• Tag Archives Third Person Perspective
  • Eschalon: BOOK I

    Similar to the Spiderweb Software games, Eschalon is a throwback to much older titles. Though sadly, it doesn’t feature the same graphical upgrades those do; 800×600 is the only resolution option.

    The gameplay here is also turn-based, albeit with just a single controllable character, while the plot and dialog is significantly more sparse. Health and mana both regenerate, but they do it at such a glacial pace that progress through any dungeon area ends up a tedious stop-and-go affair… even when using a save editor to fully restore the mana pool between fights. I’ve read that the sequel significantly increases the regen rate, so I think I’m just going to stop playing this installment now (~5 hours in at 6th level) and jump to that one.

    If you do decide to play this, here are a few tips:
    – Pressing F3 displays the various hotkeys.
    – Right-click on the map area to show the fast travel menu.
    – Closing a portcullis on a monster instantly kills it.
    – Loot is randomized the moment you open a container, so save beforehand and then reload until something useful appears.


  • Darkest Dungeon – Update

    Two possible solutions came to mind to address my main issues with the game:

    A) Mod the inventory/provision system to be less nonsensical.
    B) Refuse to buy any provisions besides food/torches and retreat the moment further progress became impossible.

    As it would happen, modding the relevant parts of the game is beyond simple; the inventory files are in plain text. Even better, it’s also pretty simple to remove/reduce the ridiculous hunger checks.

    Those changes helped quite a bit. I still have to treat every adventurer as disposable meat, to be dismissed the moment they return from a failed quest, but at least some tangible progress can be made toward building up the Hamlet facilities. Can’t say I enjoy the game though… since having to face near-constant failure/retreat is more than a little exhausting… but at least it’s now tolerable as a periodic diversion. Sort of like an actively antagonistic Rezrog (which is far more stable today than it was at release) in a way.


  • Darkest Dungeon – First Impressions

    After having long ignored this game‘s existence, as I’m not fond of difficulty for difficulty’s sake and don’t play games with the intention of dying/failing, I finally broke down and picked it up during the most recent sale.

    The idea was that it might be tolerable if I went into it as an adventurer torture/death simulator rather than a conventional RPG. And, honestly, in that framework it delivers in spades; lost three of them on the second quest after the triple-threat of starvation, insane stress generation, and a hateful random number generator that thinks a 75% chance to hit should be more like 10%. It wasn’t anywhere near as frustrating as I thought it would be (as new adventurers are always arriving).

    No, the frustrating thing is the provision/inventory system. Rather than a weight system or individual character inventories you just have a universal set of slots. Every type of item takes up a single slot, and the slots have strict stacking limits. So 1 Bandage and 1 Antidote take up exactly as much room as 8 Shovels and a 1-person party can carry just as much as a 4-person party. Gold takes up a slot (and can only stack to 1750), each individual type of gem takes up a slot, each individual resource type takes up a slot (there are 4), and… each journal page takes up a slot. Care to guess how many slots you get? A mere sixteen.

    That, right there, is the most bullshit of bullshit examples of fake difficulty and honestly just makes me not want to bother continuing. What’s the point of dungeon delving if you can’t carry any loot?


  • THE SURGE 2

    Ended up grabbing this game during the initial GOG sale on a whim, having neither played the prequel nor been aware of the developer connection with Lords of the Fallen.

    Gameplay and character progression is very similar to LotF, as can be expected from a Soulsborne game, but the environment is quite different in both appearance (sci-fi to its fantasy) and layout (far closer to the hub experience of Dark Souls). The weight and attribute systems meanwhile have been simplified into a single ‘core power’ rating which increases automatically as you level and a basic Health/Stamina/Energy split which can be customized and respecced as necessary.

    There’s nothing much to note about the combat beyond a frequently hostile camera (make sure to raise the FoV to at least 60) and the addition of a ‘directional block’ system, which despite having just beat the game I still don’t understand properly. At first I thought you just had to pull off the block just before the incoming attack hit you (which is how it works in most games), but then while fighting Celeste blocking only seemed to work against her charging attack if done the moment the indicator appeared on the screen… which was at the very beginning of the charge. I never managed to parry it in the 10 or so times I faced her (no trouble parrying her counterattack though). Probably best to just stick to dodging in most cases.

    The most interesting aspect of the game though is one it apparently shares with its predecessor, which came as welcome relief after the frustration of Labyrinth of Lost Souls‘ anemic drop rate. I’m of course talking about the loot system. Want a new weapon, piece of armor, or upgrade component? Target the relevant part of an enemy and cut it off; guaranteed drop. Incredibly refreshing. Less refreshing is the change that occurs after the Metal Armor boss fight. There are just too many enemies clustered together far too often and they all seem to do far more damage than they should. Killing a PC in one solid combo even when they’re 1-2 tech levels lower in equipment quality seems very wrong, particularly when it requires 3 combos to take them out.

    Ultimately, it’s an initially fun game that unfortunately wears out its welcome partway through.


  • AVADON 3: the WARBORN

    Ah, now this is a proper successor to Avernum. Good enough that I’d suggest completely skipping the first two Avadons to avoid the issue of retcons, if nothing else.

    No wild swings in difficulty, smooth leveling progression, Fatigue now regenerates automatically (so no more battles consisting of 90% basic attacks), a sensible selection of skills without any bizarre cross-tree requirements, a varied assortment of companions with relatively frequent commentary, quite a number of choices to be made, far better integrated (non-PC) Tinkermage content, and no main quest related backtracking. The only real negatives are a couple of bugs (e.g. Healing Turret won’t work if it’s the first one you place), the game once again being blind to playing as a Tinkermage, and the persistent oddity of everyone acting like the other Hands in your party are just random mercenaries.

    If you liked Avernum or anything about the earlier Avadon games then definitely pick this up, and if you haven’t played any Spiderweb Software games before then consider giving this one a chance (so long as you like turn-based RPGs).


  • AVADON 2: the CORRUPTION

    The follow-up to Black Fortress features a couple improvements alongside a few notable steps backward. First the good and/or neutral:

    The backtracking issue isn’t as bad here and the skill trees aren’t as rigid, which while seeming like minor improvements, combine to result in a game that only falls apart in the very last mission rather than two-thirds of the way through. A new class has been added (bringing with it an additional companion)… but it appears to have been invented out of whole cloth and isn’t integrated into the setting well… which is particularly glaring if you play the class yourself since no conversations will recognize it. More minor things would be the slightly improved environmental textures and poison now working correctly on enemies.

    As for the bad: The companions aren’t quite as fleshed-out as the previous game’s with noticeably less comments/banter, and the encounter difficulty is wildly unbalanced.

    Wildly unbalanced. While traversing an area you can go from fighting a group of enemies that deal ~20 damage a hit and take 2-3 basic hits to kill to one that deals 50+ damage and takes concentrated ability use to defeat. Or a main mission throwing hordes of enemies at you followed by one that has a relative handful. In a non-linear game that sort of thing would make sense, but this game is quite linear as far as exploration is concerned. Another related issue is the abundance of gimmick battles; there’s a lot of them and most either don’t make any sense or feature infuriating railroading.

    So. Worth playing? Not if you couldn’t stand the prequel. Skipping the prequel and starting here could work though.


  • AVADON: the Black Fortress

    Released around the same time as Escape from the Pit, this first game in a new trilogy is a strange mix of better and worse attributes.

    Graphically it’s superior in both the visual effect and texture department, but switches are much harder to see and it lacks any secrets/containers highlight keys. The roleplaying options are greatly expanded, but it’s incredibly linear (somewhat similar to chapters 2 & 3 of Crystal Souls) and fond of railroading you into specific actions. It features full-fledged party members with their own stories/goals, but they’re mechanically/visually just clones of the available PC classes.

    Speaking of, rather than the ‘build your own class’ sort of thing Avernum has going on, this one adopts a rigid class system with specialized skill trees (and no Talents). There aren’t really any character development options beyond choosing whether you want to max out the left or right side of the tree. The skills themselves are mostly assorted combinations of the ones found in Avernum shackled with a linked cooldown system and a ‘fatigue’ (i.e. mana) cost. Abilities can’t be spammed as they can there. Which sucks and results in tiresome, same-y, basic-attack-heavy slogs instead of engaging combat. Why can’t I cast Icy Rain after Firestorm? How could anyone think putting them both on the same cooldown was a good idea?

    Which brings me to a related bad idea: The endgame encounter design. What the hell is going on there? Fire-immune ‘trained’ Hellhounds that breath ice and poison? Bosses and mini-bosses that get 3 actions per turn and can spam abilities to their hearts’ content? Perpetually-respawning reinforcements? It’s horrible on every level. But wait, there’s more! Backtracking. It features backtracking, backtracking, and even more backtracking. I thought GreedFall was bad in that department (it is) yet this is so much worse.

    The first pass through each main location is good, the character development is pretty good, and the early to mid-game roleplay options are good despite them having next to no effect on event development. It gave me a vibe quite similar to Tyranny… so honestly I shouldn’t have been surprised when the enjoyment level fell though the floor ~2/3rds of the way through.


  • GreedFall

    The most recent game from Spiders is, as expected, a marked improvement over their previous one in many ways.

    Visually it’s reminiscent of a cross between Dragon Age: Inquisition and PoE Deadfire, while gameplay is essentially Technomancer‘s with a few minor DA:I (the camps) and Witcher 3 (the ‘investigations’) influences.

    Skills are pretty straight-forward and you’ll get more than enough over the course of the game to try out all sorts of combinations (assisted by the 6-7 optional repecs the game gives you). Attributes are a bit trickier since you’ll get significantly less points to spend there. I’d suggest maxing out one of the damage-dealing ones (Strength/Agility/Mental) and then splitting the remaining points among the supporting ones (you only need 3 Endurance to wear the best armor, and 3 Willpower will cover all but 2 of the available necklaces). Talents, as in Technomancer, are sort of a trap: You can get +1 on all of them from equipment (except Intuition if you don’t have the Adventurer’s Gear DLC; I got it automatically for some reason) and another +1 on all of them (except Lockpicking) from companion bonuses. Meaning there’s little need to put more than 1 point in most of them and pretty much no point in getting the third level of Vigor/Lockpick (they only gate some generic loot… though L3 Vigor will let you avoid a mini-boss fight in one late main quest). At the start of the endgame, if all sidequests have been done, you’ll probably be level 34-35 and have 48-49 Skill points, 12 Attribute points, & 9 Talent points.

    Combat flow along with the overall graphical quality have once again been improved as has the writing and voice acting. The most significant improvement this time around however is in the questlines, as quest order now seems to be quite important with later quests specifically referencing your actions in previous ones. It really gives the impression the choices have actual consequences. Companion AI also seems to have improved and they behave quite sensibly in combat for the most part while general playtime seems to be a bit longer.

    There are some notable negatives however. For one, the AI system in general seems to be prone to overloading, often resulting in NPCs (and occasionally enemies) who just stand in place staring off into the distance. This can be a problem in the few stealth sequences when it results in patrols getting stuck (a quicksave/load will usually unstick any nearby ones). The loot situation is a bit uneven as well, with there being quite a number of interior areas completely barren of anything interactable (I’d strongly suggest not exploring any buildings quests don’t explicitly send you to). Worst though, worst by far is the persistent bane of apparently all Spiders’ games: The backtracking.

    The backtracking is a massive, massive issue even with the increased number of fast travel locations. There’s no excuse to have you running from the top of the governor’s mansion to the basement, and then back up to the top again. Multiple times even! The church’s city is a nightmare to navigate as well, a state of affairs made worse by the complete absence of a minimap (which caused no end of anxiety while exploring). The game’s fun, absolutely, but also utterly exhausting.

    So it’s going to be a while before I try a second playthrough, on Extreme difficulty for the related achievement, in order to see just how much switching up the quest completion order changes things.


  • Bound by flamE

    Anyone going from Mars: War Logs to Technomancer may find themselves surprised by the massive jump in quality. As it turns out, there was an unrelated game released between them which bridged that technological gap.

    Compared to War Logs it has more fluid combat, larger and more varied environments, and slightly better dialog and voice acting (Technomancer improves on all those aspects further). However gameplay length is about the same and backtracking is certainly still an issue when completing sidequests. Meanwhile the final boss fight is oddly far more difficult than anything that came before and I was only able to clear it by abusing the ‘Speed Demon’ ability… I’m not sure how a Warrior is supposed to manage, but a Pyromancer could probably just spam firebolts.

    Rather than reminding me of Gothic or Deus Ex though, it instead brings to mind (a greatly simplified) Witcher 2 mixed with a bit of Lords of the Fallen.

    Basically, just as its release date fits between War Logs and Technomancer, so does its playability. Maybe pick it up if it’s on sale for $5 or less and you want a quick diversion.


  • Avernum 3: RUINED WORLD

    The third and final game in the remade first Avernum trilogy once again improves on the formula found in the prequels.

    Here the action moves to the surface, and that means the addition of a day/night cycle (with a bit of weather even). The progress of time actually has an in-game effect in that the devastation from the various monster plagues will start causing parts of towns to get destroyed if you take too long to solve them. It’s a very generous time limit though (I finished the game at ~100 days; the last two plagues don’t start affecting things until 101 and 141 days), and you can of course still complete the game even if you let things deteriorate.

    The soft level cap has been increased to 35 (though you’re unlikely to hit it in normal play), the combat interface has been upgraded to actually show movement distances, several new ground-hazard spells have been added, and there’s even an optional ‘main’ quest that can be completely missed unless you waste a bunch of time (I think it’s supposed to trigger at 160+ days).

    I did indeed end up going with an all-archer party and archery is pretty powerful with maxed out Sharpshooter/Sniper (200+ damage on a critical). Enemies only having a 5% chance to hit me was also quite nice:

    Ranger
    Dex; End on levels 4/8/12/16/20/24/28/32
    Melee/Bows 8, Priest 17; Hardiness/Parry/Gymnastics 10; Sharpshooter 10, Sniper/Lethal Blow 4
    Bows+Melee/Hardiness/Parry x6 -> Priest+Melee/Hardiness/Parry x15 -> Melee+Gymnastics -> Gymnastics+Hardiness/Parry/Sharpshooter x9 -> Sharpshooter+Sniper/Lethal Blow
    XP x2, Nimble Fingers x2, Negotiator, Sage Lore, Parry x2, Improved Dex x5, Sure Aim x3

    Sharpshooter
    Dex; End on levels 4/8/12/16/20/24/28/32
    Bows 8, Sharpshooter/Sniper/Lethal Blow/Gymnastics 10; Tool Use/First Aid 10, Luck 5
    Bows+Tools/Sharpshooter/Sniper x6 -> Sharpshooter+Tools/Sniper x7 -> Sniper+Tools x3 -> Sniper+Luck -> Lethal Blow+Gymnastics x7 -> First Aid+Luck/Lethal Blow/Gymnastics x10
    XP x2, Nimble Fingers x2, Negotiator, Sage Lore, Sure Aim x3, Improved Dex x5, Luck x2

    Arcane Archer x2
    Dex; Int on levels 3/6/9/12/15/18/21/24/27/30/33
    Bows 8, Mage 16; Spellcraft/Resistance/Sharpshooter/Sniper 10; Arcane||Nature Lore 9
    Mage+Bows/Spellcraft/Lore x15 -> Bows+Lore x2 -> Spellcraft+Resistance x4 -> Resistance+Sharpshooter/Sniper x6 -> Sharpshooter+Sniper x7
    XP x2, Nimble Fingers x2, Negotiator, Sage Lore, Elemental Focus x5, Improved Int x5, Sure Aim x3, Improved Dex x5

    The first two were Nephilim, and there are several places in the game where having non-human party members can be a problem. Most notably around the two towns in the far east which are patrolled by guards that will attack you, and if you kill them those towns will end up permanently hostile (locking you out of two minor quests).

    Of particular note is that this game returns to the style of the first in being extremely open-world. Fortunately though there aren’t really any obstacles that require backtracking for doing things in the ‘wrong’ order. I actually ended up clearing most of Upper Avernum out before heading to the surface, and as a result was so overleveled for the slimes that I went and stopped the roaches first. This turned out to be a fortuitous chain of events though, as that let me get into Sharimik & Gale quite early to fill out my spellbooks.

    That said, it’s weird you can find Demonslayer in the final dungeon when (unlike the prequels) the game ends after the final dungeon. You can’t keep playing, and the only quest it would be useful in you may not even trigger… so that was annoying. Some other annoyances would be the proliferation of laser/mirror puzzles and the return of the hack&slash-heavy finale. Those relatively minor issues aside it ends up a fairly enjoyable and fitting conclusion to the trilogy overall.