dkirschner's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=1269Eliza (PC) - Wed, 07 May 2025 23:30:46https://www.gamelog.cl/logs/LogPage.php?Log_Id=7890Eliza is a commentary on Big Tech through the lens of a character, Evelyn, who created a “listening machine,” which became monetized as an AI therapist after she left the game’s tech company three years earlier. She has been rather aimless since leaving, and at the beginning of this game, takes a part-time job as a “proxy.” Proxies are people who mediate between Eliza (the AI therapist) and the clients. Proxies wear smart glasses, which run the Eliza program. Proxies are fed a script from Eliza to read to the client. As the client talks, Eliza analyzes the conversation and spits out prompts for the proxies to read, based on its algorithm. Proxies are only to read the script, never to deviate. The idea is that clients find speaking to an AI too impersonal, and so the proxy provides a façade of real human interaction such that the therapy can be successful. I’ve been talking with people for weeks about this game because AI always comes up. And I run a Human Services program with a Social Work concentration; half my students want to become social workers or therapists. It’s highly relevant. At the same time, the game is dated. Why? Because this was made in 2019, pre-generative AI. Eliza is algorithmic. It’s scripted. It essentially selects from dialogue options based on how the conversation is going. If the game were made just three years later after ChatGPT dropped, I don’t think that Eliza would require proxies. Most people now cannot tell the difference between speaking to a generative AI chatbot or a human online. Although, even in Eliza, the need for a proxy is questionable. Imagine sitting in front of a person who you know is just reading Eliza’s script. You know you’re really talking to a computer, even if there is a person sitting in front of you saying the words. You would have to delude yourself into thinking that the person made the interaction much different. And, in the game, most of the clients make comments like, “I know you’re just a computer, but…” So, despite the proxy, they are aware that they are talking with Eliza, an AI. Perhaps that’s part of the critique. Tech products promise a lot, but often fail to live up to their promises, despite the people who make the products feel alive. There are generative AI therapy chatbots today. Even the large commercial chatbots like ChatGPT can be used for this purpose. They are far more sophisticated than Eliza. I don’t think the main point of the game is the therapy chatbot, but the big tech ethics stuff. The chatbot is just an example to generate ethical questions. Do people need human interaction for effective therapy, or does just talking to something human-like help? Can AI chatbots do harm? Is it ethical to use a chatbot to monetize mental health services? What about the proxy: do they become alienated? What are the impacts on proxies when they cannot respond to the client, but must observe the client’s suffering and simply convey an algorithmic prompt? Do proxies have an ethical obligation to help if they can offer better advice than Eliza? What if such deviation from the script gets them fired? The game raises questions about surveillance and privacy (the tech company develops a new service where Eliza can provide more detailed evaluations if the client lets Eliza access their texts and emails), the effects of technology on emotions, the possibility of resistance to technological development, and so on. The game was thought-provoking for me, not necessarily in its self-contained story, but because I was able to connect it to so much else. The game itself is not terribly captivating. But that may be the point. Evelyn is something of a blank canvas. She has a history, of course, and there are other static characters. But the player gets to decide how Evelyn thinks about the big tech company, about Eliza, about experimental technologies, about ownership and control, about privacy and surveillance, and ultimately about her own purpose and goals. In the end, I had her abandon the tech world and leave the city to go find her father (where I hope she will find some meaning in understanding her family and herself, if not develop a good relationship with them). As one of Evelyn’s last lines of monologue says, “There is no message, no point, no overarching story here.” Wed, 07 May 2025 23:30:46 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7890&iddiary=13388Sekiro: Shadows Die Twice (PS5) - Wed, 07 May 2025 15:28:13https://www.gamelog.cl/logs/LogPage.php?Log_Id=7869I’ve been playing Sekiro on and off for most of this semester and have gone back and forth between liking it and disliking it. It’s a great game, really focused and tightly designed, no doubt about it, but it is so, so difficult, and I find myself questioning if I am having fun or if I am driven by the desire to not let the game beat me, to prove that I can beat another notoriously difficult game. FromSoftware context: I tried and quit Dark Souls years ago because I thought it was too hard and frustrating, though admittedly I didn’t give it a lot of time. Then I picked up Bloodborne, enjoyed it a lot, and ultimately beat it. Sekiro is my third FromSoftware game. My first impressions were positive. Sekiro’s atmosphere pulled me right in. It’s dark and gritty and violent, something I liked about both Dark Souls and Bloodborne. I explored around one of the first areas, the Ashina Outskirts, and discovered my first mini-boss (some general or another), though I didn’t know it at the time. Mini-bosses have two health bars instead of one. I got my ass handed to me a few times before thinking, “What the hell is this enemy?!” and changing direction. I found another area, Hirata Estate, where I stayed for many hours of gameplay. This is where I learned about how death works system works. When you die, you lose half of your accumulated experience (at the level you are on; you can’t lose a level) and money. This means you can grind experience for skills by redoing areas over and over (and not dying!). Well, I was dying, and so I reasoned that more skills could help, so I grinded, redoing the same area numerous times, reaching the next experience level before flirting with the next mini-boss, the Shinobi Hunter, who attacks with a huge spear. I may have found another mini-boss in that area too (or just a hard enemy), but I pretty much explored everywhere I could until I determined that I had to pass the Shinobi Hunter to move forward. You can’t beat the Shinobi Hunter until you learn how to counter thrust attacks and sweep attacks. In Sekiro, success in combat is heavily dependent on your ability to parry, dodge, and counter thrust and sweep attacks. If you can’t read enemies and respond very quickly and precisely to their moves, you’re going to die. To counter a thrust attack (indicated by a red symbol), you press circle (dodge) just before it lands, and you’ll stomp on their weapon, causing a lot of posture damage. Posture damage is something like stamina. When you block attacks, you take posture damage. When your posture damage reaches max, then you can’t block anymore. The same is true for enemies. Dealing posture damage opens them up to health damage. Countering thrusts and sweeps is good because it’s a way to hammer their posture. To counter sweep attacks (indicated by the same red symbol), you jump as they sweep, then press x (jump) again in the air and you’ll kick the enemy in the head. The timing on these has to be impeccable, or else you’ll get nailed, and it only takes a couple hits to kill you in this game. Since thrust and sweep attacks are indicated by the same red symbol, you have to learn what the attack animations look like for each enemy. Usually, it’s pretty obvious, but occasionally something that looks like a thrust is actually a sweep. After many hours of learning the basics, grinding, and not feeling like I was accomplishing much of anything, I finally beat the Shinobi Hunter. I slowly bested a couple other mini-bosses over the next few weeks. Then one day, I sat down to play a long session, and I got in the deepest groove. Everything was clicking. I must have killed like 6 or 7 mini-bosses and one of the actual bosses, Gyoubo (the guy on horseback). I even one- or two-shot a couple. I was optimistic, like “Yeah, I can beat Sekiro!” But of course that was premature and naďve! I think that day I ended up stopping after getting killed about 20 times by Lady Butterfly, another main boss. I abandoned her and went elsewhere, eventually getting to a mini-boss called the Lone Shadow Longswordsman. I didn’t fight him so much as fight the camera. He (like Lady Butterfly) was fast, but unlike Lady Butterfly’s fight, his took place in a tiny, enclosed space. The camera constantly got stuck, I couldn’t see him, I’d lose him, I couldn’t see where I was going, etc. He killed me over and over, and I was getting irritated. Finally, I complained to Google and found that this fight is notorious for the bad camera, and learned how to cheese it a bit. There is a way to cheese a lot of the mini-bosses for some reason. I guess it’s strategy, like if you can figure out that there is a ledge you can jump from to impale the mini-boss and take off a chunk of his health bar, then more power to you. Anyway, I learned how to start the fight with him at 50% health, and ironically I missed the surprise attack one time and beat him normally. Fast forward to today, where I started in the Ashina Depths, stuck from last time on the Shichimen Warrior miniboss. This guy induces “terror” by shooting you with purple spirits. When your terror meter fills up, you die. So, you have to avoid the spirits and try to close in to attack the Warrior. This is hard because he’s constantly summoning and firing off spirits, and when he’s not doing that, he’s shooting flames from his staff. If you get close, he tends to teleport elsewhere, where he proceeds to summon and shoot more spirits. I abandoned him and pressed onward into the Depths until I got to another mini-boss called Snake Eyes. Snake Eyes carries a rifle that does tons of damage, sometimes one-shotting me. I did immediately figure out how to get behind him for a stealth attack that lopped off half his health. But I could never take him down. I tended to get myself backed into a corner, where the camera again killed me as much as he did. There are other enemies in the combat area, except if you attack them, then usually Snake Eyes triggers and shoots you dead from across the room. Eventually, I figured out how to kill some of the extras, then stealth attack Snake Eyes, but I could still never get his second health bar down. I haven’t figured out how to counter his thrust/sweep (not sure which it is, but I haven’t timed it right for whichever it might be, and if it hits me, I’m dead). So anyway, I was again getting irritated by the camera and just was not in the mood to consider spending my day dying to Snake Eyes, so I looked up how to beat him. I learned that you can cheese him too. There are pools of poisonous liquid in the combat area, and apparently you can kite him into a poison pool, then grapple out of his reach, and he’ll stand there shooting at you (which you dodge) taking poison damage until he dies. I tried it a few times with partial success. The last time, he was stuck behind a rock shooting into the rock, his life slowly ticking away. I went to brush my teeth, came back, and he was dead. Just kidding. I was dead. I guess he got unstuck and killed me. I sighed and turned it off. I am feeling very frustrated with Sekiro. Today’s session was not fun. Grinding was not fun. Dying 20 times each to Lady Butterfly or the Shichimen Warrior or the Blazing Bull or whoever was not fun. Dying itself is fine, but one expects to learn something, to do better next time, to make some incremental progress. I rarely feel that with Sekiro. On that day when I had a hot streak, I don’t know what I’d eaten for breakfast, but I was certainly enjoying watching the enemies fall like dominoes. It clicked on that day. But that was only one afternoon of gameplay out of many over the course of the last few months. Can it click again? Can I derive pleasure from trying and failing so many times, only to finally notice an attack pattern I hadn’t noticed before, or to try an item I hadn’t tried before? Probably. It’s weird thinking about quitting Sekiro because I do like it. It’s good. I’m just not having much fun. But the potential is there to have fun. Though even when I do beat a boss, it’s just like, “sigh, okay, here is the next one, who is probably going to be agonizing to learn and overcome.” That’s the thing. It’s definitely not a “come home from work and play” kind of game because it’s so brutal. On the other hand, I often don’t want to play it during my limited free time because I’d rather do something more rewarding. So, what’s its niche? Maybe when I have more time over the summer. I don’t want to give up quite yet. Maybe if I put it down and come back in a couple months, I’ll feel refreshed. Maybe if I try some other games with parry mechanics inspired by Sekiro, I’ll get some practice with this type of combat. Or maybe I’ll try Elden Ring! (And if I never make another Sekiro post, then I probably picked it up for another hour months from now and said “nope!”). Wed, 07 May 2025 15:28:13 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7869&iddiary=13387Griftlands (PC) - Tue, 29 Apr 2025 15:53:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=7874This is a roguelite deckbuilder that’s neat in that you have two different decks and there is some interesting worldbuilding, with probably like 100 characters you can meet. It’s also narrative heavy. You play runs with one of three characters, each of whom has their own story. Unfortunately though, it never really clicked with me; I was always sort of bored. I played two runs with the first character, Sal, dying near the end of my first attempt. On my second attempt, I noticed “story difficulty,” set it to that, and steamrolled the second run. I left it on story difficulty and steamrolled the game with the second character, Rook, too. When I started the third character, I was sort of dreading learning his mechanics, the tedium of leveling up another set of cards (you can level up each card once by using it a specific number of times), the endless filler-feeling dialogue, and the tons and tons of negotiations and battles I would have to wade through to get to the end of another story that I didn’t care about. So, I played part of the first day for him to get a sense of the character and any new mechanics, then called it quits. Here's how the two types of decks/combat work. The first is “battle” and needs no explanation. This is normal deckbuilder stuff. Do lots of damage and kill stuff. Some mechanics include “prepare” (a card is “prepared” when it is in the leftmost spot in your hand and can activate special abilities), “gamble” (one character has a coin that he flips, and some of his cards do different things depending on heads or tails), “burn” (deals damage over time), and so on. Each character has a few unique mechanics. When you battle enemies, you can spare them or kill them. If you spare them, they might hate you (all the various characters you encounter can either hate, dislike, like, or love you). If you kill them, their friends might hate you. If you kill them in an isolated place, well, you got away with murder. It can be tempting to kill enemies because they drop items, and sometimes quite good ones, or maybe because they were real jerks and deserved it. But, when someone hates you, you get a debuff (e.g., status cards cost one extra action), which does go away if you kill that person later. When someone loves you, you get a buff (e.g., gain 4 defense and 2 power at the beginning of every battle). It’s obviously good to have a lot of people love you and few people hate you. I definitely had some hate debuffs that were pretty annoying to deal with. The second thing you can do is “negotiation,” and this one is different. It’s the same basic idea as battle, except think of it as the passive option. This second deck is full of cards that are meant to manipulate, persuade, and intimidate others. In a negotiation, you have “arguments.” Characters all have a “core argument.” Then, they can make other arguments that do various things. All arguments have “resolve” (HP). When an argument’s resolve reaches 0, it is defeated. No big deal for a regular argument; these come and go during a negotiation. If your core argument loses its resolve, then you lose the negotiation. So, there are generally two ways out of a situation: battle or negotiate. Sometimes, negotiations make subsequent battles easier. As you think about building your decks, remember that if you lose a negotiation, you might still be able to battle, but if you lose a battle, you can’t then negotiate…because you’re dead. That means that, for me at least, negotiation was far more useful, and I chose that option far more. On the other hand, there are more mandatory battles than mandatory negotiations, and bosses are typically trying to kill you, not argue with you. So, you can’t rely on only one deck; you must figure out how to balance them. There are some other things to consider, such as the battle and negotiation grafts (like skills or perks you acquire each run), and then the various roguelite meta upgrades. You can unlock permanent upgrades for each character, perks that can be used on any character, as well as new cards that will appear in your runs. In the end, it feels strange to say, but I wish I had just stopped after the first run. I feel like I wasted my time with this one hoping that it would click. There are certainly things I enjoyed (like the negotiations and trying to get a ton of characters to love me), but like I said earlier, I just found Griftlands tedious and boring. Tue, 29 Apr 2025 15:53:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7874&iddiary=13386Shogun Showdown (PC) - Fri, 04 Apr 2025 18:33:00https://www.gamelog.cl/logs/LogPage.php?Log_Id=7867Clever little tactics roguelite. It reminds me of Into the Breach and other tactics games where you are given clear information about what enemies will do each turn. It's also reminiscent of Into the Breach because of the small play space. Basically, the game takes place on a 2d plane that is divided into like 8 or 9 spaces. Any given character occupies 1 space and can move left or right. You build a "deck" of "tiles" that include attacks and other special abilities, many of which involve movement (e.g., a forward dash that moves to the nearest frontal enemy and deals 1 damage). Your goal is to build up your tiles and progress stage by stage until you kill the Shogun. During each run, you can purchase and upgrade tiles, mostly increasing their damage or decreasing their cooldowns, purchase passive abilities, use items, and other standard roguelite stuff--make yourself stronger by strategically handling whatever random things you get. Most every action you do takes a turn, and all characters take turns at the same time. So, you move right (1 turn) and all the enemies do a thing (one might move left toward you, one might queue up an attack). Then you queue up an attack, and those two enemies might queue up an attack and attack, respectively. Actually, it also reminds me of Crypt of the Necrodancer, which works like this, where all characters act simultaneously. In that game, when you move, everything else moves. Shogun Showdown is like that. When you do something, the enemies do something. I beat the Shogun for the first time this evening, which was maybe my fifth run or so. I had what felt like extremely overpowered weapons, a sword that I'd leveled up to deal 5 damage with only a 2-turn cooldown. I also had a bow-and-arrow with 4 damage and a 3-turn cooldown. The kicker though was a curse that doubled the next damage on an enemy. So, I'd just queue the curse, the sword, and the arrow. That took literally half the Shogun's health bar. Did it again, dead and into phase 2. No problem. Did it two more times. Dead. Easy. When you beat the Shogun, you unlock "day 2", which is the next difficulty level. You can also unlock additional characters with different skills, and you can keep unlocking new tiles and stuff. I consider it beat after taking out the Shogun once. It's a fun game, really tight, and makes you think ahead. It doesn't do much that you haven't seen before though. Fri, 04 Apr 2025 18:33:00 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7867&iddiary=1337913 Sentinels: Aegis Rim (PS5) - Mon, 10 Mar 2025 17:15:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=7873This is a visual novel/RTS hybrid for the PS4 that I'd never heard of until I was looking for PS5 games. It's really well reviewed and caught my eye since it's from Vanillaware, who has made some great RPGs. One thing to note is that although it’s a genre hybrid, its constituent genres are presented in unique ways. I haven’t played too many visual novels, but this one has more interactivity than what I have played. You control characters (13 of them) in wonderfully drawn 2.5d locales. Each scene looks hand-painted. The game is beautiful. But, you run around and talk to other characters like an RPG, exploring different story branches for each character, all of which contribute to telling the whole complex narrative. As you talk to characters, you discover “thoughts” and consider them in your “thought cloud.” Having more thoughts opens new interactions and branching pathways. On the RTS side, battles involve your squad of up to 6 characters defending a node in the center of the screen. It’s not tower defense, not that kind of defending. It’s also not really MOBA-esque. It’s more like a horde mode, except it’s an RTS instead of a shooter. Hordes of kaiju are encroaching on all sides, gunning for the central node, and you need to prevent them from destroying it. So, those are the two halves of the game. Do the “Japanese high school” sim thing, then do the “kaiju mech combat” thing. I found the visual novel portion to be far more compelling than the RTS portion. The story is very complicated, which made it fun to try and follow. It’s also well-written, with a useful encyclopedia of people, places, and things, as well as the option to rewatch any scene you want to. Normally, I wouldn’t have been able to keep up with something like this (nor cared to), but it was so creative, and they throw a lot of twists and turns at you, so it was consistently exciting. There are 13 protagonists, numerous other characters, and like 5 time periods (yes, time travel). And the story is told in a completely nonlinear way, as you bounce around from character to character, with scenes unfolding anywhere across the span of the like 200 years that the game takes place in. This means that some of the protagonists are different people in different times or timelines. This was confusing at first, but once you realize this is happening, you just need to learn who is who when. To make it even crazier, you learn that some characters are androids, others have implanted memories, some characters are figments of imagination, and others appear to be cats. And since they’re in high school and this is a visual novel, they are all romantically attracted to someone. The RTS part didn’t engage me as much because it was simple compared to the thought-provoking story. It’s connected, of course, but you basically earn upgrade points (can’t recall the actual name) throughout the story and by racking up high scores in combat. Spend those on unlocking and upgrading special attacks. Deploy your forces, and on normal at least, you will easily win all battles until the very end on normal by using basic tactics. There are four classes of sentinel (the giant mechs that the teens pilot to fight the kaiju): a brawler, a long-range one, an “all-rounder,” and one that flies. They’ve all got their strengths. Brawlers do big damage up close to ground enemies. Long-range sentinels get some powerful missile barrage attacks. Some characters are geared toward support. It didn’t seem to really matter what I upgraded. I actually just applied upgrade points completely evenly across all equipped skills for all characters (get everyone’s skills to level 2, then all to level 3, then all to level 4, etc.). And I totally ignored putting upgrade points into base stats. I am sure this is all more important on higher difficulties. Like I said though, it did get hard on normal at the very end. I turned the difficulty down to easy for the last two battles because I kept dying to a boss. Easy is easy. So yeah, that’s 13 Sentinels. The visual novel part was great and the RTS part was fun enough to carry me to the next visual novel part. It also took me quite a bit longer to play than I thought it would, and I’m not sure why. On the plus side, I got a lot of exercise done while playing since it was so much reading! Step, step, step. Mon, 10 Mar 2025 17:15:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7873&iddiary=13377Wingspan (PC) - Sun, 16 Feb 2025 12:10:31https://www.gamelog.cl/logs/LogPage.php?Log_Id=7870The tutorial for Wingspan felt overwhelming (over an hour of tutorial!), but once I started playing, everything quickly clicked. I really liked it, and played it until I got all the Steam cards, but there's no narrative or anything to motivate me to continue. Its focus seems to be on multiplayer, though I didn't play against people, just AI matches. There are 50-something achievements, which is what I ended up focusing on until I got the Steam cards. I would keep playing for some achievement hunting (play x points worth of birds; end the game with at least x points; etc.), but that will generally involve starting matches to aim for one specific achievement or another (e.g., I'm only going to focus on high-point birds), which feels grindy. The AI also doesn't provide much of a challenge. On easy, they seem to have no strategy whatsoever. On normal, they...also don't seem to have much of a strategy. And on hard, they...also don't seem to have much of a strategy. At least, I couldn't figure it out, and I obliterated the AI on every difficulty. The game itself is definitely a nontraditional card game in that you aren't fighting. You're trying to fill your nature preserve with birds, and you simply want to outscore your opponents. I like the emphasis on nature, conservation, and birding. There are many ways to get points, from playing birds with point values, to laying eggs, to caching food, to pursuing randomized round-based objectives. At its heart, the game is about generating and spending resources. You have food, eggs, and birds (cards). You need food and eggs to play birds, and different birds have different effects. Some effects trigger when you play the bird, others trigger when you perform an action in its habitat, others trigger when other players perform a specific action, and so on. There are three habitats. In the forest, you can get food. In the grasslands, you can lay eggs. And in the wetlands, you can draw cards. When you play a bird, it goes into one of the three habitats (indicated on its card), where it also boosts the action in that habitat. For example, if you lay eggs in the grasslands and have no birds there, you will get two eggs to distribute among your birds. If you have one bird there, you will get two eggs and have the option to discard a card for a third egg. If you have two birds there, you will get three eggs. And so on up to five birds. So, the more birds you have in any habitat, the greater utility that habitat's action will have. You can immediately see that some strategies might call for focusing on a specific habitat (draw a ton of cards by stacking birds in the wetlands, for example), or balancing birds across all three. Sometimes, strategies will revolve around placing birds you already have, aiming for generating their particular food needs, while other times, you'll want to focus on amassing food and let existing food drive your choice of playing birds. Sometimes, you'll want to focus on meeting round-based objectives to score points, while other times you'll want to focus on laying a ton of eggs, or some variety of means to gain points. There is no "deckbuilding" per se. It's a card game with a finite deck from which all players draw. So, play is very much dictated by what players tend to draw from the deck, with less ability for overarching strategy. How you play each game will depend on what you start with, what the random round-based objectives are (assuming you want to aim for them), and what other players do. There are a couple expansions that add some more mechanics and cards, but they cost $$. I'd be curious to find some people to play this with and get more into it. Or, perhaps I'll grab the board game!Sun, 16 Feb 2025 12:10:31 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7870&iddiary=13372Marvel's Spider-Man 2 (PS5) - Fri, 14 Feb 2025 10:30:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=7859Spider-Man 2 was great, astounding. This was my first AAA game on the PS5. The audio, the graphics, the animations, all made me feel as if I was in an action movie. It weaves in and out of cut scenes and playable parts, especially during the impressive action sequences and boss battles. I would stop sometimes and just admire what I was seeing. At the same time as I can’t really say anything negative about it, aside from some minor complaints, I can’t really add more positive things either. It was simply stunning to play. Like, everything about it. It’s very similar to the first game, which I said the same things about. But, since I want to write something, here are some slightly more specific thoughts: • Thank you for including fast travel and making it quickly and easily available. Web-swinging through New York City is fun, but getting to objectives quickly is more fun. • Combat is ridiculously tight. There is good enemy variety, it’s challenging, and the Spider-Men’s move sets are fun. My one combat gripe is that enemies got spongy at the end when you’re fighting all the symbiotes. It made those optional nest missions especially annoying, and those are the only ones I didn’t happily complete. One other combat comment—not a gripe—is that the variety gadgets and special moves that the Spider-Men have are all useful, but for me they were functionally equivalent. You will end up with four equipped special moves and four equipped gadgets. I used whichever one was available on cooldown. It didn’t matter what it was because they all serve one function: temporarily immobilize enemies (well, two for the special moves I guess because those do deal damage!). So like, two gadgets and two special moves are available. Which do you choose?! Doesn’t matter. They all temporarily immobilize some enemies, letting you get some free punches and kicks in. • One major improvement that Spider-Man 2 has over the first one is that stealth is better integrated. In the first game, I disliked MJ’s and Miles’s stealth sequences. But, MJ’s are really fun in this game. She gets a gun, which is part of it, but somehow they were just better sequences, more engaging. Maybe they were shorter than the first game’s too? Maybe it was the switching back and forth between three playable protagonists, who were often collaborating on a mission, that made her parts more exciting? The first game would switch to MJ, and I’d lean back in my seat: “Sigh.” This game would switch to MJ, and I’d lean forward: “Time to taze some fools!” • I completed all the side missions early (except for the nests, which unlock later and I ignored). It was funny when Pete and Miles would say, “let’s see what needs doing around the city first,” in between main missions to encourage exploration and side missions, and there was nothing to do because I did all the side missions already. So I’d go pet my cats for five minutes and come back to a new main mission. As with the first game, side missions are so well woven into the gameplay, narrative, and exploration, that you don’t even notice you’re “just” doing optional open world content. • Speaking of side content, there are a bunch of suits to unlock. Many of the suits have three styles, so there are literally probably a couple hundred. There are also a ton of upgrades to gadgets, health, and so on. You’ll get many of these just as a matter of course. They generally didn’t feel that important, but I am sure they served me well. • The overarching and interweaving stories are really strong again. I remember being impressed with this in the first game, too. It’s cool that here all the villains from the first game are rehabilitated (or rehabilitating). You think that the main bad guy is Kraven and his hunters, but it turns out that’s just a set-up for the main antagonist in the game’s latter third. I suppose you could see it coming, maybe clearer if you are a big Spider-Man fan. I didn’t see it coming, but looking back, it’s awesome how those parallel storylines built up and then intersected. The only story gripe I have is that, man, these young adults are melodramatic. They are in their feelings so hard. It was a little exhausting. • On the other hand, the representation in this game is great. If you want to see diversity in video games, Spider-Man 2 is a shining example. There is a deaf character who signs, and Miles and some others speak with her in sign language. The game references African American history in terms of museum exhibits about jazz music, it talks about BIPOC artists, your playable characters are a White man, a White woman, and a biracial Black and Hispanic man, who speaks Spanish sometimes with his mother (and signs with his friend). The New York City in the game feels culturally rich and like a celebration of the real New York City, its people, and its culture. • One final note is that I recall thinking that the first game felt a bit bloated with all the side missions and the forced-feeling stealth sequences and the constant twists and turns of the story that kept it going and going. I did not feel that at all in this one, except perhaps with the health sponge enemies at the end, but that’s so minor taking the whole package together. Wonder when the third one is coming out!Fri, 14 Feb 2025 10:30:14 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7859&iddiary=13370Astrea: Six-Sided Oracles (PC) - Tue, 11 Feb 2025 14:21:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=7866Hidden gem! This was free on Epic a few months ago, and I'd never heard of it, but it sounded cool. Astrea is like Slay the Spire but with dice instead of cards. It's a "dice builder" instead of a deck builder and has some other novel mechanics. Here's how it works. Imagine the set-up is the same as Slay the Spire. Instead of cards, you have dice. Each die is really like six potential outcomes. Some outcomes are positive and others are negative. This is referred to as "purification" and "corruption." You are healed by purification, but damaged by corruption, and vice versa for the enemies. You and enemies both have a "corruption meter" (which functions as a health bar for you). If your corruption meter fills, you lose a heart. You get three hearts per level, and if you beat the level boss, your hearts refill. If the enemy's corruption meter fills, then they trigger a corruption action, which could be dealing corruption damage to you or buffing themselves or whatever. So, you are generally trying to kill enemies by doing purification damage to them, while making sure not to do too much corruption to them because it heals them and eventually triggers corruption actions. And you are also trying to manage your corruption level. Corruption needs to be "managed" instead of necessarily prevented because you trigger abilities called "virtues" when you receive enough corruption. So, taking damage is necessary for using powerful abilities. Virtues vary depending on the character, but could include rerolling x dice, dealing purification, converting a die from purification to corruption or vice versa, and so on. Dice will generally be focused around some particular action, such as dealing purification or rerolling or any one of the many actions associated with various characters, and there are three categories of dice: safe, balanced, and risky. Imagine a purification die. The safe version might have all six faces dealing a small amount of purification. The balanced version might have four faces dealing a moderate amount of purification but two faces dealing some corruption. The risky version might have two faces dealing a large amount of purification, but four faces dealing a fair amount of corruption. You build your deck around being safe, balanced, risky, or whatever combination. If you find a risky die that aligns with your build, then you will be more inclined to take it, but if it doesn't seem to align with your build, then you might decide that the chance for the strong positive faces doesn't outweigh the potential drawbacks of the negative faces. Oh yeah, I should mention that during your turn, you can pass on playing dice with purification and other positive effects, but if a die lands on corruption, you have to play it. So if your deck is full of risky dice, then you are constantly going to be forced to play dangerous corruption...but you're also going to have some powerful purification and other actions. The trick is being able to manipulate dice to increase your chances of positive outcomes. There are a lot of factors that go into this, from choosing a character (there are six to unlock) to wisely choosing your dice (based on risk, having a good amount of dice in your pool), to choosing good sentinels (up to two little robot dudes that you control and that each roll a die each turn). You also need to be strategic about pathing, which involves getting into fights, choosing dice, getting blessings, and spending cash on upgrades. I eventually determined that a strong strategy was to focus on landing on nodes where you can modify dice and then duplicating those dice. This lets you, for example, take a risky die and replace the worst corruption faces with really good actions. If you get lucky, you can, for example, stack one die with six strong faces and then duplicate that die three or four times. The logic here is replacing corruption with, well, anything else. I also enjoyed trying to keep my dice pool small and to accumulate blessings. This is really well done by aiming for the node that lets you destroy four non-starter die to receive one blessing. There are so many different strategies for builds, multiplied further by the six characters, each of which has a unique play style. One focuses on converting dice; another focuses on damaging himself for strength; another focuses on doing damage over time; another plays like that robot in Slay the Spire that has orbs; another leans into randomness even more; another emphasizes managing sentinels. Regardless of your choices though, one unique thing about Astrea is the amount of math you have to do. The game handles calculating base damage, but beyond that, you need to be able to calculate in your head to plan optimal moves. So for example, you might have a blessing that adds one purification to safe die, that deals five purification to an enemy whenever you deal corruption damage, that adds two purification when you have only one heart, and on and on and on. But the game doesn't adjust values to reflect all these modifications. You'll use a die that deals three purification, the outcome will be like 10 purification to two enemies, 11 to another enemy, 4 purification to your sentinels, and 8 purification to you, and you're like..."what...?" There is a lot to keep track of, and by the end of a run, when you have like 15 blessings, it's so complicated! But if you've made it to that point (at least on Astrea 0 or Astrea 1, the lowest of the difficulty levels), you are steamrolling enemies, so it doesn't really matter. But while I was learning, before I got the hang of things, I spent a lot of time doing math in my head. I liked it though; it felt that the game was challenging me to think. I eventually did get pretty good at it and beat the game with all the characters, and then beat Astrea's Heart with one (which is like the actual final boss when the credits roll). By that time, I was one-shotting bosses. You can increase the difficulty level, and I am sure it gets ridiculous as you go on! I can't imagine the complexity ramping up when the difficulty also ramps up in a run. So, this was definitely a happy find. I'm glad I gave it a shot and didn't ignore it just because I'd never heard of it and it sounded like a Slay the Spire clone. It really is unique with the dice. The presentation and all that isn't up to Slay the Spire standards or anything. There's a story that didn't do anything for me. But, I really enjoyed the dice-rolling and ability to harness the randomness. It's a thoughtful game, definitely recommend if you like these. Tue, 11 Feb 2025 14:21:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7866&iddiary=13368Trombone Champ (PC) - Thu, 06 Feb 2025 16:55:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=7865Trombone Champ is so weird and fun. It's a rhythm game mimicking the unique sliding feature of the trombone. As the notes move across the screen from right to left, you move the mouse up and down depending on where the note is and press/hold any button on the keyboard or mouse to play the sound. So, one hand is moving the mouse up and down, while the other is mashing a button over and over. There are tons of tracks, some song originally with trombone in them, and others remixed with trombone (and sometimes drum and bass, and always an airhorn). The addition of trombone to classical music, national anthems, folk songs, and so on is often funny. I never thought about it before, but trombones are a funny sounding instrument. Songs are rated 1-10 stars for difficulty and you are scored on ranks F through S. It starts off nice and slow, and I was hitting S rank on everything until four or five stars, when some songs started presenting a challenge. By the time I finished, I was hitting S rank on some 8-star songs. The difficulty range within each star was off, I think, because while I S-ranked some 8-star songs on the first try, I could only B rank others, and there were some 7- and 6-rank songs that were still giving me trouble. Or, I was just much better at certain types of music. Familiarity with songs helps tremendously, especially on songs with lots of fast notes, like triplets. If you know what it sounds like already, it's much easier to hit the notes. Some notes are held, while others slide. Some songs are slow, while others are fast. The crazy ones would be blazing fast with all sorts of staccato rhythms, slides like crazy (hold a button and move the mouse up or down), and big intervals between notes, such that your mouse is flying up and down and your button finger is mash mash mashing away. All coordinated, of course! That's the rhythm game part. There's also a collectible card aspect of sorts with real musicians but fake facts about them (usually involving how many hot dogs they are rumored to have been able to eat) and some bizarre lore about baboons and the treble and bass clefs and the universe and the Trombone Champ of legend. It's weird, like I said, but I found it all highly entertaining. Would definitely play more. Thu, 06 Feb 2025 16:55:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7865&iddiary=13366Do Not Feed the Monkeys (PC) - Fri, 31 Jan 2025 13:18:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=7862This game has some cool ideas, and I liked my brief time with it, but it becomes repetitive and frustrating. The game describes itself as a "voyeur simulator." You sit in your apartment watching live feeds of other people's lives ("cages" as the game calls them). This was really interesting. Each cage has a different self-contained story. One guy was an accountant moonlighting as a cross-dresser who is doing some shady business dealings and threatening people who want to expose his double life. Another cage was a room full of overeducated writers slaving away on a self-help book credited to a media mogul. Another was a field that gets a mysterious crop circle. Another was a janitor trapped in an elevator who had made an imaginary friend out of janitorial supplies and is writing his life story on the wall. Its darkly humorous, sardonic writing landed for me; I liked its vibe. So, your job is to monitor an increasing number of cages and learn things about the people in them because you have joined some organization that wants you to do this. You're occasionally given tasks to deduce something about the cage (what is the name of the person in cage 10; what is the address of cage 3; etc.). You are rewarded with money for getting these answers correct. You need money because you are also managing your own hunger, sleep, and health levels. If you don't eat, sleep, or keep your "health" up, you'll die. You also have to pay rent, and you have to pay the shady organization employing you in order to move up in the organization. To earn money, you have to take jobs. To eat, you need to buy food. Everything costs time, which is a huge constraint. The clock ticks away regardless of what you do, which means you're always getting hungrier, your landlady is closer and closer to demanding rent, and so on. This wouldn't be too hard if you just needed to watch a few screens, but it gets up to (as far as I got) 25 screens. This is practically impossible. You can't keep track of what's going on, you can't follow the stories, let alone trying to sleep and work and everything else. So, the game became about skimming the stories, clicking as fast as I could through information to try and solve the little puzzles, trying to stay alive as long as I could. I did one playthrough, but I think that's enough. If I start over, I'll have to just mindlessly click through stories again looking for keywords to file away until I have what I need to solve puzzles to earn the money necessary to stay fed and rested and housed until whatever the end game state is. I gather that there are more scenarios I didn't see, but each one blows through its content quickly, so it really would be just seeing the same short, repetitive scenes playing out over and over, with a few new ones tossed in.Fri, 31 Jan 2025 13:18:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7862&iddiary=13365