• Tag Archives RPG
  • CLAIRE OBSCUR: EXPEDITION 33 – First Impressions

    I’ve heard nothing but good things about this game, so when I saw it available on GOG it was pretty much an instant buy. At the moment I’m just past the Flying Waters area after having gone back to kill the optional Abbest Cave boss (at level 11).

    So, mechanically speaking it’s got a nice mix of attributes. Equipment-wise you have both weapon and… I guess you could say enchantment selection, with the ability to permanently learn the passive skills attached to those enchantments by winning battles while they’re equipped (much like the skills in FFIX or Vandal Hearts II). Development-wise there’s both attributes and unique active skill trees for each character, which provide a decent amount of freedom in regards to how they can be built, while respec items fortunately seem to be fairly common.

    Combat is a mix of turn-based and real time in that each character/enemy gets their own turn, but you can react to attacks as they occur by using the dodge, parry (a more restrictive dodge that can counterattack), and jump functions. Like Ys: Lacrimosa of Dana this means that with enough skill you can completely nullify any damaging attack (certain enemies have non-damaging attacks that can’t be avoided), which interestingly makes Vitality and Defense kind of lackluster as attributes.

    As far as story and dialog goes, at this point I certainly have no complaints; the world is interesting and the characters act and interact believably. Nor do I have any issue with the two major themes that look like they’ll be a through-line from the Prologue all the way to the ending choice: ‘Dealing with Grief’ and ‘Personal Agency’. There’s both a lot of death and variously expressed coping mechanisms, along with assorted examples of children/individuals/created rejecting the expectations of their parents/society/god.


  • WARHAMMER 40,000: Rogue Trader – End

    Finally got around to finishing this game after a recent patch fixed the achievements on GOG.

    The ending is pretty solid, the fights in the final area aren’t especially annoying or numerous, and there are a ton of ending slides… perhaps too many in fact. Nothing much else to say about it really as if you’ve gotten that far into the game you’ll already be quite familiar with its mix of combat and minor exploration elements. There are no last minute surprises or shake-ups.

    I will however mention that my earlier issues with the Pyromancer Tactician build promptly vanished once I picked up Molten Ray. It really seems like an ability you should prioritize grabbing the moment it becomes available, as it just deletes both single targets and entire rows of enemies.

    Future plans include chipping away at a Grim Darkness run I started some time ago, as a Dogmatic Noble Officer planning to go the Overseer Servo-Skull route and which is currently close to the end of the first chapter. If I ever finish that it will be on to a Heretic Melee Pyromancer to wrap things up, probably some time after the next set of DLC drop.


  • the Outer Worlds 2 – End

    Going with an Easily Distracted build ended up perfectly viable and the remainder of the game turned out much like the beginning. The skill check thresholds rise in sensible increments, so as long you do all the sidequests there shouldn’t be any fear of missing ones for the skills you’ve chosen to focus on apart from a handful of outliers which mostly have bypass methods:

    • Market Station + 2nd Planet (Level 10-11)
      • Low 5, High 8, Hack/Engineering outlier at 11
    • ACS Undisputed Claim + Praetor (Level 19)
      • Low 7, High 11, Medical outlier at 14, Guns/Science/Hack/Lockpick/Explosives outlier at 17
    • Various Sidequests + Cloister (Level 25-26)
      • Low 7, High 11
    • Various Sidequests + Archive (Level 30)
      • Low 9, High 14, various outliers at 20
    • Horizon Point (Level 30)
      • Low 13, High 18

    I plan to play through the game at least once more with the skills I didn’t take this time around (Guns, Speech, Lockpick, Leadership, & Medical), but first I think I’ll go back and try to complete Veilguard.


  • 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 (not including the 11 Lockpick on your ship that can be bypassed) was for 5 Medicine (bypassable with a Trauma Kit) and 5 Explosives 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 checkpoint-autosave 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.


  • Dragon Age: THE VEILGUARD – Act I End

    Not well. The game does not develop well at all.

    From the seemingly never-ending number of inexplicably blocked/barred passages, to getting arbitrarily locked out of areas, to getting forcibly removed from areas, to the patented DA II encounter style of enemies appearing from thin air… the first act of this game has what should be a drop-worthy number of maluses. And yet, even so, I ended up starting up a second character to see how the big choice mid-act played out from the other side.

    The thing about this choice is that the two available options are in no way equal. Which on the one hand is admirable (few AAA games are willing to actually force you to live with your choices), but on the other rather annoying.

    If you pick Treviso:

    • The opening sequence is new and fairly nonsensical.
    • Dock Town’s map remains almost entirely the same, with only the Shadow Dragon base changing.
    • Several of Dock Town’s merchants are removed.
      • The north market’s blacksmith & artwork merchants, the bridge cheese merchant, the south docks Imperial Weave merchant, and the northeast bar merchant remain.
    • Neve temporarily leaves the party, has reduced relationship gain, and cannot use her healing ability.

    If you pick Dock Town:

    • The opening sequence is a repeat of the prologue and abruptly ends with things half-finished.
    • Treviso’s map gets heavily altered and even some of its enemy types change.
    • All but two Treviso merchants are removed.
      • The Pure Ore vendor and the leatherworker who sells armor appearances remain.
    • Lucanis temporarily leaves the party and cannot be romanced or use his healing ability.

    So the clear ‘best’ option is to pick Treviso, as not only do you lose a mere handful of merchants, but the Shadow Dragon vendor is the only one of the two you can raise to max rank at this point in the game (there’s not enough rare valuables to get the Crow vendor above third). If you do so however the whole thing feels kind of cheap and lackluster since Dock Town doesn’t really change post-attack.

    This highlights the act’s main issue, which is that while the over-arching storyline is decent-to-good it falls flat on its face when it comes to the details. Consider the climax for example. A castle siege! Sounds like a great set-piece right? Wrong. Not only does it kick off by inexplicably introducing a child character who idiotically follows along through a war zone, but it progresses by having you haphazardly stumble from one bizarrely placed roadblock to another while constantly shouting “There must be another path through!”. It’s such a wasted opportunity.

    And yet.

    Yet, I cannot confidently say it’s a worse game than DA II or Andromeda. While it certainly features horrific traits from both, mechanically it’s not bad and as mentioned the direction of the plot as a whole (with the elves’ history being revealed) is actually somewhat interesting. I’m torn on whether or not to continue and be subjected to what I highly suspect will be a botched finale.


  • Dragon Age: THE VEILGUARD – First Impressions

    Although I had been greatly involved with Origins & Inquisition, and even played through II multiple times despite its flaws, for some reason I had no interest in Veilguard. Didn’t even know it existed until fairly long after its release.

    Finally got around to playing it earlier today and have just gotten past what appears to be the prologue/tutorial:

    Gameplay feels like a middle-ground between Mass Effect II and Inquisition, which I consider a step backward. I suspect they moved away from the open-worldish nature of the latter because a corridor-shooter framework better supports the tighter narrative (assuming, that is, they simply didn’t lack the necessary funds/time). Plot developments and dialog meanwhile appear to be on par with Andromeda (i.e. bad) while the character design is atrocious.

    The characters look like nothing found in any of the earlier ME or DA games. My best guess as to how this abomination came about is that someone looked at Inquisition and said to themselves: “Sera is clearly the best character here, and the only reason she had a divisive reception’s because the art style wasn’t goofy/cartoonish enough”.

    Decided to play as a mage and was immediately confronted by the game’s assumption that I was a fighter; both the opening bar fight sequence and all your party members up to the point of reaching the Crossroads being rogues and mages seem to support this. Which is odd but, at least on normal difficulty, not a big issue. The strange structure of the leveling web is a larger one. Why would I have to learn Wall of Fire or Chain Lightning if I want to become a Spellblade? Why is the Spellblade-ish counterattack ability placed behind the former? Because both are offensive defensive abilities maybe? Bizarre.

    A good chunk of the upgrade placement, on the lower half of the web anyway, is similarly head-scratching. Like why is the one that gives a bonus against enemies suffering from Necrosis on the complete opposite side of the web from the Death Caller specialty? It’s almost as if they wanted to make leveling-up a puzzle in and of itself… which doesn’t really work unless there’s a clear logic to how everything’s arrayed. Which there does not seem to be. Looking up the max level shows an apparent endgame pool of 65 points, so perhaps it’s structured like this solely to force you to use them up crisscrossing it.

    Guess we’ll see how things develop.


  • 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.