• Tag Archives First Person Perspective
  • the Outer Worlds 2 – First Planet

    I’ve just completed Outer Worlds 2‘s first planet now with an ‘Easily Distracted’ build (Science, Engineering, Observation, Hacking, Explosives) and so far the game has been a perfectly decent open-world RPG.

    Tonally and visually it’s quite similar to its predecessor while mechanically, at least as far as character-building goes, it seems a bit more limited. Without the Flaw mentioned above a character is essentially forced to focus on only two-three skills, which means there will be some content you can’t see on a single playthrough.

    In my case there were quite a number of locked boxes and several doors that I simply could not open (no Lockpick) along with a few quests/tasks that could not be completed either in beneficial ways (no Speech skill) or at all (no Medicine or Leadership skill). However, there were many things that I could only access with Hack, Engineering, Explosives, or Observation while the highest check I saw was for 5 Explosives (not including the 11 Lockpick on your ship that can be bypassed) on a door that had a key for it lying around. Most checks on this planet were for 2-3 with a handful of 4’s.

    I’m hoping the checks don’t exponentially ramp up next planet so I can stay ahead of them by over-leveling through excessive exploration (hit level 10 just before entering the Relay), or else I may have to restart with a conventional 3-skill build.

    Positives so far:
    – Very similar to the first game in tone and appearance.
    – Multiple ways to approach most things.
    – Lots of character building options.
    – Ammunition is plentiful.
    – Nice mix of tracked and untracked quests.
    – Loot hidden everywhere.
    – Ditched the equipment durability system.

    Negatives so far:
    – Very similar to the first game in tone and appearance.
    – The map is bad at showing where you can explore.
    – Restrictive skill choices and no respec option.
    – Enemies seem to have an abnormally large amount of health.
    – More than a few massive empty spaces.
    – Ditched the ability to dodge.


  • VAMPIRE the masquerade: BL∞DLINES 2

    Out of something of a sense of obligation I felt I had to give Bloodlines 2 a chance… and the first impression it leaves is quite dire.

    Now I certainly have no love for the first game, as my feelings toward it are likely rather similar to a lot of people’s feelings toward this one (namely that it’s a notable departure from what it was supposed to be based on). Yet even lacking such a bias I’m still struggling to find something worthwhile here.

    I’ve only just completed the tutorial and already run into a host of issues; the settings screen requiring keyboard input, keyboard prompts not matching any changes you’ve made, enemies magically appearing in places they have no business being in, the almost complete lack of character customization (which only becomes available post-tutorial), the heavily simplified ability system that seems expressly designed for a controller, and the lack of a manual save combined with a ludicrously rigid auto-save system.

    The opening of a game is supposed to hook you or at the very least spark some curiosity, but all this one’s has accomplished is complete repulsion.


  • The Fall of Avalon – Conclusion

    The game’s final area is notably smaller than the previous ones but makes up for it with less dead space. There is a slight issue with reused assets though where the caves and mines are concerned and it’s actually possible to skip like 75% of the area by heading straight for the crown instead of bothering with the tribe quests (which I’ll probably take advantage of on any future playthrough). The quests are pretty well done though and should be checked out if you’re at all interested in the roleplaying aspects.

    Reached the point of no return at level 74. Attributes ended up at 32 Per, 20 End, 10 Str/Dex/Spr, and 5 Pra with the highest substats being One Handed (100), Athletics (72), Evasion (68), Light Armor & Theft (58), and Handcrafting (53).

    Weapons were still the same as earlier (+10 is more than enough for a critical-focused build) but I mixed up my armor choices a bit. Since I was already mostly 1-shotting enemies I decided to slightly compromise between effectiveness and appearance and ended up with: Crow’s Mask, Ashen Veil Cloak, Perceval’s Tunic, Winged Cavalier Gauntlets, Tainted Priestess’s Leg Covers, and Sir Gawain’s Weathered Sabatons. While for accessories I’d been using Amulet of a Novice Ogre Hunter, Swordsman Amulet, and Poison Ring for ages.

    Skill selection ended up being the entirety of all three Perception trees (this was completely unnecessary and only done for completion’s sake), all of the Statuses tree and Armor’s Inner Strength node in Practicality, all levels of the Parry tree’s Parry King along with the Movement tree’s Athletic Build node in Dexterity, and finally one point in Strikes of Luck, Invigorating Dance, and Symmetric Combat in Strength’s One Handed tree. Pretty much nothing survived two charge attacks.

    Final thoughts would be that the epilogue slide presentation is surprisingly robust, if a little buggy, and I think I want to do at least one ‘evil’ playthrough on the Kamelot side to see if there’s any notable reactivity to the ending sequence. Will likely be magic-focused to gauge how effective it is compared to critical dual wielding (stealth ranged is obviously overpowered without my having to do a full playthrough).


  • The Fall of Avalon – Act 2 Complete

    Fall of Avalon‘s Act II down now with, I think, all quests except Perinde Ac Cadaver and Unholy Matrimony (which didn’t fit this character) completed. It’s hard to be sure because several are linked to completing earlier ones and you won’t know if they’re available until talking to the questgiver again on a later day.

    Level 55 with highest substats at 100 (One Handed), 80 (Sneak), 62 (Athletics), 55 (Evasion), 51 (Light Armor & Theft), and 50 (Handcrafting). Wielding mostly the same equipment mentioned earlier except the Smuggler’s Knife is at +10 and I went with Fledgling’s Mask and (the Act II version of) Duel Knight Trousers instead of Lancelot’s stuff. Attributes are at Strength/Endurance 15, Dexterity 8, Spirituality 3 (from consumable items), Practicality 4, and Perception 21.

    I’m thinking of replacing the Keeper’s Boots with either Sir Gawain’s Weathered Sabatons or the Swiftfoot Boots once I hit level 60 since the extra Critical Chance will be useless by that point with all the Perception. Will probably redistribute my attributes in general then since I won’t need so much Str and End, though I think I’ll keep the two backstab points. While it’s true there aren’t many enemies you can sneak up on in melee, when you can it’s quite satisfying and I’ve already gotten basically all the other useful skills.

    As for the chapter itself, it’s mostly on par with the first. There’s perhaps a bit more backtracking where quests are involved though (I’d suggest focusing on the main questline first since it doesn’t overwrite any areas) and the northeastern area feels notably unfinished. It’s just a barren, empty expanse for the most part with a large amount phantom terrain lacking collision along the border over by the Wickerman location. This of course raises some notable concerns regarding the upcoming third Act.


  • The Fall of Avalon – Act 1 Complete

    At the end of the game’s first act, having sided against Galahad and cleared all the available quests, I ended up at level 30 with my highest substats at 79 (One Handed), 72 (Sneak), 46 (Athletics), 44 (Handcrafting & Theft), 40 (Light Armor), and 33 (Block).

    While I went for a melee-stealth build… that seems to have been a mistake. There aren’t really many opportunities to backstab enemies and it’s more efficient most of the time to just rush in with a charge attack, dodge back, then repeat. Stealth seems far more useful for ranged characters and fortunately there are a decent number of respec potions so I can get back the couple of wasted backstab skill points if this remains true in the next act. Both parrying and critical damage are great though and I don’t regret putting points into those two trees at all.

    Attribute-wise I’m currently at 10 Per, 8 Dex, 7 Str/End, and 4 Prac. The odd spread is to wear Bald Cait’s Tunic, with the Keeper’s Boots, Parrying Gauntlets (to be replaced with Duel Knight Gloves next Endurance point), and Duel Knight Cape. For head and legs I’m planning on eventually using Lancelot’s armor (wearing Hatchling’s Mask and Traveler’s Pants at the moment), which means I have to get up to 15 Str/End. For weapons I’m using Spine Splinter +10 (its ability scales off melee critical chance) and Parrying Dagger, though the latter I plan to replace with the Smuggler’s Knife next act.

    The Spine Splinter in particular is worth mentioning because it can only be acquired through the randomized identification system. Basically, anything you kill at night has a chance of dropping one of six unidentified items. You then spend webs at an upgraded bonfire to ‘roll’ on each item which rewards you with one to three random items. While most of the possibilities aren’t very exciting, there’s allegedly a chance of getting permanent stat-boosting items (I’ve never gotten one) and it’s the only place certain weapons will appear.

    Moving on to the magic system, the Wolf’s Call spell is amazingly useful for a melee character even with no points spent in Spirituality or the Summoning skill tree. While many bosses can take them out in one or two hits, the wolves still give you plenty of time to take off a chunk of their health unopposed. Or let you retreat and heal/re-buff. I haven’t bothered trying any offensive spells so can’t speak as to their effectiveness.

    As far as completely useless things go, the main two would be housing and the horse. The former serves little point considering the outside stash access, since you can’t display anything (although you can buy furniture if you complete a specific questline), while the latter seems to be slower than sprinting and gets caught up on even slightly uneven terrain. I’d suggest completely avoiding both of these features.


  • Tainted Grail: The Fall of Avalon

    While I had heard Tainted Grail: The Fall of Avalon was similar to an Elder Scrolls game, only being familiar with Tainted Grail: Conquest before (which is a tactical deckbuilder) I wasn’t quite sure what to expect.

    As it happens it’s essentially a hybrid of Skyrim and Elden Ring. It has the exploration, quests, skill system, crafting, and lockpicking of the former along with the attributes, leveling, equipment, encumbrance, and aesthetics of the latter. Combat is basically Skyrim‘s, with the added ability to both dodge and parry, while enemy variety and scaling is more like Elden Ring.

    I’ve only cleared around the post-Tutorial fortress area so far… but it’s looking like I’m going to be dumping quite a bit of time into this game.


  • 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.


  • ENDERAL: FORGOTTEN STORIES – Conclusion

    I wanted to clear the entire map before giving up, but the events of the Angel main quest just encapsulated everything wrong with the Mod. Specifically: The railroading. For a work that seems to champion freeform exploration, it’s insanely rigid about quest progression to the point that items or enemies tied to quests simply don’t exist until the proper queststate is triggered.

    Still, I did clear ~most~ of the map (everything except Thalgard and the locations in the north-northeast part of Frostcliff Mountains) and got to level 55 so can say a few things for sure.

    • – Marksmanship is basically worthless without Stealth, and even then you’re going to need a backup plan for the fights you can’t sneak in.
    • Phasmalism is a mixed bag. It helped keep enemies off me as an archer, but seems like it would better support a melee character since the souls are pretty fragile.
    • – I suggest not bothering to explore any area quests don’t send you to, unless they contain a specific item you need or you’re a completionist. And if you are one, then you’ll absolutely want to install the Tracking Tool Mod.
    • – If you do want to explore everything the general area order is:
      Suncoast/Heartland/Farmer Coast -> West Cliff -> King’s Pass -> Fogville/Whisperwood ->
      Goldenforst -> Dark Valley/Crystal Forest -> Desert -> Frostcliff -> Thalgard.
    • – Plan to max out 3 Memory trees, 3 Combat Skills, and 2-3 Crafting Skills.
    • – For Combat Skills there’s not much point in raising the Magic ones over 90 (including the Knowledge bonus).
    • – Some Crafting Skills have an optimal point to stop raising them (assuming no racial bonus):
      25 Lockpick, 47-65 Rhetoric & 61-70 Sleight of Hand (depending on if you can craft the Venturer gear or not), and 56-75-100 Handicraft (depending on if you care about enhancement and find the ring)
    • – Talk to every named NPC, as several of them have quests or Knowledge prompts.
    • – Don’t bother looting anything with a Value/Weight Ratio under 20 unless you need it for a crafting recipe.

  • ENDERAL: FORGOTTEN STORIES

    In the mood to play something like Skyrim I was scanning through GOG’s library when I stumbled across the sequel to Nehrim. How did they get a total conversion Mod listed like a stand-alone game? I have no idea, but it certainly makes installation a breeze.

    While I remember Nehrim feeling significantly different gameplay-wise from Oblivion, Enderal is only really different where the leveling system is concerned. Basically it’s ‘just’ Skyrim with the leveling and exploration aspects of the Gothic series. Which is to say you level by killing things (which are not level-scaled) and completing quests while being able to find all sorts of hidden things hand-placed around the world and location maps. None of which so far have felt similar. The magic, perk system, skill usage, and combat are all the same (though there are some new perks).

    So far, with the Sun Coast through King’s Pass areas cleared as a stealth ranged build with the Ghostblade affinity, it’s just what I was looking for… though I strongly suspect I’ll burn out before completing it.


  • ESO – 2 Month Mark

    With the second month of ESO+ having just expired, it seems like a good as time as any to take a break from the game to focus on some other stuff.

    At this point I’ve cleared all content up through the Summerset chapter (apart from the Trials, which I’ve decided to skip due to lack of automated matchmaking, and Blackrose Prison), maxed out all weapon, armor, crafting, guild, & world skill lines (besides werewolf), acquired all pack/bank slots, and reached Champion Level 659.

    Only thing I regret is not getting into the card game earlier (currently only rank 5). It gives so, so many crafting materials as rewards for playing it’s not even funny; legendary ones can even show up in the consolation prize. Just a massive missed opportunity there.

    I’ll probably go back sometime after FFXIV‘s next major patch to finish up the remaining story chapters, though I don’t think this will be a game I’ll be playing long-term. There’s a certain lack of variety that comes from only being able to slot 5 abilities at a time, the trading system is just flat-out horrific, and it kind of pisses me off how incredibly unbalanced the PvP situation is.