• Tag Archives First Person Perspective
  • Wizardry: Labyrinth of Lost Souls – First Impressions

    Having only played Wizardy 8 before, my only hopes going into Labyrinth of Lost Souls were that it not be as overtly antagonistic as Elminage: Gothic. Fortunately, that is indeed the case.

    Which is not to say that it’s user-friendly… because it’s emphatically not; nothing is explained or documented. Nothing. Want to know what attributes do? What the class requirements, abilities, or spell gain rates are? Which spells affect a group, all enemies, or have a permanent duration? Well, you’ll have to just use them all yourself and figure it out. It also has similar annoyances to Elminage regarding overly complicated item-related menus, equipped items mysteriously taking up inventory space, and party members in the back row being dead-weight for quite some time.

    It is however better than that game in three ways that make all the difference in the world: An easily accessible map feature, no character aging system, and class changes not resetting attribute points. At the moment I’ve fully mapped the first three floors of both the main and Trials dungeons (alternating between them, Trials # -> Shiin #, appears to be the best way to proceed) and am at level 11-12 with a party consisting of a Thief, Lord, Samurai, Mage, Priest, & Bishop.

    Some advice:
    – The bonus points you get at character creation can allegedly range up to 40 (the highest I’ve gotten is 30, and over 20 is quite rare).
    – Everyone can use Agility & Vitality (and Luck affects drop rates).
    – Immediately buy the two available maps (later ones are loot drops).
    – Buy 2-3 short swords for your front-liners as soon as possible.
    – Be on the lookout for armor that increases magic resistance; magic deals crazy high damage.
    – You absolutely need both a Thief and Bishop in every party.
    – Save after every (successful) battle, before opening any chest, and before trying to resurrect anyone.
    – Levitation, Battle Aura, & Advanced Reflex all last indefinitely (until you either leave the dungeon or hit an anti-magic area).
    Item Drop Chart someone put together.
    Alternate text version sorted by dungeon level.


  • Fate hunters & KingdomCome: Deliverance

    Fate Hunters is a game very, very similar to Slay the Spire. A bit easier though, so long as the ‘Reinforcement’ option is turned off (which it probably should be on your first few attempts), thanks to the introduction of disposable ‘one use’ cards you can pick up without fear of ending up with an oversized late game deck.

    The Inquisitor focuses on healing & self-damage with a subfocus on discard. The deck I eventually beat the final boss with was a treasure-heavy Pot of Greed/Empress deck that focused on the combo of Seal of Repentance -> Holy Fire -> Nemesis. The Arcanist specializes in multiple-choice effects, random damage, and duplication, with a subfocus on weaponry. I ended up beating the tower with a Fireball-heavy Wheel of Fortune build with Magic Rune and Fire Rain.

    Unlike those first two characters, the Raider is somewhat more limited in build choices and you’re pretty much forced to focus on a Soul Stone-centric build… though that’s far from a bad thing since Soulstones are quite versatile. The winning deck here ended up being centered around Dark Flame, Famine, Souls Bust, and Soulstorm. The fourth and final unique character is the Berserker, which specializes in Wound creation (far trickier to handle than Soul Stones) & criticals with a subfocus in discard. This time I ended up clearing the tower with a weaponry-centric Hermit build; Feel No Pain and Deadly Swing have no downsides when only a single Wound can be in your deck at a time.

    The final character, the Spy, is a medley of the others. You can build a deck mimicking one of the above builds, or mix and match from multiple builds. The later is quite risky though and can easily result in a deck that does nothing particularly well. The winning combination I ended with was a Curse-heavy self-damaging Possession build (Cursed Sword, Philosopher’s Stone, Eviscerate, Unbreakable, Nemesis) which transformed into a Hermit deck on the last floor.

    So yeah, the game’s fun. I don’t think it’ll have as much repay value as the aforementioned StS though due to the reduced complexity. Of course, that’s to be expected since the entire installation is <300MB. Pick it up on sale sometime for ~$10 if you enjoy StS.

    Switching gears now we come to Kingdom Come: Deliverance, which at first glance appears to be an open-world RPG. While that should be right up my ally, in reality the game bears an unfortunately strong resemblance to a medieval life simulator. A hunger system, an energy/tiredness system, a cleanliness system, a food decay system, an equipment deterioration system, an overly complex real-time locational-targeting-centered melee combat system, and a highly limited ability to save your progress.

    I got to the second area and just kind of lost all will to proceed, since I most certainly don’t play games to be forced into doing things I already have to do in real life. The visual quality is quite impressive though. If you want to give it a shot, make sure to grab the KCDTweak utility to reduce/eliminate some of the inherent annoyance.


  • Shadow Warrior 2 & The Bureau: XCOM Declassified

    While Shadow Warrior 2 may at first glance look like an FPS, in reality it’s an action RPG with quite a few character progression options. Unfortunately (and similar to Cosmic Star Heroine) it also has an overwhelmingly unconventional sense of humor made worse by some notably lackluster voice acting. The actual gameplay though is pretty good once you accept that you’re expected to get hit and take damage (there’s no dodge/block ability apart from a specific Katana move).

    The Bureau: XCOM Declassified on the other hand is a more conventional FPS, albeit a squad-based one with cover shooter gameplay similar to Mass Effect 2. Squad tactics are very important here if you’re playing on the higher difficulties; a style of play facilitated by a ‘bullet time’-like mechanic that lets you give orders in relative peace. There are some notable negatives however: Saving is restricted to checkpoint autosaves, the character interactions are pretty terrible, and the PhysX graphic options are broken by default (while they can be fixed easily enough, doing so results in extreme slowdown at certain points).


  • Hand of Fate 2 & Shadowrun: Dragonfall

    The second Hand of Fate game is essentially a slightly refined/expanded version of its predecessor. If you’ve already played that then you’ll know whether or not you’ll like this, and if you haven’t then you may as well just start here.

    As for its recently released DLC… well, you might as well grab that too. While the new cards aren’t really anything to write home about, the new companion is remarkably useful.

    Similar to the above, Shadowrun: Dragonfall is mechanically just a refined Shadowrun Returns and you’re basically paying for the base campaign. Which, granted, certainly does feature more roleplaying opportunities and choices than the earlier game. What’s a bit odd though is how most of the various NPCs in your central hub have evolving storylines which don’t actually go anywhere; they’re pure flavor text.

    A few quick things about it:
    – Your PC has to be a Decker to access everything.
    – Decking and Charisma don’t need to be higher than 6 for dialog checks.
    – The Security and Corporate etiquettes are both useful for avoiding annoying fights.
    – Bonuses (such as those from cyberware) can’t raise your stats above 11.


  • LEGEND OF GRIMROCK II

    Unlike the first game (which got kind of annoying with everything being underground), I actually managed to complete this one at character level 14.

    While I’m not a big fan of puzzles, most of the ones here are thankfully logic-based and can be solved with enough trial & error. There are only a couple that require the use of specific items or codes based off obscure messages (and for those I suggest consulting a walkthrough). The biggest puzzle is really what sort of party composition to make and to determine that I strongly suggest reading through this character creation guide. Classes play much differently than you would think and you absolutely must have someone with a maxed out Alchemy skill.

    As for combat, some of the encounters can be a bit tricky but none of the enemies ever come across as unfair or require obscure and/or unintuitive tactics. Really the worst I can say about the combat aspects are that when/where you acquire injuries seems to be completely random. Another complaint would be the hunger system, as I unilaterally hate all hunger/thirst systems, but that’s easy enough to disable using a Save Game Editor (simply set the “food_rate” CHAR STAT to 0).

    So all in all it ends up an enjoyable experience with only a handful of occasional annoyances.


  • Elminage: Gothic

    There are two kinds of difficulty, fake difficulty (primarily arising from having the adversaries cheat) and real difficulty. This game unfortunately includes both varieties in a particularly tedious and hassle-filled combination.

    On the one hand it features enemies that can do all the same things your characters can (including instant-death attacks) in great numbers (encounters range up to groups of 18). This is real difficulty. On the other… it also gives enemies abilities your characters can’t possess (even if you Summon Contract them; such as formation switching), gives them infinite spell casting, resets your attributes to the racial (not class) minimums if you multi-class, has equipped items reduce your free carry space, completely disallows resting outside of town, and restricts having a basic map to a specific spell/item (L1 Mage/Magic Map). That’s all fake, artificial difficulty.

    The two real deal killers are the map system, since the environmental graphics are incredibly bare-bones and floors are filled with miles of identical walls and doors which inexplicably auto-close behind you (more fake difficulty), and lack of a dungeon-based resting system which makes primary spellcasters dead weight most of the time… unless you had the fore-knowledge to make them Dragonewts for the Breath attack. It also doesn’t help that leveling is unexciting; apart from gaining new spells (which you’ll rarely use in normal encounters) the only other useful level-up abilities come from ‘mastering’ a class at level 26+.

    If all that wasn’t enough though, there’s also the technical issues. Sometimes left-clicking won’t work as a selection command (such as when transferring items between characters) and you have to use the relevant keyboard command instead (Enter by default), using the ‘repeat last round commands’ function does not repeat the character ordering if you set it, the identify/disarm traps menu is a clunky mess, and the town menus are an unintuitive labyrinth.

    So no, I don’t think I’ll be playing any more of such a highly random and deliberately antagonistic game. Some resources if you decide to attempt it:

    Useful Information and Walkthrough
    Cheat Engine Table (GoG Version)
    Age Stat Growth and Spirit Pact Information (GoG Version)


  • GWENT – Rank 19

    After switching through a bunch of decks, and falling all the way down to 3400, the realization hit that I simply was no longer having any fun playing the game. A fundamental change was in order. So rather than thinking about what would be good against the current metagame (which is a crapshoot to predict with the blind matchmaking) I instead just put together a bunch of cards that would be fun to play.

    Ironically, I ended up with a variation of Dagon-Butterfly:

    • Foglet x3, Celaeno Harpy x3, Ekimmara x2, Earth Elemental x2, Arachas x3, Lacerate x2
    • Grave Hag, Fiend, Katakan, Water Hag, Decoy, Monster Nest
    • Ge’els, Triss: Butterflies, Woodland Spirit, Succubus

    Now this is not an optimized deck; it has only two methods of calling fog, the Arachas seem orphaned, the consume aspects come across as half-baked, and you can get an awful draw with multiple Foglets/Arachas. Yet its variety, and flexibility (Weather, Butterflies, Succubus, Resilience, Grave Hag, Behemoth/Foglet via Monster Nest), is exactly what I ended up liking most about it and the only real complaint is a lack of card draw.

    It brought me up to 4050 in rather short order considering I only played enough each day to reach the first daily reward (a countermeasure against burning out again). Assuming nothing changes I’ll probably stick with this for the foreseeable future, though I’m curious about a Dwarf-Resilience deck I saw a few times that takes a similar approach (it ran Sheldon, Blue Mountain Elves, and even a couple Skirmishers).


  • GWENT – Rank 18

    After the last post I ended up stuck at Rank 17 for like a week. Couldn’t gain any traction whatsoever against all the Butterfly and Kaedweni Sergeant decks that were suddenly so popular.

    So I built a Eithné deck specifically to fight them:

    • Smuggler x3, Trapper x2, Dragoon x3, Thunder x1, First Light x1, Shackles x1, Epidemic x1, Mardroeme x1, Lacerate x2
    • Toruviel, Ciaran, Myrgtabrakke, Braenn, Nature’s Gift, Necromancy
    • Saskia, Saesenthessis, Schirrú, Ithlinne

    Unfortunately, I was not skilled enough to make the most of it (making dumb misplays rather often) and didn’t get very far. So to hell with it I thought, I’ll go back to my roots with John Calveit:

    • Golem x3, Pikeman x3, Brigade x2, Medic x2, Rot Tosser x3, Emissary x2
    • Peter Saar, Aukes, Assire, D-Bomb, Fake Ciri, Cantarella
    • Cahir, Vilgefortz, Tibor, Letho

    Less weak to player error and far better at topdecking… and it certainly didn’t hurt that Letho plays havoc with Fogling/Resilience strategies… this deck finally broke me past the 3600 point barrier. The only change I made since putting it together was switching out Twisted Mirror for Assire (it was a dead card too often and I sometimes ended up without any cards to draw). Now let’s see if I can make it any higher.


  • GWENT – Rank 16

    I’m continuing to play this game almost religiously.

    After my earlier success with the Bran-Discard deck I hit something of a wall, winning and losing in equal measure. Changing things up I switched over to a Calveit-Spy deck following the random acquisition of the Rainfarn card in a keg:

    • Golem x2, Brigade x3, Medic x3, Engineer x1, Rot Tosser x3, Emissary x2, Ambassador x2
    • Peter Saar, Aukes, Vanhemar, Decoy, de Wett, Fake Ciri
    • Cahir, Rainfarn, Vilgefortz, Tibor

    I had remarkably good success with this and practically flew up the ranks. It has bad matchups against both Elder-Consume and Voorhis-Reveal though (two popular archetypes right now at this position; the third being Dwarf-Boost) and I’m debating whether or not to fit Letho in somehow.

    Aside from that one I have two other ‘main’ decks I switch between in ranked play. A slightly revised version of the previous Bran deck (which I saw at least two other people playing):

    • Queensguard x3, Pirate Captain x3, Pirate x3, Priestess x1, War Longship x2, Shackles x2, Mardroeme x1
    • Champ of Champs, Donar, Operator, Sigrdrifa, Svanrige, Alzur’s Double-Cross
    • Ermion, Villentretenmerth, Ciri: Dash, Decree

    I picked up Villentret for an Elf control deck, but he worked out remarkably well here as well… still might switch him out for Lugos or Coral though. The bronzes haven’t changed much but the silvers were switched around often; I may yet go back to running Johnny instead of Operator and Svanrige is still underwhelming (following the post-update nerf, Morkvarg’s no longer in the running).

    As for the third deck, well I took my own advice from earlier and saved up the necessary scrap to build a more powerful monster deck. Elder-Consume in this case:

    • Celaeno x3, Nekker x3, Ekimmara x2, Vran x2, Behemoth x3, Mardroeme x2
    • Grave Hag, Fiend, Katakan, Crone x3
    • Ge’els, Caretaker, Decree, Succubus

    It’s pretty standard, with the only real departure from the norm being the Mardroemes. I was running Kayran instead of Caretaker for a while, but playing the Kayran more often than not resulted in severe card disadvantage.

    The recent hotfix definitely altered the metagame. With weather no longer being so dominant it’s now possible to actually play decks without being forced to find space for 3+ weather-removal cards, which opens up a number of options. While it was manageable, there is no denying that weather was definitely overpowered before with average bronze weather cards being able to shift the power balance far more than average bronze unit cards.

    It’s still powerful now, you just can’t run all-weather decks anymore. So all in all I’d have to say the change was welcome. The Morkvarg and Olgierd changes are a bit more questionable though. Well, we’ll see how things go.


  • GWENT

    So, since shortly after the public beta started, I’ve fallen down the Gwent rabbit hole. It scratches that card game itch I previously soothed with first MTGO (stopping after it seemed like WotC cared more about making money than satisfying their customers; shortly after the super epic rares popped up I think it was) and then slightly more recently Duel of Champions.

    Having spent no money on this just yet, I’m at level 32 (floating between ranks 11 & 12) with pretty much all the bronze cards, some key silver cards, and a handful of gold cards.

    Starting out in ranked play I went with Henselt-Reavers (I’m missing the golds and witcher trio to make it really good), then moved on to Elder-Consume (missing all the golds) and Voorhis-Reveal (lacking the reveal golds), next to Elf-Control (missing Villentret), and finally ended up having the most luck with Bran-Discard:

    • Queensguard x3, Pirate Captain x3, Pirate x3, Priestess x2, War Longship x2, Mardroeme x2
    • Champ of Champs, Morkvarg, Donar, Operator, Sigrdrifa, Svanrige
    • Ermion, Ciri: Dash, Drought, Decree

    Primarily the deck wins with giant Pirate Captains, supported by giant Ciri, but it also has a bit of a Queensguard-resurrection backup plan (whether you use Operator on them or the Captains depends on the matchup) and I’ve also won a number of games thanks to a 20+ power Champion of Champions.

    The Mardroeme used to be Raiders, but I desperately needed more removal. Svanrige has been a bit underwhelming while Cerys, Coral, Kambi, and Lugos are all possible Drought replacements I’m considering. That said, I don’t really like playing Skellige and so may instead save up Scrap for the cards necessary to make a better Monster (Kayran, Ge’els, Crones, Succubus, Woodland Spirit), Elf (Villentretenmerth), or Nilfgaard (Leo, Letho, Vattier) deck.