm afraid it won't fare too well in my eyes, because it seems precisely the quality and quantity of the content is the weakest point. I wouldn't recommend a game that's mechanically similar to another, but not executed as well, even if the original game was good. But that's far too many assumptions for now.

17.04.17

generic filler text
School's keeping me busy, and will probably continue to do so until LD takes over on the weekend. Could be worse. Time consuming things could be happening simultaneously instead of consecutively.

16.04.17

This is scary actually. 24 hours is a really long time if you start to think about it. And every know and then you just lose one such period of time. What was I doing on Sunday again? For the most part, no clue.

15.04.17

Some schoolwork, some HotS, some Factorio, but a lot of the time went on CodinGame. I'm currently hovering around the 70th place overall, which I'm quite satisfied with considering I have no specific movement code of any kind. Silver - Legend leagues will open up on Monday, so maybe I'll take another look at my code between my tests and Ludum Dare.

14.04.17

Oh look, more Duelyst look-alikes. Shardbound is a card game with a gameboard, and minions that can move around. The reviews aren't too good, but it seems the main complaint is about the lack of content as the game is very new. Well, it's free to play, so I'll just add it to my Library and get around to it at some point or another.

13.04.17

Well, I found out today that buying earbuds for 1.57€ is probably a bad idea overall and spent a lot of the day learning exactly why, and how I could choose better.
Oh, also, the next Codingame event is starting tomorrow. Meanwhile I'm just grasping for time, and it's mostly eluding me.

12.04.17

So much to do, so little time. I want to try some new games, but I have multiple big tests coming up early next week. Then there's Ludum Dare on the weekend after this one, and it'd be nice to get some Unity practice in before that. Also consistently being bombarded with homework. And then there's various other things I'd like to do, like Factorio modding, practicing my art skills... It's useful to have a little more on your plate than you have time to deal with, as it ensures you never run out of stuff to do, but I'm getting a little overwhelmed here.

11.04.17

Tuesday - Thursday are busy as usual, but uh... I managed to hit Diamond 3 in HotS. It's definitely starting to feel like my rank is a bit inflated, but I'd love to reach Master, even if I don't deserve it.

10.04.17

I've got unexpectedly much to do, so no news today.

09.04.17

Yeah, I already mentioned I was busy today. No new releases on Steam on weekends either... Got my computer parts though. Now I just have to find a time to assemble them.

08.04.17

After the Empire looks like a 4X game with way more work done on the gameplay side than the user-friendliness side. Due to that, I can't really judge it by how it looks, but I've been pleasantly surprised by such things before, so I thought I'd give it a try at some point.

07.04.17

Okay, so I finished Hand of Fate's story mode today. Took me numerous tries and semi-frustrating losses, but I eventually got lucky, doubling my max health after reaching 200 of it, giving me a decent pool of it to work with when facing the final boss. But those are details. I'd rather talk about the game more generally.
I really quite like it. It's been a while since the last game I liked. Hand of Fate is a weird mix that, on paper, I didn't expect to work well. I'd say the core of the game is that of a roguelike's. You crawl dungeons in a turn-based manner, there's permadeath, hit points, food, various equipment, (mostly) randomly generated maps, etc...
But then there's also this card game, where the map and the enemies, and the loot, equipment, curses... All of the card types have their own deck. I would have really liked to see this side of the game be expanded on more. Currently there's a rather primitive deck assembler, but only for the map and equipment portions, not the other decks. Oh, and you can unlock new cards by defeating cards that you already have. This is the method of progression that exists between any two games, and I still haven't quite reached the end of it.
I think these two portions of the game work together really well, both in theory and practice. It creates something unique that I haven't quite seen in any other game, and what definitely helps it stand out is the attention to the style of it. All of the aesthetics fit well, and create a sense of immersion. Especially the dealer. I want to gush a bit about the dealer. They could have made the entire game without him and gameplay-wise, nothing would have changed. The dealer doesn't actually have a role in the game as such (aside from being the final boss), but without him, this game wouldn't be even close to as good as it is now. Not only does he have a nearly inexhaustible vault of flavor speech to add to pretty much every card and situation (which are often pretty witty, and oh I could listen to his voice all day long...), but it really makes you feel like you're just a player in the game. That you're not just playing by the rules because you want to enjoy a nice game, but because you have to. I don't know, it's hard to explain, but I'm sure you'd understand when you would actually start to play. The dealer is half the game without adding anything from a gameplay perspective, and it's among the most unexpected things I could've found in a non-story game. He's just that good.
Now, the parts I described are both turn-based, and mostly luck-based. (There's this nifty thing where the "chance" cards are shown to you, then shuffled just slow enough that you can try to track their movement and pick the one you wanted. Your eyes can't always keep up though. They could've just shuffled them fully randomly, but this is another one of those small aesthetic details that, together with others of its kind, help set the game apart from the crowd.) Some would argue that sometimes the luck can be too harsh, and you can lose the game without doing anything wrong at all. While I agree that yes, you can, I also think that it's in the spirit of the game, as the name says: "Hand of Fate".
But the other half of the game, that I don't have five paragraphs to write about, is the skill-based combat portion. Unlike regular roguelikes which tend to leave the combat also turn-and-die-roll-based, Hand of Fate decided to go with action combat. People are saying it's a clone of some Arkham game? I haven't played that, but it reminded me of dumbed-down Shadow of Mordor combat. I can't really say the combat felt bad. It definitely wasn't as good as the other half of the game, but that's not my concern with it. Rather, it felt too different and not much in the spirit of the rest of the game. I can't help but wonder if it would have been better with the combat being in the style of the rest of the game - turn-and-luck-based? Perhaps even a card game against the enemies. I think that would have been fitting. Alas, I guess I'll never know. So yeah, if anything at all, my gripe about the game would be the combat half of it.
But in conclusion, it's a great game that really kept me hooked for the first several hours, and stayed interesting throughout the entire story mode. The attention to detail is amazing and there's plenty of content and depth to it to not get boring for quite a while. It's not like any other game out there that I'd know of, so if you're looking for something original, but also of good quality, I'd definitely recommend trying this.

PS. I'm currently 3 hours into my first endless mode game. It progressively gets harder as the levels go on, and you can't make your own deck. Instead all the available cards are in the deck, and they can repeat throughout the game. Unlike the well-balanced story mode, endless seems a little too easy. I'm currently stuffed with equipment (rings stack basically forever, or at least as much as there are different kinds of them), loaded with gold, maxed on hit points, pretty much maxed on gear, also have a bunch of blessings... The game just throws increasing quantities of enemies at me with increasing quantities of hp and damage, while I've kind of stopped scaling. Sure, they'll eventually overwhelm me with sheer numbers, but even now it's crossed the line into tedium as I spend far too long fighting.
Apparently Hand of Fate 2 is in development, and not too far off from release anymore. They've kept the sweet dealer, and I hear the combat's gotten better. Am definitely looking forward to it.

06.04.17

Oh sweet weekend, finally. Although I still do have some things to take care of, and I'm busy celebrating my birthday over Saturday and Sunday, so it won't be the most productive weekend games-wise. Oh how I wish for more hours in a day.

05.04.17

How do you know if a game's good, or just looks good? Hell if I know, but the latter's definitely more prominent. In all honesty, if you just stick to games with reviews in the triple digits and ratings above 90%, you'll probably get to try all the really good games out there. But I'm not like that, so here's three games from last week.
Apparently there's this popular thing on consoles called Smash. Rivals of Aether is apparently kind of like that Smash, except it's available for PCs. I wanted to mention it, because I think it's a good game, but I wouldn't really recommend playing it simple because there's a better alternative. These games rely heavily on the size of the playerbase for PvP matchmaking, and Brawlhalla has a playerbase that's 10-20 times as large. Honestly, neither game is better than the other, although they do have their differences, but I'd recommend Brawlhalla, because Rivals of Aether is relatively dead.
Then some lesser known games that look good, but that I'm less sure about.
HackyZack seems to be a skill-requiring action puzzle platformer. Now, puzzle platformers aren't really my thing, but it's been a while since I've played one, and this one has an interesting twist where you have to juggle a ball while doing wall-jumps and the like. It's probably as difficult as it sounds.
And Blossom Tales: The Sleeping King appears to be some RPG-ish adventure game. Looks fairly simplistic, but the pixel art's nice, and perhaps there's a little bit of good gameplay in there.

04.04.17

I've been waiting for Rain World for quite a long while now. It's an action-adventure platformer where the starring slugcat looks simply adorable, and the environments look well done as well. From the reviews though, I can gather it had a rough launch. Gameplay issues perhaps? Well, regardless, I'm not about to not play it after waiting for so long, so expect it. Eventually.

03.04.17

All work and no play makes me slightly stressed. Sure, some of it is work I don't have to do, but it's also timed, so I can't really do it later.
Sorry I don't have any content right now. I estimate to get around to beating Hand of Fate around Friday. That is all.

02.04.17

I spent a good amount of yesterday on /place. It's quite the thing, and I'm surprised it's so organized. They're pretty much out of space now though, so I hope it shuts down soon before people lose interest and the quality drops. Wasn't there that much today, just checked in every now and then.
Instead I tried my hand at Hand of Fate. No luck. The last level is really quite difficult, but there is slow progress.
Also got a few hours of Divinity done. At this pace it'll take a while, but if we get a few sprints in, it could be done in a couple weekends.

01.04.17

Oh hey, April fools. I'm not a big fan though, so all will continue as usual.
Sometimes I question what I'm really searching for in all these games I play. Sometimes I enter a game with pretty much the full knowledge that I won't really enjoy it, but for some reason I still feel compelled to finish it. I really love multiplayer games and MMOs, and I'd love to spend more time in Planetside, HotS, maybe even start with EVE, Albion Online's been on my mind, Crowfall's coming, I've actually also wanted to go back to Mabinogi, then there's the Factorio modding scene I haven't properly explored, and although it doesn't fit the multiplayer description, gosh, it's been years since I last played Dwarf Fortress.
But I know I have around the magnitude of a hundred games waiting for me to play them, and as I go through a hundred, a hundred more appear, so I don't really ever get around to properly playing the games I really like. I don't know. I guess I don't want to miss out, so I'm not. But at what cost?

Right, but with that out of the way, here's another game onto the pile: Battle Brothers. I'm not entirely sure what it's about, but I see a hex-grid, turn-based strategy, army management, and they're telling me it's inspired by Mount&Blade. It's also quite popular, it seems, so, uh, yeah...

31.03.17

Let's start the day off with a new find. Monster Slayers is a deckbuilding RPG rouge-like, by its own description, and aren't I already playing one of these right now? Well, it's well received and the art style made me recognize it as one of Nerdook's games. I used to love his work back when I was playing flash games on Kongregate. It stands out less now that it's compared to actual paid games, but it's definitely worth trying.
(Click to enlarge)

I forgot about the last "hidden" level in Hand of Fate, so I didn't quite finish it today. But soon. Soon...
I also got over a rather difficult level in Shenzhen, after not playing that out of frustration for a while. My solution was still terribly inefficient and produced the greatest circuit spaghetti imaginable, but it works.

30.03.17

Busy, busy, busy. I actually got a couple more hours of Hand of Fate done, and am nearing the end of the campaign. I'll definitely have my thoughts by the end of it.

29.03.17

Only about an hour of Planetside 2 today. I still like that game.
But there's also a Humble Bundle that might be worth buying if you have friends to play with. There's Eon Altar at the 1$ level, which is an RPG played with an Android app as a controller. Also Helldivers at the 10$ level, which looks like the spiritual successor to Magicka (rather than Magicka 2, which didn't do so well), except with guns.
Sadly you only get the first episode of Eon Altar, and only one of the ~ten DLCs for Helldivers. Far from the full experience, which is why I won't be buying it. But there's also some other games in there, which I dare say are decent, but not as good as the listed ones.

28.03.17

I blame my lack of time on the fact that it's the middle of the semester. It's not always like this every week, I swear. nervous smile
In all honesty, Tuesday-Wednesday are busier days than the rest. I don't have much time for games on them.

27.03.17

Spent most of my free time today picking out parts for my new PC. I just wanted a CPU upgrade, because my shitty 3rd gen i3 was not at all handling a bunch of games on the settings I wanted, but new CPU different socket new motherboard → new RAM... So I ended up getting a i5-7600K and 16GB of DDR4 RAM. Should complement the GTX 960 nicely.

26.03.17

More Hand of Fate, more Factorio, also a fair bit of time spent on studies. Nothing of note.

25.03.17

Oh, hey, NieR:Automata released a week ago. I was waiting for that. I heard it has some slight performance problems as is common with console-first games, but nothing too serious. I never played it, but I liked the look of the original NieR, so I'll surely play this one. Eventually.

Right, but, staying on track with actually trying out games:
Butcher is a platformer + shooter that advertises itself as being very difficult. I would definitely say it is difficult, but I don't at all like some of the aspects that contribute to that difficulty. What mainly irks me is how pixelated the games is, and how everything is pretty much the same color. While it's true that this is the "feel" the game is going for, and "that's just part of the style", it could have been executed better.
It is incredibly difficult to keep track of where the enemies as well as all the objects on the screen are, and whether they're scenery or important. It feels frustrating instead of genuinely difficult if more than half the times you get hit are because you couldn't see the enemy. Also pretty bad if a button I have to press gets buried under a mountain of corpses, and I spend 3 minutes looking for it while the entire level only took me 2 minutes otherwise.
I can't even get to analyzing the gameplay because the visuals are really that terrible as to render the game mostly unplayable. For a game that does these kinds of visuals right, I suggest taking a look at Devil Daggers.

I also spent a couple of hours with Hand of Fate, and I am really enjoying it thus far. The atmosphere, the visuals, the animations, how many lines the dealer has... It's all darn wonderful. This game seems to have both loads of content and depth, but I'll get a more detailed understanding of that as I play more.

Finally, not a new game, but I tried my first game of "FactorioMMO" yesterday night/today. Essentially, it's just regular Factorio, but with about 30-60 players on at all times. It feels completely different than playing alone or with a small group, because with tens of people, you can't really keep track of where everything is, so each player kind of has to have their own little area of expertise and just hope that everyone else is doing their job. It doesn't run as smoothly as a well-constructed singleplayer factory, but I'm honestly amazed at the speed of progress and how relatively organized everything is. If it weren't for the inevitable FPS death and the potential lethality of griefers, I would really love to see how one of these would pan out over a longer course of time. There's moderate potential for some sort of economy to form.

24.03.17

Something a little less popular today: Snowflake's Chance. It's a supposedly difficult platformer with a slightly creepy atmosphere. You have 99 lives to climb out of a pit you fell into, mostly running and hiding from your enemies instead of fighting them because you're just a scared little bunny.

As for games I tried today:
Yomawari: Night Alone is an isometric horror-y adventure game. I'd say the best part about it are the visuals - I quite like how cute the sprites are, looks a bit like Don't Starve. Now, the horror part isn't nearly as well executed. With how adorable stuff looks, it doesn't really give a frightening atmosphere, and while I was spooked a few times, those were simply poorly executed jump scares. Rather hard to not jump at a sudden sound and a picture popping up at you.
The game does a poor job at explaining what exactly I'm supposed to do or how I'm supposed to avoid the enemies in the narrow streets I'm traversing. The isometric view combined with tall trees and buildings often obscures my view, and the enemies are invisible unless directly looked at to boot. Overall, not a very pleasant playing experience.
Oh, also, it doesn't really explain the controls, it crashed on me after playing for a semi-short while, and I couldn't really find a way to recover my save data. So, with how the game had been, I just quit it there instead of starting over.

As suspected, Night in the Woods isn't really my cup of tea. The story didn't seem to start to get any interesting and I didn't really relate to it either. Possibly a conscious decision on the art style, but it did a very poor job with expressing the (rather important) details. I couldn't understand anyone's gender, mood, expression, anything... And the characters only had about one sprite. If that was facing sideways, it looked terrible in any situation when they shouldn't have been facing sideways. There wasn't really any gameplay to speak of, just walking from place to place, so nothing to commend there either. (And gosh, those rhythm game sequences are long and not even good.)
Overall, the only thing I saw going for it was the humorous mono- and dialogue. Got a chuckle and a few grins out of me, but not enough to keep me playing. I don't know, clearly a fair amount of people like it, but personally I don't even know who the target audience would be, so I can't at all recommend it.

23.03.17

Now, I don't really like card games. Something like Hearthstone didn't sit with me at all. Duelyst was a little bit better with the game board and moving units it brought to the table, but ultimately still not to my liking. Now, I don't really have much hope for it, but I figured I would give Faeria a try. It adds to just having a gameboard with the ability to actually build it as the game progresses. Sadly, that was about the only innovative thing I saw on it, and it wasn't that much of a game-changer. Not really in the mood to explore yet another card game deeper, as it doesn't seem to be special enough - might as well go back to Duelyst.

22.03.17

I haven't actually played it yet, but there's this apparently MMO shooter thing by the name of Foxhole. It's not out yet, but there's a pre-alpha available for install further down on its Steam page. It reminds me a bit of Running with Rifles, which was pretty good, funny, although mostly dead in terms of the playerbase.

21.03.17

Maybe if I cut down on some of those PvP games, I'd have an adequate amount of time. In any case, tomorrow's a long day, but at least I have the 3 day weekends to look forward to now.
And I just counted - I have 95 games left to play, not counting Visual Novels and VR games. (Which I don't have a headset for.) So I'm not sure how I counted 111 games some while back. Maybe I included the half-finished ones in my Library? Point is, that's less than 100, and that already looks like a manageable number. One day... One day I'll try them all.

20.03.17

I should kind of just admit that I don't really have time for stuff on the weekdays. I want to have something to write every day, but it's quite difficult.