25-31.12.17

I'm not only on time for once, but even ahead of it. The year ends nicely on a Sunday, meaning my weekly post syncs up neatly. This is the last post I'll be doing in quite such a format, as I've mentioned previously. So... I'll start off with my thoughts on a game I just finished, then move on to talk a little bit about the past year and the coming one.

The mentioned game is Doki Doki Literature Club - something I've been itching to play since it first came out on Steam. "Oh, but Torn, this is a visual novel! You don't write at length about visual novels here." Well, yes, but I'm going to make a slight exception for this one, seeing as it's most definitely not your everyday visual novel, and is ranked ~#10 on Steam right now.
Still, Doki Doki Literature Club is a visual novel in structure through and through. If you're looking for a game, i.e. an interactive experience or gameplay, you won't find it here. In theory, you could pretty mindlessly click through all the dialogue (don't do that, it deserves better) and that would be the end of it. But where it heavily differs from being a visual novel is the content it presents. I don't wish to go into any spoilers, as I would really encourage you to play through the game yourself, but what is clearly stated is that DDLC is a horror game, and a psychological horror game at that, meaning no jump scares, but instead horror through unsettlement - the best kind of horror. By the end of it, I would hope you're left with some new things to think about, or at the very least a deep impression. (Oh, and since some people have difficulty identifying the end, it's when the credits roll. The true end is when you see a written letter from the game's creator.)
But what can I say without spoiling anything? Well, for one, I think the polish on most everything is great. The art and music are not only good, but fit very well with the rest of the game. The writing is thought through, and the timings between various events are quite right. Overall, the execution is excellent. Perhaps my only minor annoyance is how long it takes for the "action" to start in the first place. Sure, the game benefits from the first few hours where it really is just a dating sim because it helps build a connection to these characters. So when everything takes a turn for the not-okay, it triggers more of an emotional response. Still, the pacing could have been faster at various parts in the game, as I felt myself getting a bit impatient. This is a minor grievance though, and I stick by that, overall, the execution of everything is excellent.
So, my verdict on Doki Doki Literature Club? It's great! Go play it! I, myself, was a bit overhyped, and I can't really say if it deserves this incredibly high ranking it has right now, but nevertheless it was a great experience.

So, with that out of the way, onto my thoughts about the past and future.
Like mostly every year, I'm a bit disappointed in my overall progress/accomplishments over the past year. But this isn't necessarily a bad thing. You can aim low, and be happy with yourself by managing more, or you can aim high and be dissatisfied with yourself by managing less. But at the end of the day, maybe aiming high made you try harder, so despite your dissatisfaction, you accomplished more than you would have otherwise?
The vague plan I've had in my head is that I want to get through my to-do list (a big portion of which is my backlog of games), before I start to invest more time into very time-consuming things such as game development. Reason being that I know how much time a big project takes, and I would hate to sacrifice everything else to free up time for it. I'm halfway through university right now, and I feel like I've learned so much already. I feel like there's so much I can do, so much I want to do... but oh so little time.
As for the future, I'll just have to push myself harder to waste less of this time. It's all really a very delicate balance. If things you need or want to do accumulate even just slightly faster than you get them done, you just keep falling behind more and more, never catching up. If it's the other way around, you'll always have everything done and finished, and even a little bit of time left over. Sure, the real world isn't quite that simple, but a little increase in efficiency can have tremendous results. In just about two years, I'll have to really start making a living, and I want to have my ducks in as neat a row as possible by then.
As for this blog specifically, I mentioned switching to a slightly different format. When I first started out, I wanted to write a post every day to make sure that I was indeed doing something noteworthy every single day. Reality is that life doesn't move that fast, and forcing myself to write so often only took more time out of my schedule than needed. I still ended up writing only once every few days, often filling the last days out with some meaningless sentences. This end-of-week post I have now is not super comfortable either, and was a bit of a band-aid.
So my solution is this: Each game gets its own post when I finish with it. Games added to my queue don't get a post. Anything else that feels like a big enough topic to talk about also gets its own post. So I'm basically switching from regularly scheduled posts to event-based posts. There will still, however, be an end-of-week post every Sunday - something of a progress report. I will automatically be reminded of that now, so hopefully I won't miss it anymore. I predict the progress reports will be rather on the short side, and I'll try to shape them to have some sort of recurring structure. That is, if you want to compare my progress on something week after week, it should be easy to do that.
Finally, about the game reviews that I've really not wanted to call game reviews. I don't think I'm a good writer. I can see from my stats page that barely anyone reads what I write here. So this is just something I'm doing 90% for myself right now. But I still want to do this "right". I feel myself striving toward some sort of format in my write-ups, not just a "liked it" / "didn't like it", accompanied by whatever thoughts I can gather at that time. Of course it's not that easy, and not a change I can make overnight. I would have to learn about proper ways to write stuff in addition to the constant practice I'm getting from writing. But the practice has made me a better writer, or so I believe. I can't see this improvement myself, as it's incredibly slow, but I've started to get more compliments from people that I write quite well. So I want to keep improving, and it's not just an impulse I got from the recent literature themed game I finished, heh.
Of course, I shouldn't get too ambitious. If I wanted to be like a "real game critic" or something, then that would be a full-time job I don't have time for. My reviews would need to be on-time as the games come out, I'd need a nice-looking site which generally includes a bunch of bells and whistles which take time to make and maintain, as well as a lot of something I'm very much lacking right now - pictures. Pictures are a difficult subject for me for some reason, but they seem like the easiest improvement to make my content more enjoyable.

I'll be working hard to accomplish as many of my goals as I can, and I hope you are too. Happy new year, everyone!

18-24.12.17

Okay, okay, only a slight reason to be alarmed. I promised 30 games in two months, did I? Phew...

Well, I started with the first one, being Divinity: Original Sin 2. It is going to take a long while, but I found a (hopefully) better co-op partner this time around, so it'll take less than a year. The infrequent playing schedule also allows me to play other stuff in the meanwhile, so I'll try to make steady progress toward that 30 game goal.
The new Divinity looks a lot more... expensive. Definitely shows that a lot more work went into it, and everything looks and sounds just fantastic. The gameplay mechanics are a bit different, changing % damage reduction from armor to flat "armor HP" that has to be destroyed first, reducing overall AP, most status effects can only be applied once the enemy's armor is depleted, and other changes that kind of require you to re-evaluate your strategies from the previous game. Still, it feels familiar enough, and perhaps even a bit more accessible than the last one. So far, the differing mechanics are just that - different, not better or worse.

With Christmas this weekend, I'll have a few days cut off from my other activities. And then there's some final schoolwork I have to finish before the exams start, which might eat a total of another few days. So don't expect all too much next week either, but the more I get done now, the less I'll have to do later.

11-17.12.17

This is basically the last week of school before the winter break and exam session after that. While exams do make me a bit nervous, they don't take up a lot of time. So this means that I will have almost two months of free time for various things... that are only partially school projects...
But I will set a goal for myself! A number made up on the spot, I shall play at least 30 new games in the following two months.
I'm also going to slightly switch how (or rather, when) I do these posts starting next year. But I'll have a post with the details then.

4-10.12.17

While this doesn't actually concern games directly, I'm making positive progress in my overall to-do list. That means playing new games might surface up as an activity soon-ish. I've actually been enjoying some of the games that I hadn't played for a while before such as Mabinogi and Planetside 2.

27.11-3.12.17

I used to at least post new games I've found, but I'm not doing it for the time being for various reasons. For one, I don't feel it's a good use of my time. For another, I've been thinking about somewhat revamping the way I go about finding new games, since the list is growing out of control while I'm not playing. I think I got it to below 100 during the summer, and it's almost over 200 again right now.
Maybe I'll get around to some of this stuff during my winter break. Maybe it'll be just another thing in my general to-do list that is keeping me from getting to my games.

But hey, I do have some news. Ludum Dare was this weekend, and I participated with a team. I was very happy with everyone's commitment and competence, despite the choice of the specific game idea yet again not being to my liking. But such are the consequences of having a team where everyone's opinion matters.
Our lead (technical) artist did a great job, as did my friend, who was writing shaders. I think it might be one of the most visually impressive games I've seen in Ludum Dare overall. Sadly the gameplay never quite "made" it, so it's mostly just a half-functioning pretty sandbox.
We got 2nd place out of the 8 teams in the local competition, and maybe I'll play and vote on various LD games to get ratings for our game in return. You know, to actually place somewhere in the global competition as well. But I can say if and how that goes at a later date.

20-26.11.17

There's no point in writing these three weeks late. I can't remember what I did during this time, nor how it was already so long ago. But for the purposes of this blog, I did nothing all week.

13-19.11.17

This post is both a week late and early, depending on whether you consider the time I completed this here game I'm going to talk about, or look at the date in the title in comparison with when this was actually posted. But let me tell you about the game I "just" finished.

The game's name is OneShot. And I would upfront say it's one of the most lovable games I've played in a long while. As far as the content of the game goes, I can't really reveal all of it, because it's one of those kinds of games. But this "stuff is not what it seems like" thing it has going on isn't the only great thing about it. In fact, I would say it's not even the best thing about it, and that it would have done quite well without it too. So what are the other things making it great? Those I can talk about.
First things first. OneShot is an RPGMaker-style game with no combat. You're a person (not a cat) who has to save a world by taking a lightbulb to the top of a tower. Basically no gameplay, only the story. The few puzzle elements here and there are trivial and probably mainly serve as means of content. Both the pixel art the game is in and the character sprites and occasional images shown are of great quality (and adorable). The music's nice enough that the OST is probably worth listening to outside of the game as well, which I can't say for a lot of games. And the story, mainly presented through dialogue, is at times funny, at times interesting, often (I simply must mention this) adorable, and occasionally even thought-provoking or sad. There are few games whose characters I've loved as much as I loved these.
As far as story-based games go, I'd say this one's a masterpiece, and I would without a shadow of a doubt recommend it.

06-12.11.17

Would you look at that. Can't even find the time to write once a week. I finished OneShot and would love to write my thoughts on it, but I have so overwhelmingly much schoolwork that I can't bring myself to do anything that's even remotely work that isn't schoolwork.
Half-ready to flip out and break something, as the amount of deadlines I have for different things is ridiculous. Computer Graphics by Thursday, Software Engineering by Friday, more CG by Sunday, also Economics for Sunday, Algorithms by Tuesday, then the weekly deadlines for CG and SE again on Thursday and Friday, also some Operating Systems homework in the middle of all that, and it never stops. My head is aching, but I can't stop unless I want to miss the deadlines and succumb to the incoming flow of work I have to do.
This is at least one thing I'm looking forward to in a real job. I'd have fixed hours of work, and if someone is missing a deadline because they misestimated the amount of work that needed to be done, that'd not be my problem.

I'll just need to push myself harder, clear out all of the real work I have to do, then I can get to doing my personal work, which includes writing here, and if all that's nice and done for the most part, I can get back to playing new games.
Seriously. Fuck deadlines.

30.10-05.11.17

Clearly I was not in the right mind on the day during last year's summer that I added Conception II: Children of the Seven Stars to my list. Guess I saw "RPG" and a good rating, but joke's on me, it's one of those JRPGs.
Gameplay's so bad it'd be better of not being there, aaand the rest is what I think they call a dating sim. I watched a couple of hours of the cutscenes. They're so cringy they're actually enjoyable. The reviews for it explain the... various... nuances... quite well, and they can offer a pretty good laugh. I particularly liked this one.
But uh, don't play it.

I think my standards for games really have risen. Steam's getting more games than ever, yet I'm adding the same amount or even less of them to my to-play list. For example, Blossom Tales: The Sleeping King, is something I really wouldn't consider these days, and my short experience of it confirmed it to be rather boring.
I didn't see much in terms of gameplay from it. Mash attack, run around, basic enemies, basic combat, basic levels... Reviews say it's like Zelda, which I've admittedly never played, but surely this has to be like a... light version of it. Very light and sleep-inducing.
I'm sure you'd easily find a better adventure game or RPG, whichever you might see in this game.

23-29.10.17

It's late, I'm tired, and my writing skills have clearly diminished, but I just finished with Reigns. I finished with it, but I didn't finish it. It's a game about swiping left or right, similarly to that one date finding app, or so I've heard. Except instead of judging people you... judge people's decisions? Basically you're given two options, each has some effect on your kingdom, and you got to keep your religion, people, military, and money bars balanced or you lose.
I've heard it's a great game, the reviews are pretty positive, but I didn't like it at all. And aside from the elegant simplicity, I don't see what there is to like. The gameplay is clearly nonexistant, art and music are very basic, there's not much thinking involved behind your decisions, and the story - which seems like it should be the main selling point of the game - doesn't connect at all. It feels like there's some slight arcing of various events, but overall I couldn't really piece anything together that wasn't mostly an isolated random event.
So, I wouldn't recommend it, plain and simple.

Free games have a tendency to cut in line, and so I tried Relik for a couple of hours. It's a sort-of-multiplayer game where you have to solve 4 very simple puzzles. Maze traversal, Memory, Simon, and some sort of pattern repeating. Basically all memory-based "puzzles". All the puzzles you solve are actually created by other people, and you can make your own. Solving them nets you currency which is used to upgrade your puzzles, and there's some odd ranking system.
The multiplayer wrapping around the game is nice, but since the game itself is so trivial, repetitive, and boring, it's really not worth playing.

And the highly anticipated Helldivers' free weekend rolled along. Sadly, I have some harsh words to say about this game. It's a top-down shooter played on relatively small maps that each house a few missions that generally boil down to killing a lot of enemies. And as shooting stuff isn't exactly a lot of variety, it gets rather repetitive.
This game isn't really meant to be played alone. A lot of missions are just too difficult to be completed alone, so you're going to have to find some friends or party up with strangers. Now, the problem with this is that this game has a lot of opportunities for friendly fire of various sorts. And I'm not just talking about the actual act of shooting others, which can mostly be avoided, and is really counterproductive. But a very serious problem is that there are conflicting interests in a co-op game. Mainly, the camera. All players share a camera, so if you're far from each other, neither of you can see much of what is happening, and will want the other to move, so that you could see. With enemies appearing from all sides and many being able to hit you from off-screen, this becomes detrimental.
Another case of conflicting interests that also ties back to the grind is the question of "What is the goal?" Playing with my friends, we would even argue on what we were playing for in the first place, as one of us prioritized killing as many things as possible, one wanted to complete the missions to the highest rewards possible, and one wanted to unlock everything they could as fast as possible. And these goals are conflicting, encourage different playstyles, and make people want to run in different directions, which the game will not let you do because of the constrained camera.
To repeat, this is a co-op game that suffers from a lack of direction and the inability to at least give everyone the option to pursue their own desire in said directionlessness, which leads to a bad experience for everyone involved.
While the game is well made and even kind of funny, it doesn't really excel in anything, and the aforementioned problem really was a major turn-off for me. Their previous Magicka was a much better accomplishment, doing most everything better.

PS. It just hit me that with the inconsistent frequency of the content I output, there doesn't seem to be much of a reason to keep any regular posting schedule. If I fail to deliver one week, then the week's post is empty, but if I go on a miraculous spree and play 5 games in a single week, then the post will get very, very long. On the other hand, this wouldn't leave much room for the occasional ramble I like to do, such as this one. Maybe each game should get its own post, and then a weekly post of... other things I want to mention? I'll think about it and decide later, as it would be a shame to change this weekly release schedule after having it for less than a month anyways.

15-22.10.17

Oh how time flies when you got a million things that need doing. School's decently interesting, but that just makes me spend my time on it all the more,

09-15.10.17

See, this would probably paint an accurate picture of my current situation. I don't even have any content for an entire week. I've been playing HotS, some Mabinogi, and a little bit of Factorio in my free time, but I don't really have a whole lot of free time. Working hard to stop work from overflowing, but I can't really see myself having particularly more or less time for games in the near future.

I'm back

I'm feeling a bunch better about stuff now. I've really mostly been doing the same stuff as usual, with the exception that I haven't been starting new games, but have been sulking playing the ones I already play instead. As such, my to-play list has grown considerably, but I've also not missed out on writing about any of the games I've completed. Additionally, I'll switch to a weekly update schedule with an update every Sunday evening.

To be honest, I did finally complete Divinity: Original Sin. Took me far over a year, since it's really hard to find co-op partners who don't ditch you midway through the game. And no one wants to pick up someone else's character, so you got to start over only to have playthrough end midway as well. sigh With the experience as smeared out as it was, I have trouble recollecting everything about the game, but I can assure you it was great. The fact alone that despite other people trying their hardest to keep me from enjoying it, I didn't give up and kept at it for over a year, coming back to continue the adventure.
I've no complaints about the game, and plenty to praise it for. Enough that I don't even know what to mention, what to leave out. Well balanced difficulty, pretty visuals, nice soundtrack, full voice acting, great combat mechanics, non-repetitive story, varied enemies, decent puzzles, entertaining NPCs, and definitely much more. This game gets the top spot in my list of favorite RPGs and RPG-like games, and I hear Original Sin II is even better.
So in case it wasn't clear, I'd absolutely recommend playing Divinity. Although with the next version out already, you might be better off just playing that instead.

I also gave Battle for Wesnoth a try, as per a friend's request. It's a fun open source TBS where you move each unit individually. Kind of like Civ, except there's no city-building, no economy, politics, or any of the other stuff. Just basic unit recruiting and combat with some stuff like daytime and terrain modifiers.
It's nice that it also functions as sort of an engine so you can make your own games or game modes on it, and also has an online server browser, but the game itself felt rather shallow. After playing through the tutorial, and a relatively short match, I feel I've seen most of the game. Sure, there's plenty to be learned in terms of optimal strategies, but there's not enough features to keep it entertaining.
Overall I'd recommend any of the at-least-half-decent commercial TBSes over this thing.

Of other notable news is that SteamDB switched the formula by which they rate games. Why it's noteworthy here, is because the formula they switched to was the one that I made. (I also described it here, some not too many posts ago.)

14.08.17

Looks like my eye problems aren't done plaguing me yet. It's nothing to write about here in detail, but I've developed some form of depression as a side effect. As such I will be taking a break from writing in this blog until further notice. I hope to be back when the problem has been resolved, but I'm not sure about anything right now. Until later, Torn out.

13.08.17

So I managed to play through Monolith today. Monolith is a top-down shooter where you clear rooms and avoid enemy bullets. It's pretty much exactly Binding of Isaac made into a bullet hell game. Honestly, for as long as it lasted, I really liked it more than The Binding of Isaac. Your movement is very responsive, all attacks are well defined - the gameplay is tight. The aesthetics match the music perfectly and create a very "old" feel, I guess. Not that people ever stopped making games with these kinds of graphics, but I digress, I loved the visuals and sounds.
"Wait, Torn, you're not actually saying this game is like The Binding of Isaac, but better?" No, no, sadly it is not. What this game really lacks is content, as is always the case these days. I don't know if people get bored or run out of ideas, but they can really make great game mechanics, and then not add any meat to it all. But this issue isn't really specific to this game.
So, in conclusion, I liked this game. I wouldn't really recommend it because it hasn't got enough content and is over too soon, but it's worth your time if you get a chance to play it.

12.08.17

I won't be playing this, as I already have a couple such games on mobile, but Draw Puzzle looks like a nice relaxing game. Draw lines, watch pictures happen. You're not actually the one making these pictures in these kinds of games, but since you're the one drawing the lines, it feels like you are, and it's always a nice feeling to make something that looks good. =)

11.08.17

I managed to hurt my eye yesterday and as such I will spend less time looking at a monitor for the next several days. I hope for it to be mostly fine by next week.

10.08.17

Oh look, the first game in the latest entry to The Legend of Heroes series is on Steam: Trails of Cold Steel. I didn't really like Trails in the Sky when it released in English a few years ago, but since it was originally a 2004 game, I'm willing to give the newer one a try. Maybe 9 years of additional experience will have improved things. The Legend of Heroes series is a turn-based strategy type of JRPGs. This latest entry is finally in proper 3D, which is nice.

09.08.17

I don't know why I feel reluctant to start with another game. I'll never finish my backlog at this rate. I played some Factorio today. That was about all.

08.08.17

(Click to enlarge)
I did a few more hours of Monster Slayers this morning, completing normal mode. Turns out the Rogue class is totally OP once your deck mostly consists of cards that allow you to draw more cards. Once you cross a certain threshold, you'll be able to cycle the entire deck each turn. You basically just rack up your played card count with mostly non-damaging cards that give you more cards, then finish off with 2-3 backstabs. This one-shots most enemies in the game. I also got my chain record to around ~25 cards. There's more character classes to be unlocked and a "Legendary mode" that's supposedly a bunch more difficult.
I believe that what I said about the game yesterday is correct, except for the "not enough content" part. I think the actual word I was looking for was "shallow". There's an okay amount of content, but as I explained, it doesn't offer enough possibilities as a whole.