• Category Archives Video Game Related
  • WARHAMMER 40,000: Rogue Trader

    While I bought this game back when it was released, after my early experiences with the Pathfinder games I decided to wait to play it until after the first set of DLC were available.

    I’ve just cleared the second chapter now and can say that so far it’s really good, being only the second Warhammer-related game I’ve consistently enjoyed (the first was Mechanicus, although Chaosbane and Gladius weren’t unplayable). While character building can certainly be confusing the actual combat systems are pretty straight-forward and the non-DLC areas have a smooth difficulty curve with plenty of dialog choices.

    Basically in combat you’ll be presented with one to three strong targets accompanied by five to ten trash mobs for each and the idea is to massacre the weaklings with AOE attacks to trigger your heroic abilities which will then destroy the stronger ones. Most battles should be over in under four turns assuming you haven’t gone with completely ineffective leveling choices (like raising Strength on a ranged character) and have decent reputation levels with the various traders (using the PF stat as a perquisite for free items instead making you pay for things is a neat touch).

    Moving on, the colony system is sort of extraneous and (like character building) laden with traps while world map travel looks far more complicated than it actually is. While browsing the wiki I ended up throwing together a basic cheat sheet with a travel itinerary alongside puzzle solutions, notable colony project highlights, and faction reputation targets.

    For this first playthrough I went with a ranged mage-like Pyromancer build and was somewhat disappointed, sure they can blast apart single targets or a clustered group of enemies… but the bladedancer NPC can clear like half the map herself. Perhaps that’s an unfair comparison though since the power-level of the DLCs is notably higher than in the base game. Very noticeably higher, and if you do the associated quests when they become available you’ll likely have a challenging experience. While I did manage to clear them on Daring difficulty without much trouble I wasn’t experimenting with character builds at the time (that’s for a second playthrough).

    Speaking of which:

    Void Shadows includes a massive amount of content that heavily fleshes out the second chapter along with a new party member and archetype option, both of which are insanely good. Definitely pick it up if you have the chance.

    Lex Imperialis doesn’t add as much content to chapter two (fortunately, since it’s getting kind of bloated) but does also include a new companion and archetype alongside shields as a new variety of weapon. While I like the equipment and leveling options quite a bit, the NPC isn’t particularly impressive one way or the other.


  • Pathfinder: WotR – INEVITABLE EXCESS

    Finally got through the game with my Azata character (which was a Core Ironman run for the related achievement) and Trickster/Swarm/Legend character, which just leaves Demon as the last mythic path I have to take. Azata wasn’t very good, though it at least had a unique ending. Trickster turned out insanely good in basically all respects, while Swarm would absolutely be a challenge run if you don’t happen to have the Midnight Isles DLC installed. As for Legend… it’s pretty damn powerful when used with a fighter build and adds some interesting exposition regarding your soul.

    Before starting my final main campaign playthrough though I thought I may as well run through the Inevitable Excess DLC (with Legend) for the import bonuses, but since I really didn’t want to play it all that much I did so almost entirely on Story difficulty. Switched to Unfair for Inevitable Darkness and managed to kill him on the second try with the combo of Guarded Hearth, Freebooter’s Bond, Smite, Fortune Hex, and then just wailing away with Dimension Strike.

    Overall I’d have to say the DLC is just as bad as suspected, with it being essentially half pointless/tedious combat and half infuriating platform puzzler. I’d strongly suggest skipping it unless you really need the import bonuses for something like a Test of the Starstone run. Something I’m currently waffling on whether to attempt or not… although I suppose I could simply start out on Unfair and just lower it if it ever become too much hassle.


  • Dragon’s Dogma II

    Not much to say about Dragon’s Dogma II to be honest, as it’s effectively identical to the first game as far as gameplay goes. You no longer have to micromanage your level-ups, which is nice, but the camera seems like it’s far closer than it used to be.

    Pretty minor differences all told, so if you greatly enjoyed that (or never played it) then you may as well give this one a chance.


  • Ys X: NORDICS

    The tenth Ys game fortunately takes a few steps backward from the dull cityscape of IX to more resemble the wilds of Lacrimosa.

    Storyline-wise it takes place between the first two games and Celceta, and at least up to the fourth chapter doesn’t have much to complain about. Normal exploration is also fine while shipboard exploration reminds me a bit of Assassin’s Creed Odyssey.

    No the problem is mainly the combat; basically the game wants you to use a bunch of abilities with one character, switch to the other and do the same, then repeat. The end result being a hectic button-mashing mess most of the time with only boss battles changing things up, since there you’re going to want to alternate perfect blocks with heavy-hitting dual skills instead. It’s not bad exactly but… I don’t know. It just seems to lack weight.


  • Avowed – Midgame

    A storyline sequel to PoE: Deadfire, Avowed goes in a completely different direction. While as that (and its prequel) are third-person party-based tactical RPGs this is closer to Dragon Age Inquisition in gameplay style.

    What it shares with the previous Pillars games are the setting details, plot developments, and emphasis on quest-based progression; you’ll get far more experience from completing quests than killing things. Many quests also have multiple ways to resolve them, offering a decent amount of roleplaying opportunity. You have far less choice where companions are concerned though and are forced to both recruit all of them and take at least two with you at all times (once you’ve progressed far enough in the main quest). Which is annoying.

    Also annoying is the equipment system, which can screw you over if you don’t understand how the unique item scaling works. See, every unique weapon or chestpiece you find will match its quality tier to the highest tiered relevant item you currently have in your inventory (assuming its minimum tier isn’t higher). If you upgrade some leather armor to the Exquisite tier for example, all unique armor you find afterward will also be at least Exquisite tier. So, to get the most out of your materials, you’ll want to only upgrade one weapon and chestpiece at a time and save up enough to go straight from +0 to the next tier level (skipping +1 through +3) in case you find a better unique than the one you’re currently using.

    Switching gears, ranged combat is what you’d expect from an open-world FPS: Basically you want to line-up headshots while dodging away from anything that tries to rush you (there are no cover mechanics). Melee seems a bit more dynamic with its blocking and parrying system, but I’ve been focused on first pistols and now rifles so can’t really comment on it at this time. Enemy behavior is pretty simplistic though and does not appear to change much if at all over the course of the game… which will probably get boring if you don’t switch up your weapon selection.

    Honestly at this point, at level 15 with Superb equipment and having just entered the third area, I feel little incentive to keep playing. There’s the railroading going on in the main storyline regarding the companions, combat as mentioned is pretty same-y, and exploration lacks a certain something where the loot is concerned. Maybe being able to equip your companions would help? As it is it feels like a waste to find nothing but items destined to be vendor trash since they don’t fit my build.

    Long story short, mostly what playing this game has accomplished is make me nostalgic for Greedfall. May just end up re-installing that instead of going further with this.


  • Zoeti & THE LEGEND OF HEROES: Trails through Daybreak

    Another game similar to Slay the Spire, Zoeti‘s key differences are that it features a storyline structured like a visual novel and uses a standard card deck in battles. The former is a bit of a problem due to both the questionable dialog and that you have to skip through it on subsequent runs while the latter is more interesting, tying abilities to poker hands instead of individual cards.

    Having skipped Trails Into Reverie after getting burned-out completing four Cold Steel games, I went into Trails Through Daybreak hoping for something a bit different. That was not to be; the only notable difference between this game and the last CS one is that you can now fight and defeat trash mobs on the field map using basic attacks. It’s certainly not bad, but releasing essentially the same game every year or two just gets old.


  • Cardaclysm: SHARDS OF THE FOUR & MONSTER TRAIN

    Cardaclysm is a puzzle-like card game in which the first turn or two are the most important. A single hit to your avatar will cause a loss, so basically you want to kill everything first turn, or play just enough cards so that your retaliation will allow a clear on the second. It’s kind of interesting but also incredibly simple.

    Monster Train is essentially Slay the Spire with tower-defense elements. The games are extremely similar and if you liked that then this will be right up your ally. The Last Divinity DLC is worth picking up as well since it both adds more to the base game alongside a totally new (and optional) final boss fight which plays markedly differently.


  • SONGS of CONQUEST & King’s Bounty II

    Songs of Conquest is, simply speaking, a Heroes of Might and Magic clone. If that’s what you’re looking for it should scratch the itch, but I was hoping for something leaning a bit more toward RPG instead of turn-based strategy.

    Which brings me to King’s Bounty II, which is both quite a bit like previous installments in the franchise and notably different in that it leans harder on the RPG aspect. Character building is the same except that higher level skills are now gated by alignment choices, army recruitment is the same except now each unit has a maximum number regardless of Leadership score, exploration is the same although now it’s done in a ground-level over-the-shoulder view while featuring far fewer enemy encounters, and finally questing has been greatly expanded (albeit still with the same bizarrely disjointed English dialog).

    For the most part I had a lot of fun going through it as a Paladin, but there are some notable oddities like Celestial Warrior recruitment being hidden (the recruiter pops up after a specific quest in an old out of the way part of the Mage Tower) and the legendary armor rewards apparently being randomized (so make sure to save before completing the Julian and Rosaline quest and various Cult of Unity subquests). For army composition I went with:

    Spirits of Light -> Disciples -> Bear Riders -> Celestial Warriors
    Swordsman -> Cavalrymen
    Crossbowman -> Royal Mages
    Raiders -> Mercenaries -> Red Dragon
    Free Archers -> Dark Adepts

    Wasn’t really fond of the Cavalrymen to be honest since they died weirdly often, but you can’t really complain about the Morale boost they give. Had a naked 5,590 Leadership at Paladin level 30 with I assume all totems collected (also 90 Knowledge, 15 Magic Power, and 5 Warfare), meaning at least one rank in the Glory skill is necessary (assuming no relevant equipment) to recruit the maximum number of Celestial Warriors and/or a Red Dragon. Chimera oddly require 2,500 per unit and so need an insane 7,500 to max them out which I’m not sure is actually possible to achieve even if it were worth it.

    Recruitment Unlock Quests

      Rank 3/4 Order Troops: Enemies Among Men
      Celestial Warriors: Cult of Unity, Haven of the Enlightened Ones
      Red Dragon: Lyssa’s Dungeon
      Chimeras: Beauty and the Beasts
      Bone Dragon: Fatal Voyage

    Finally we come to skills. At level 30, and having done all quests, you’ll have 128 Skill points and 43/41 Alignment points. So you’ll have enough to both max out one tree and unlock the second tier of the opposing tree, assuming you do the latter first to avoid getting locked out of those choices. I’d suggest getting at least 8 Order points on any character in order to grab Glory and at least the first rank of Training (you can always respec after hitting max level). After that it’s a choice between maxing out either Power or Finesse; the third and fourth tiers of Order/Anarchy are garbage in comparison. I’d also strongly suggest avoiding all the money-increasing skills since you’ll have no shortage of that as long as you explore a decent amount and make use of the post-battle heal function.

    Now it’s time to play through as a Mage to see how effective trying to win primarily through spellcasting is. For Paladin I ended up going Fire/Life for the Inspire, Burning Touch, and Inner Flame spells, and so for Mage I plan to go Death/Ice to focus on debuffs and Air for Chain Lightning, Portal, and Summon Chimera.


  • Pathfinder: WotR – A DANCE OF MASKS & Aeon/Devil/Gold Dragon

    The A Dance of Masks DLC for WotR adds two things to the main campaign.

    The first is a somewhat sizable questline which triggers partway through Chapter V, which happens to include a mostly optional set of arena battles against an assortment of fairly random opponents. Apart from some awkward voice acting, as if the actors hadn’t had time to re-familiarize themselves with the roles (only Regil and to a lesser extent Woljif didn’t stand out), there’s nothing much on the technical side to complain about. Mechanically it’s pretty easy and tosses a bunch of overpowered items at you on top of that. That said, the arena fights on the other hand are a completely mixed bag. While most don’t pose much of an issue, there are some that are just plain ridiculous (like the wild hunt, or that shadow monk if you don’t have Mass Heal). I certainly do appreciate the free Greater Restoration after every match though and the rewards are useful enough.

    The other addition is a new quest available to the Devil mythic path if the queen survives the events at Iz. Not really sure what the point of that was honestly as it feels kind of like it’s sectioned off into its own thing and doesn’t really flow well.

    I played the above shortly after quickly running through the Gold Dragon endgame and finishing up my Aeon playthrough (made some mistakes there like going Crossblooded when the Abyss STR bonus gets overridden by DoM’s +4 attribute potion and forgetting Transformation) to finally get that Sadistic Game Design achievement.

    Aeon’s unique ending is pretty good and the whole altering the past theme is integrated fairly well. Gold Dragon on the other hand is mostly just annoying, with its quests sending you out into the middle of nowhere, but it also has a somewhat unique ending which at least fits the theme. Devil, as it turns out, is even more annoying than Gold Dragon since you have to wait months to work through the event chain that grants Mythic Level 9… and it doesn’t even have a unique way to resolve the final battle.

    Final thing to note is that I also cleared the full-power version of Sithhud added by importing a Lord of Nothing save. It is not something I ever wish to do again. The first two phases are fine, no problem. The third though… in the third you have to kill him nine times while he gets slightly stronger after each death and constantly jumps around the arena. I actually almost ran out of Empowered+Bolstered Hellfire Rays on Ember while taking him down.


  • Pathfinder: WotR – THE LAST SARKORIANS & The TREASURE of the MIDNIGHT ISLES

    The Last Sarkorians DLC turned out to be fully integrated into the main campaign. It adds a new class (which is sort of a mix between Druid and Fighter, sacrificing spellcasting for a focus on Wildshape) and a new romanceable companion with a full set of sidequests taking place in a new multi-part location.

    The companion is decent enough if you spec him toward Charge damage, though he’ll need quite a bit of buffing support. The sidequests meanwhile don’t feel out of place but are a bit unbalanced in some places. Like, why does that Bloodrager have DL37 Cleric/Wizard buffs on him? As long as you’re geared to handle swarms though (and the companion comes specifically with an anti-swarm necklace, with more available in the new area) for the most part the added content doesn’t feel unfair or forced. And more importantly, clearing it won’t unbalance the main campaign’s progression.

    Something that cannot be said for the integrated version of The Treasure of the Midnight Isles DLC. That one is not balanced at all.

    It immediately starts you out against level 18 enemies as basic encounters (in Chapter III) yet, bizarrely, also starts out with level 5 floor bosses. Over the course of all three quests, things never really level out with the difficulty continuously jumping around all over the place. Sometimes a boss will be a one-round joke, other times it’ll inexplicably be able to cast spells with multiple metamagic effects beyond its level or have 70+ AC or 30+ Saves. It’s just a massive slog in general and doesn’t really offer any rewards worth the effort besides a boatload of (effectively useless) gold and enough XP to get you to level 20 shortly after arriving in Chapter V.

    Can’t speak for the stand-alone version yet, but if it’s anything like Kingmaker‘s Beneath the Stolen Lands DLC then it ~may~ be worth picking up if you enjoy playing around with different party compositions.

    As an addendum, I also just ran through the content added by the free Love Beyond Death DLC. It’s… okay? While there’s nothing annoying about it, there doesn’t seem to be much point in actually wandering down there unless you happen to have a character specialized in Earth Breakers.