End-of-week Report

You know, one issue with saving all the information for the end of the week is that I might get an idea of something to write about during the week, but then I forget it by the time the weekend comes. I think I had one of these situations this week. I'm note sure, but it might have been that I decided to switch over to having paragraphs have some space between them. Should make my posts less like walls of text, which might have been a bit intimidating to read. Hopefully it is less so now.

As for games, I got a fair amount played this week. First actually free week too, so it makes sense. Two more, and then it's back to school. Not among the game listed is Total War: Warhammer II, which I tried to play. Sadly, despite my computer meeting the recommended specs, it wasn't able to manage acceptable framerates on even the lowest graphics. As such, I won't be playing it. Maybe the next Total War game.
You might also notice a drop in the number of games this week despite not getting as many reviews. This is from games I removed but didn't play. Maybe because I already had played them but had forgotten to remove them, maybe because the ongoing development had shown them to be below my expectations, maybe something else. I'll count that Total War as "played" though, since I technically did try.
  • Games in backlog: 205 (-6)
    • of which VR: 14
    • of which Visual Novels: 40
    • of which Early Access: 52
  • Games reviewed last week: 4
  • Progress to 18.02 game goal: 6 of 30
PS. I had been watching Code Geass over some longer period of time, and recently finished it. It was good. With certainty my favorite anime I've ever watched, actually. You should be happy when you've experienced something great, but it kind of makes me sad when I get a new favorite. Just makes me think that it's going to be even more difficult than before to find something that's even better, and most everything else you're going to experience won't be nearly as good.

Zwei: The Ilvard Insurrection

Heyyy, it's another RPG right after me saying I don't like RPGs. No, no, it's toootally different this time around. Y'see, this one is a JRPG, the kind I have a love-hate relationship with on top of my usual feelings for RPGs. I keep telling myself after each JRPG that I'm just attracted to them because I love the art style, and the cute, cheerful, and colorful world and characters, but that the gameplay always ends up being shit. Well, clearly I'm not learning from my past mistakes.

I put a good few hours into Zwei: The Ilvard Insurrection this evening. (Also known by its original name, Zwei II.) It came out on PC late in 2017, but was actually made about nine years ago, so it's nothing fresh, keep that in mind. It feels very much like a JRPG alright, but perhaps a bit less obnoxious than the average one I've had the misfortune of stumbling upon. Onto the details, shall we?

As in any JRPG, story takes the front in this game, where the amount of dialogue and cutscenes is far greater than I can patiently sit through. I almost quit before getting to the meat of the game. In some scenes, voice acting is present, and it's actually remarkably good. The music's pretty nice as well, but I hear that these are the things this developer does well. It's from the same people whomade Ys and The Legend of Heroes series, see. Sadly, neither is something I give overly many points for in my head.

The story is basically that you're a treasure hunter / courier-for-hire (an odd combination for sure), and on your most recent package delivery you're shot down from your airplane and killed by two girls flying dragons, who had previously taken over some vampire chick's castle. The latter then revives you in exchange for help in reclaiming her lost home.

To go about that, you run dungeons searching for this vampire's lost magic. The level traversal and combat is action-based, but is pretty much exclusively based around either spamming the melee button or holding down the ranged button until stuff dies. The latter is safer, but slower, which is an annoying combination, because I'd rather not lose, but hell, things take long to die. Another really annoying bit is that the camera can't be rotated manually, so you often find yourself at a really unfortunate angle where you can't see what you're fighting or if an enemy is preparing a ranged attack at you. Other than these two (rather major) issues, the combat feels fine, fluid, and surprisingly difficult enough for a JRPG.

As far as new equipment and new powers goes, there's fairly little progress and stuff stays (at least conceptually) the same throughout the game. There's an interesting bit though where instead of getting exp from killing monsters, you get exp from eating, which also restores life. However, saving up food allows you to combine it for more efficient exp once outside the dungeon. So if you're more skilled and the game's easy enough for you, you can make it even more easier by also getting ahead in levels? Ain't that a fine idea./s

In conclusion, I don't think this would've been a fun run for me from any angle, but the grindiness, monotone combat, as well as an excessive amount of dialogue for my taste were turn-offs enough that I quit mid-way. Still, as much as I've played JRPGs, it was definitely in the top half, so if you're a fan of the genre, why not give it a try. Otherwise, probably not worth it. Reminded me of Recettear, which I'd consider better, maybe you'd like that instead.

Dragon Age: Origins

A considerable amount of people I know have told me to play BioWare games, mainly Mass Effect and Dragon Age. I figured since I'm more of a fan of fantasy, I'd go with Dragon Age, see if I liked it, and if I did, move on to Mass Effect. So with that in mind, I started Dragon Age: Origins today, and it went about as well as I expected.
Dragon Age seems to be a pretty standard RPG in terms of overall build. You get a selection of a few races, a few classes, and a few starting stories to shape your overall character. Assign stat points, select skills, talents, and whatnot... But what surprised me, and not in a good way, was that Dragon Age wasn't an action RPG, but more like a pause-based RTS. Like Pillars of Eternity or Tyranny, which I had played before. Of course, that comparison is backward, since Dragon age came out about 5 years earlier.
Further, I didn't feel like any of the game's systems was particularly well made. Micromanaging everyone was tiresome due to various reasons such as: Equipment management was for one character at a time - no quick way to switch between them or get an overview of who has or needs what. Activating skills took some odd amount of time and had poor indicators, meaning I couldn't understand what in the world my party was doing. AI sometimes felt the need to assert its own decisions over mine. More so, it was rather poor at that, failing to path around units, failing to understand it needed to attack something, or that maybe it was trying to shoot arrows through a wall. As for other systems, none of the skills and abilities seemed interesting either. Very plain, basic, and boring. While normally I would say for RPGs that they're just not my thing, I'd actually say this one is rather poorly made. If I wanted to play something just like this but better, one of Obsidian's RPGs would be fitting.
As mentioned in previous reviews though, I don't wish to play something like this. I'm not a fan of most RPGs for the simple reason I'll repeat yet again. I play games for their gameplay. RPGs tend to have a lot of segments that don't have gameplay - the story and dialogue bits. While I can appreciate a good story, books or other dedicated story-based entertainment does a better job most always. I'd reckon the reason behind that might be that they're focused on that bit. RPGs also have to worry about gameplay, and thus they suffer two-fold - a bad story due to effort on gameplay, and bad gameplay due to effort on story. That's not a rule, but it is very common. Not that I think games should forsake any story components altogether, not at all. A little bit of story, or rather, lore, can give much-needed meaning to gameplay and immerse the player more. All of this is just my preference though, as I know a lot of people love RPGs, as well as other games with a split between story and gameplay.
From my experiences with this game, I wouldn't recommend it even if you do like RPGs. Myself, I won't be checking if either of sequels is better, since Origins was disappointing, and the whole I-don't-really-like-RPGs thing.

WaveLand

Randomed a more obscure one from my list this time. WaveLand isn't particularly popular, nor do I believe it to be particularly good.
WaveLand is an action platformer, with movement mechanics built around some dashing mechanic from a specific fighter game I've never played. The game is split into short levels, each pitting you against a time limit and scoring you based on your completion speed. Essentially, it's a game for speedrunning. The pixel art style it has evoked some feeling of nostalgia in me, but was otherwise unmentionable.
First of all, I'm no fan of speedrunning, so I guess I'm not really the target audience, and the game's not very enjoyable for me. Secondly, I've also not played that other game whose players the developer apparently tailored the movement to. If you fit into both of those categories, then maybe it's worth trying this game. Otherwise, not so much.
Even accounting for the fact that neither the goal nor gameplay is aimed at me, this game feels like it's lacking substance. The levels feel empty, plain. The story is something obscure, and more of a thing in the background, so it's hard to care about that either. All that's left is traversing these levels and chasing numbers, which, even if it wasn't about speed, and if the movement was more generally appealing, doesn't seem to be enough for a good game.
So I wouldn't really recommend WaveLand. Maybe unless you really are the very narrow target audience for this game and are otherwise bored.

End-of-week Report

Not much to report this week. Exams are over, finished with another semester of all A-s, so I get to enjoy my well-deserved break until mid-February. I've been playing a bit of Mabinogi in the pockets of free time I've had. I could just keep spending my time on these infinite games I know I like, but then I'll never discover anything new and great. So I just have to get over the initial grudge of starting a new game.
  • Games in backlog: 211 (+4)
    • of which VR: 14
    • of which Visual Novels: 40 (+2)
    • of which Early Access: 52
  • Games reviewed last week: 0
  • Progress to 18.02 game goal: 2 of 30

End-of-week Report

That 30 game promise is starting to look more and more unreasonable. I'll have to really go on a spree at some point if I want to finish that. Two games per day, or something like that.
In other news, Windows decided it was time for another major update, which screwed over a lot of things regarding how my computer works. That includes a lot of the automation I do, which is consequently the reason why this report is a day late. While yesterday was lost to fixing these things, I should be mostly done with that now. So on to the report, which now includes the change from last week:
  • Games in backlog: 207 (+1)
    • of which VR: 14
    • of which Visual Novels: 38
    • of which Early Access: 52
  • Games reviewed last week: 1
  • Progress to 18.02 game goal: 2 of 30

Getting Over It with Bennett Foddy

Getting Over It with Bennet Foddy is some sort of sick game for masochists, I swear. Not the most elegant thing to say about a game, but it's quite true. It's a game about climbing a mountain of things with a big hammer, very strong arms, and mostly realistic physics otherwise. This is, as you might imagine, quite difficult.
Normally, I would just label this game as "not worth looking at", since it features basically no gameplay, no variety, no fun - only a static environment and frustration. It even says so as the only sentence of its short description: "A game for a certain kind of person. To hurt them." But, as circumstances would have it, Getting Over It has amassed a pretty large amount of players. This could probably be attributed to it being fun to watch others suffer as they fall down over and over, so it's a natural fit for YouTube and Twitch, which are a huge popularity boost.
But regardless of this popularity, regardless of the hidden message that if you don't want to play this game, it's because it's too difficult for you, and you're just giving up... It's still a bad game. I could go on at length, probing that from different angles, but there isn't really any need. If someone tells you to play it, just tell them that it's frustrating without being any fun, and you see no reason to subject yourself to something like that, even for some petty feeling of accomplishment.
So I wouldn't recommend you play Getting Over It. Unless you hate yourself or something. In which case, go right on ahead.

End-of-week Report

January is exam month. This means the entire first week was spent on finishing up all the school projects and homework that had been left undone. The one I did for a Computer Graphics course is even worth mentioning here, so take a look if you want. This project page includes screenshots, some info about what I and my team did, as well as a download link. Next week I have three exams, which means little time for games, lots of time for studying.
  • Games in backlog: 206
    • of which VR: 14
    • of which Visual Novels: 38
    • of which Early Access: 52
  • Games reviewed last week: 0
PS. All posts now include a little date at the bottom. This is a replacement to the dates I've been writing as the post titles until now. It also took way too much time to properly implement, but at least I'm now a bit more familiar with editing Blogger's template.

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.