 |
Jul 15th, 2024 at 08:12:30 - Brotato (PC) |
Brotato...silly name, simple game. This wasn't on my radar until I was browsing the Game Pass catalog looking stuff up, and saw it was rated "overwhelmingly positive" with like 50,000 reviews on Steam. That's a compelling recommendation! I like these twin stick shooter/bullet hell/roguelike hybrids (Binding of Isaac, Nuclear Throne, etc.) so I downloaded it. It's got a whiff of Vampire Survivors, too, the auto-play (whatever that's called), which I also enjoyed.
After thoroughly trouncing the game, I am unsure why it's at like 97% overwhelmingly positive with so many reviews on Steam. Like, it's good, but it's not THAT good! The gimmick here is that you can equip 6 weapons (or 12 with one of the unlockable characters) and that there are about 50 characters to unlock and play with. It is undeniably fun to equip 6 weapons and try out all the wacky characters. It's so over-the-top. Weapons are either melee or ranged, they go from tier 1-4 (weaker to stronger) and they come in different sets like precise weapons, medieval weapons, unarmed weapons, ethereal weapons, and so on. Having multiple weapons of any given set grants set bonuses. You can upgrade your weapons by combining two of the same thing (e.g., two tier 2 ethereal axes become a tier 3 ethereal axe). There are also explosions, mines, turrets, and other manner of thing that can damage enemies. You'll also be able to purchase a ton of items that affect your stats. Most add something but take away somewhere else (e.g., +2hp but -1 damage%).
So, as you progress through the 20 waves of enemies in a run, you accumulate experience and materials to level up and buy things. Based on what's available in the shop, you might start building out your character in many different ways (e.g., focusing on melee damage, focusing on high HP and regen, etc.). Your character affects this too, and this was a lot of fun tinkering with different characters. Dealing with constraints imposed by their specific limitations was cool. For example, Crazy gets 100% range with precise weapons, +25% attack speed, starts with a knife, has -30% dodge, -10% engineering, and -10% ranged damage. So basically, you want to buff up his melee and attack stats, and since his dodge sucks, you will avoid +dodge items and go with HP, armor, or something else. I think I had my first win with Crazy.
Other characters I remember having fun with include: Old (-25% enemy speed, +10% harvesting, -33% map size, -10% enemies, -10% speed [he was fun because of the compact map]), Loud (+30% damage, +50% enemies, -3 harvesting at the end of a wave [fun because of massive hordes of enemies]), Ghost (10% damage with Ethereal weapons, +30% dodge, dodge is capped at 90% instead of 60%, -100 armor [super fun, and my Danger 5 victory, because you can reach 90% dodge chance, but you have to build so as not to get one-shot because you start out taking almost double damage!]), the Artificer and the Glutton, who are both built around creating massive explosions, and the Masochist (+5% damage every time you take damage until the end of the wave, +10 max HP, +20 HP regen, +8 armor, -100% damage). I think the Masochist was my Danger 4 victory, and he was a lot of fun because each wave you start off with super low damage, and you need to get hit a lot to increase your damage. So, I built around boosting HP, regen, life steal, and armor so I could take a lot of hits, and then started getting + damage items later to negate some of the damage starting penalty. By the end of later waves, I was doing nearly +300% damage, which is insane. Basically, your damage % stops increasing later in the wave because you are one-shotting everything before you can get hit!
After you win a run on Danger 0 (the first difficulty), you unlock Danger 1, and it goes up to Danger 5. I considered beating the game at Danger 5, so that's what I did. I started questioning the overwhelmingly positive ratings when the game started getting repetitive and easy, which, all things considered, didn't take that long. It took me a handful of tries to beat Danger 0 and Danger 1, but Danger 2, 3, 4, and 5 each took 1-2 tries. And I used a different character each run, so it's not like I was perfecting my strategy with any given character. I just figured out how the game worked, some generally optimal strategies and items, and it was easy after that.
There is also only one map. The entire game takes place in a small space, and every run is basically the same in terms of what enemies spawn each wave. There are only a handful of enemy types, mostly of the "they're going to charge you" variety, and even bosses only have like three attacks between them. I'd see a new boss and be like "yeah! What's this one do?" and it would attack the same way as the last one. And every run is also basically the same toward the end. You've built a beast of a character, and you wade through enemies without a care in the world because you do so much damage, or your armor is so high, or you have 90% dodge chance, or there are health pickups everywhere, or whatever. So, by the time you've beaten a couple runs, you've probably kind of seen everything. There are more characters to unlock, some more rare items to get, but fun as it is for what it is. Worth playing if you like these kinds of games, but others have more longevity and variety.
add a comment - read this GameLog  |
Jul 12th, 2024 at 13:33:05 - Remnant II (PC) |
Just finished. Ended up burning through, and would have been even faster if I didn't listen to so much dialogue trying to make sense of the story. (Hint: don't bother!). Remnant II is an interesting game. It's some mixture of a third-person looter shooter, Dark Souls, and a procedurally generated game. You can also play co-op, and I almost shelved it to play with a friend before deciding to solo it.
Well, not quite solo. You pick a character class to start (an "archetype"). I chose the Handler, who gets a dog companion. The dog tanks for you. It reminded me of playing a Hunter in WoW, and the game itself kind of reminded me of an MMORPG too. So, in Remnant II, really, you can ignore the story. Imagine playing a lore-heavy game. Then imagine that game attempts to tell you all of its lore at once, and that you have a ton more lore from disparate worlds to hear about every few hours as you encounter new worlds. TLDR: You're attempting to stop the bad stuff. Follow the exclamation marks. Shoot everything in your way.
You get two guns and a melee weapon, as well as four ring slots, an amulet slot, a "relic" slot, and armor slots. I literally NEVER found a piece of armor, so I'm not sure what's going on there. I also couldn't talk to the armorer in town. Like, there was never a dialogue option; he ignored me. I used the same "long gun" I got as an early reward the entire game, and then I did craft and upgrade a special small automatic pistol, which had unlimited ammo. That was super useful. By the end, it was almost as strong as the rifle, so I'd expend the rifle's ammo then switch to it until I'd collected more rifle ammo. I can imagine that the game might get frustrating later on or on harder difficulties without having an infinite ammo gun. At the very beginning, it tells you to purchase ammo from town because you'll run out. Well, I never ran out!
Shoot shoot, kill kill. It's intense fun, and boss battles were a real treat, very creative. Some of them were pretty hard, especially the final boss, who has two phases and in the second phase "glitches" in and out (keep track of what attacks he was doing before he glitched!). My favorite were the cubes in the labyrinth. There were, say, 8 cubes, several floating and several rolling on the ground. You, in the labyrinth, have to avoid (1) energy orbs and energy walls that the airborne ones shoot and (b) being crushed by the cubes on the ground. You damage them by shooting lights on some of their sides. Doing so creates craters in the cubes on the ground, which you can stand under to avoid being crushed if they try to flop on top of you. Of all the cubes I've fought in video games, these were among the best (what a weird sentence). There is also a boss that wants you to kill it but doesn't want you to kill it (and tries to convince you to kill the other part of it), a couple that attempt to trick you, and an AI that takes over a train.
Your other goal in exploring the worlds (aside from following that exclamation mark and killing the bosses) is collecting loot to use to upgrade your gear. NPCs in town will do this for you, and it provided motivation to poke around the worlds. I keep saying "the worlds." Remnant is meant to be replayed. You can, at any time, "re-roll" the world you're in. You keep all your stuff, and the world randomizes. Each world is unique, and there are secrets and special bosses in each. I never re-rolled anything (went straight through, as I said), but I imagine that some of the stuff that I didn't really see (like armor, inexplicably) takes some time traversing multiple worlds to get. A couple times, I had a choice, and if you go back through, you can make the alternate choice and get a different reward. So, players who replay worlds are rewarded not only with new layouts, different bosses, and so on, but also with all the rewards they missed in previous attempts.
You can also get a second archetype. I had no idea how to do this, and it didn't happen for me by the end of the game. I looked it up, and apparently you collect various special items, bring them to a vendor, and he unlocks new archetypes for you. I don't recall the game telling me that and am not sure I had any items to get a second one anyway. But the Handler was fun enough.
That's about it. Tons of shooting that feels good, epic boss fights, lots of running around levels to find where the next exclamation mark is, looting stuff, upgrading your character. And a convoluted story. I would ignore the story, ignore the NPCs. Treat the game as a single-player or co-op looter shooter or MMO, enjoy upgrading your things, and play with different builds. I won't revisit it, but it was definitely something a bit different, yet familiar, to spend time with.
This entry has been edited 1 time. It was last edited on Jul 12th, 2024 at 13:37:24.
add a comment - read this GameLog  |
Jul 11th, 2024 at 08:00:03 - Star Wars Jedi: Survivor (PC) |
Well, Respawn knocked this one out of the park. I'm so glad I tried the previous game on my brother's recommendation. Because of that, I was looking forward to this one. I was worried right off the bat because the install is massive, about 140gb. Before playing, I spent a couple hours freeing up 100+gb on my hard drive to make room. Upon launching, the FPS was low, so I spent, an hour or so scattered through the beginning area messing with graphics settings until it smoothed out. Once I got over those initial hiccups, the game ran perfectly the entire time, minus one crash last night.
Survivor is like Fallen Order, but expanded in every way. The story is excellent, especially the second half of the game where things really pick up. The first half of the game is more exploration. Although, I if I were playing again, I would explore less early on and more later because you steadily unlock new means of traversal that open up new paths. There is a lot of backtracking upon acquiring new abilities like a metroidvania. Might as well minimize exploring until you know you won't hit a roadblock at every turn. On the other hand, exploration did yield a lot of health, force, and skill point bonuses, as well as some perks, perk slots, and stim cannisters for BD-1, Cal's companion droid. There were still a million cosmetic collectibles in chests, but at least the ratio of useful things to cosmetic items was better this time around, and I found a mullet early on, which I happily wore the entire game.
All those boons from exploring paid off in the end because I found the ending of the game quite difficult. I died a few times on some of the later wave encounters, and the last two bosses were hard. The last one especially, I retried about 10 times (which was frustrating because I had allllmost beaten it on my third try!). And I won with half a health bar and no stims left. I may have been lulled into complacency by finding so many stim packs, which means I could take a lot of damage in battle, so I could spare stims and didn't learn to read enemies all that well until I was forced to. But, there are so many different enemies (dozens) and combat options (five stances plus force powers) that fights play out differently and you usually don't have to adhere to a strict cycle of parrying and attacking.
I spent most of the game with the dual wield and blaster stances equipped. Dual wield is the second-strongest, and it is the fastest, but has the lowest defense. During the final boss, I was wondering if I'd shot myself in the foot by not leveling up any styles with defense. Maybe that's why I was getting hit so hard. Blaster stance puts a light saber in one hand and a blaster in the other. It's great for shooting enemies to knock down their shields and keep some distance. Since I was almost dead on the last boss, and probably would have died within the next 10 seconds, I made a tactical move to jump back and unload my blaster right at the end, and it's actually what killed the boss! Go blaster! That does seem sort of un-Jedi-ish though, killing the big bad guy with a blaster instead of a light saber.
Each stance has some unique moves that use force, and there are of course the standard push/pull force powers. The best one though, hands down, was Confusion. If you upgrade it all the way, you will be unstoppable in multiple-enemy combat encounters with humanoid enemies. You can confuse up to two humanoids at a time, causing them to protect you. Then you can sit back and watch the enemies beat each other up, or you can use the distraction to clean up other enemies on the battlefield. Upgraded all the way, you can even confuse the toughest humanoid enemies. No one was immune! And, you can get some hacking abilities to take control of low-level droids; less useful, but still fun.
So, I really enjoyed the combat and the exploration. There usually was something interesting and unique to see down every path, whether it was stumbling into a legendary monster's lair (like the one time I accidentally fell into the Spawn of Oggdo's lair and spent an hour trying unsuccessfully to kill it, trying over and over, figuring out all the ways I could lure droids to aid me), finding a climbing puzzle or Jedi puzzle to solve, and so on, although the rewards were fairly predictable. The one thing about the combat, and probably the only negative thing I can say about the whole game, is that, especially later on, it was easy to get "stun-locked" by overwhelming amounts of attacks, which was worse when fighting in closer quarters. Enemies can come at you fast and furious. It became really frustrating when like 5 of them are rushing at you swinging unstoppable attacks, firing blasters, and launching grenades. I think the blasters were some of the most annoying because you need to deflect them, which stops you from running away from melee enemies, and if you get hit you stop, so either way, when you're under blaster fire, and there are fast, hulking melee enemies there too, you're bound to be pummeled. And if you're in a corner or by a wall, it's even worse. Those wave deaths I mentioned earlier were often in such situations. Some of the harder (optional) bosses (of which there are many) were kind of like this too, moving and attacking so quickly that it was hard not to feel like you were being stun-locked.
I mentioned that the story is excellent. Character development, context, all that, really well done. What I thought was especially cool were all the side stories with the characters you meet along the way. And not just the main characters, but all these side characters have really fleshed out backstories. Since the last game, Greez opened a cantina, and over the course of this game, as you meet new characters and progress in the story, people flock to the cantina. This is like your home base. It's neat to watch the cantina become livelier and livelier as time passes. You'll meet an ex-smuggler, a fortune-teller, an annoying frog creature that always gets into trouble because he's so stupid, which is the joke, an historian, and more. You'll unlock side activities and minigames like gardening, collecting fish for the aquarium, a little auto-battler tactics game, a series of bounties to collect, and more. Each character must have like 30 unique conversations. Like every time you go in there, you learn more about each one of them. It's a lot, but it felt like I was sprucing up the place, and it's funny to think about the cantina patrons never going anywhere else because they are always there. Do they all live there? Sleep at the bar or in their booths? Hopefully it is that weird.
I think that's about it. I'd definitely describe the game as epic. The scale of some of the environments is jaw-dropping, like when you're climbing around the Lucrehulk or ziplining around the Shattered Moon. The escape segment against the excavator blew my mind. Easy recommendation, can't wait for the next one.
add a comment - read this GameLog  |
Jul 9th, 2024 at 13:38:02 - Happy Game (PC) |
This is the third and most recent of the Amanita Design games I played. It's also my favorite of the bunch. Amanita Design games are usually weird, quirky, and cute. This one is a horror game. It's like the folks who usually create these fun games about wacky creatures had a terrible day and dreamed up some horrific nightmares.
You play as a kid who gets terrorized by some kind of creature, which looks like a horror version of the yellow smiley emoji, in his dreams. You have to survive three nightmares, trying to retrieve a toy that the smiley monster took in each. In the first, it's a soccer ball, then a stuffed bunny doll, then your dog. The soccer ball nightmare was strange enough, but the bunny nightmare (my favorite) was sick. There are bunny monsters, you have to decapitate bunnies with a guillotine, you have to get cannibal bunnies to eat other bunnies, you have to make a monster torture bunnies, etc. You can imagine the unease I felt when I saw that the third level was about the boy's pet dog. It does depict some animal cruelty (cartoon-ish, but still gross). At least it's the monsters hurting it and not your character.
Gameplay is standard Amanita Design toybox stuff. It's a point-and-click, so you'll click around on objects seeing what happens when you drag them, stretch them, prod them, drop them on other objects, etc. It's not a hard game. It's still sometimes funny, always weird, occasionally cute, but it's completely morbid. I have a student who calls everything "demonic" (and I shouldn't listen to death metal because it's demonic, and I shouldn't watch horror movies because they're demonic...), and I keep thinking what if she saw this game, haha. Strange that I go to imagining this through the eyes of that person.
Definitely recommend if you want to be unnerved for a couple hours.
add a comment - read this GameLog  |