Browsing the Backlog

I must admit, Mirror’s Edge is a game I really wanted to enjoy - I like the 2d version of flow games (say, N++), and I thought I would like this. But, I found the control and interface infuriatingly hard to grasp - timing-wise, and remembering-which-button-does-what-wise - so I never really got off the tutorial.

(re: gunplay, it always felt to me that Bungie’s Oni did this better - you can totally use guns, and disarm people easily, but you’re supposed to being kickass at martial arts, so they’re deliberately a bit clunky and don’t really reload.)

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Love me some N++. There is definitely a different VIBE going from 2D to 3D. Personally, I prefer a bit of tunnel vision. Seeing the whole field makes it feel less “good” for me when hitting that flow state.

BTB #19: Dragon Switch XI

Quarantine almost had me revert this thread back into a blog. Then someone commented and a person or two liked the Mirror’s Edge post. Weird how that bit of feeling like I wasn’t speaking into a void helps. Especially with the world being real crushing. So, thanks for that! Means a lot.

This week though I broke and bought a “new to me” game, DQXI on Switch. I had a Best Buy gift card so I got the digital version because I HATE physical games on Switch. Old man from I Think You Should Leave Too small! It goes whiffing out of the car while I’m driving. I don’t feel GREAT about buying things right now but I’ve wanted a JRPG for my Switch as my library of games can scratch the vast majority of itches that I might have. It is the perfect game console because it is the only one where I could put a dozen hours into in front of the TV on a Sunday or put two hours into in 15-minute increments while doing chores around the house. The later I’m in a lot of need of these days. Right now I have action/adventure games, platformers of multiple dimensions, puzzle, strategy, and fighting games. In bed or on the couch I can fill a gaming desire. Dragon Quest gives me that BIG JRPG, a genre I don’t play a ton of because I think the best way to play them are on handhelds. Weird how Switch is one of those!

Somehow since Friday I have put 8 hours into the game. That’s officially more than I’ve played any game this year. It doesn’t feel that long! Is that a problem?!

I don’t know, what I do know is that the game fits like a glove. Dragon Warrior’s Monster II: Cobi’s Journey is one of my all-time favorite games. I’m not even sure if it is that good but Monster breeder (UGH) games are sort of my kryptonite. That flow of going 1+1=2, 1+2=1, and sometimes 1+1=3 is SO GOOD! Plus the monsters are cool as heck. Dragon Quest is not as an exciting series cause you play as PEOPLE, who gives a crap, you know? I’ve already played one other official DQ game, Dragon Quest VIII which was p darn good and had a little monster arena side-game area. I had heard good things about DQXI and it was between this and Xenoblade Chronicles 2 but I leaned on history and my brother’s rec.

Well, after a dozen hours I think I’m more impressed with the Switch over the game. Does that make me bad? The game is good! Feels like a proper adventure. Looks like how I remember DQ8 looking. Actually have watched a few videos of that game, and it still looks good! Just a tad blurry. The game shows that it is a proper modern title during the big bosses and cutscenes. They look like cool toys…is that good? I don’t know but beating up a Jargon with this level of SMOOTHNESS is top-notch. And I do it in my bed! Wow! How is this real! That’s what takes it up a notch. It is a fun game, with a fun story, and neat monsters. The fact I can take that experience into my bed or play it on the couch while my wife works through Supernatural again is a life changing experience.

I don’t see myself slowing down soon it just has prompted two dangerous items 1) I feel the need for more Switch games as I’m realizing that’s the only way I’m going to play more games and 2) my wife wants us a Switch. I blame Animal Crossing.

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BTB # 20: The King is Back

Adam Ryland has been creating some of my most played games over course of essentially the past two decades. He’s most known for creating Extreme Warfare Revenge, a text-based wrestling promoter sim. For a fan of pro wrestling, it is still one of the easiest and funniest ways to go “Yeah, I would be a great booker”. You sign wrestlers, book your own shows, deal with wrestlers going to rehab, the real fantasy of being the person behind it all. It is a game that is incredibly easy to “rig”. Get the right combo of high work rate wrestlers and you can run that until you’re kicking WWE’s butt from pillar to post. Doing that is still pleasurable. The numbers do go up. When you try to meet that game on its own terms though, grounding yourself in it, it gives you this giddy experience. Plus there are mods to update the roster and stuff. I wouldn’t say it is bare, but EWR certainly felt very plug and play at the time. “At the time” for me was when I was about 12, playing on my dad’s old work laptop

Going to fast-forward now as Ryland goes on to create the Total Extreme Warfare series which is cranking up EWR several notches in every direction. Lots of folks prefer EWR for the simplicity. The game fills the void without having to sink hours into. For me though, TEW straddles line between turning into too much micromanagement and just enough fantasy/strategy. There are more forces put upon you in your role. Creating killer show after killer show is great but if you can’t do so without mixing up the talent, having engaging rivalries, and figuring out ways to expand your territory. Unlike a sports management game, you are able to carve out a niche, but it does need to be a sustainable one. Though, typically you are playing to be the #1 promotion in wrestling, but if you are at the level of a modern GCW or IMPACT, that growth would take a whole bunch of time and a whole bunch of good dice rolls. Being the #1 promotion in your region or staying as a mid-level promotion, trying to handle the onsault of the bigger companies nabbing talent and building up your next generation so that when your stars go to greener pastures, you are ready to elevate folks.

The game isn’t licensed in any manner so Adam created the CornellVerse. Still think that alone is such an understated achievement. He takes a lot from the real world, having some promotions and dynamics be almost 1-to-1 replicas of current and historical wrestling promotions. Also at times taking archetypes and smashing them into one promotion. There is enough that isn’t a carbon copy of reality that makes the world feel alive not like someone who simply lacked the rights to build a game. With every iteration Ryland moves the timeline forward, seeing changes that help create new dynamics as well help the game world feel more in line with the real world. Meaning, things like the WWE Network gets replicated in game which adds a feature and a dynamic that wasn’t in play before. The actual changes, wrestlers swapping promotions, promotions folding, promotions merging, and new territories opening up such as Australia or India, are done in organic ways that make me lose my mind with every interaction. What makes the whole experience work though is the sim. The world moves around you. Dynamics between you and other promotions change, whether you have an ally, foe, or maybe losing your spot as the top hardcore promotion in the region. Everyone else’s relationships change as well. As a mid-major promotion starts making a push to be a legit player, maybe they start signing up all the talent from a competitor. Maybe in Japan a generational talent is putting on 5 STAR matches on every month. Every year you get a list of the best wrestlers on the planet, and a bunch of other superlatives. Your world is building an almanac. That’s all I want from these games. Feel like history is being made. Not grand scale history, but “on May 2021 I put on my fifth best event in company history” sort of history.

The demo for the latest TEW, aptly named TEW2020 came out this week. I have been playing a good bit of WMMA5, the MMA version of this game, recently and couldn’t wait to jump back into this universe and see what’s changed. Off the bat, major happenings in Canada, Japan feeling like it is open game, and my favorite promotion to start with, CZCW, having just enough developments to make me want to choose them again.

Then I started playing though. The UI…I don’t know why they’ve done what they’ve done. It is ROUGH.

That’s an example of a skin mod that someone is working on as well as the base game. Usually these mods at a nice bit of flourish but for this iteration, it might be absolutely necessary.

It all really doesn’t matter if booking a show feels good. It is such a weird thing. Even that though felt off. Drag and Drop booking not being the default is such an odd decision. There doesn’t seem to be any reason why it wouldn’t be a default. You don’t have to drag and drop if you don’t want to even with it on. Not sure if that makes sense if you haven’t played these games. When putting together a match you select from a set of various options, 1v1, 2v2, 1v1v1v1, ect. Then you select the participants. Previously each wrestler had pushes. So your main eventers, your openers, and your middle of the event wrestlers. This game does away with that for “perception”. It doesn’t matter if you want your pet project booked as a main eventer, if the crowd views them as a midcarder, they are essentially that. I have mixed feelings on that. It doesn’t really “take control away” but instead you have to change your path to getting folks where you want them to be I think. Off track here, but essentially you are given the list of wrestlers on your roster and can filter the list to folks that aren’t in matches already and by perception. The default way to select a wrestler is to have the list and then select from a drop down on the left of the screen. Drag and drop means if I see them on in the full list, I can just move them over to the actual match. EASY. Even if you can “enable it”, not having it be the default forces me to believe they have weird ideas on how people play these games.

Okay, so putting together a show still feels about right, once I turn the Drag and Drop on. Watching the show play out is next and…I don’t know. The game is a text sim. Numbers are a part of the DNA. But even with the previous games it didn’t feel so cold. There was context to the numbers, there as pieces of information that were insightful and that you could help build off. It seems that was cut in half in exchange for adding numbers. I already am frustrated that in EWR, the game gave you a silly match recap, move by move that ruled and I don’t get that anymore. Don’t take away even more from me.

As of a few days ago, the game got pushed back to May 14th. It was supposed to be out this week. I was really excited. Given the way the game looks and how clumsy some of it is though, I think this is a must. Heck, I didn’t even mention how annoying getting in and out of screens is. You can open a dozen windows but the only way to exit each one is a small X. That shouldn’t be the way! Ugh. The developer put together a diary of all the new features so I need to go back and read that. I think I need to remember that this is a one person game and it is honestly the only thing like it. That doesn’t mean I’ve got to eat the crap, but maybe some things are worth forgiving if there really are things that make TEW2020 feel like a fresh experience.

Well alright, just bought Monster Hunter Generations Ultimate for Switch so will be sure to type up more on that. Thanks!

BTB #21: We Finally Meet Mr. Wake


What is Alan Wake? Is it a cult favorite? That’s sort of what I always assumed with how people talk about. Then recently I listened to Cane & Rinse, part of my reason for playing, and they said it sold over 2m copies. I am trying to figure out if I played myself, creating my own narrative based on what I wanted to hear, or are folks speaking real weird about this game to make it seem this game is much more niche than it is. I guess it doesn’t matter! I didn’t love the thing!

Alan Wake was the perfect "video game book club* game because I can listen to three separate podcast episodes dedicated to this game including Watch Out For Fireballs and Cane & Rinse, pods I LOVE. I said it before, but this has become a real rewarding way to play games. I enjoy listening to both podcasts work through their thoughts so even if I don’t enjoy a game, I still have a reward in the form of somewhere between an hour and a half and four hours of content. That’s so worth it! Maybe I should to learn to “just enjoy things” but that simply isn’t the person I am. I don’t have a ton of people I can have conversations about games with, a proper back and forth, so at least listening to those conversations is rewarding.

Luckily, I mostly liked Alan Wake, a proper 7/10. Learned to enjoy combat conceptionally but not spread across ten hour. Enjoyed the presentation of the story even if it was over the top in sometimes not endearing ways. It is a game with a number of flaws but flaws that exist because the game is different. I am the person that will always take the flawed yet unique thing over a Doom (2016) aka A Perfect FPS (that might not be true but it does its thing beyond well). For some, Wake won’t be weird enough, you won’t confuse it with an art game. It cribs from a lot of other media whether it be Twilight Zone, Twin Peaks , or books with meta narrative structures. The combat is still a third person action game, it gives you a new verb or two to play around with though the end goal is still to blast some enemy away with a gun. I’m not trying to say this game is perception changing on what a game is. Alan Wake brought a few more tools to the toolbox, the toolbox being third person action/horror games.


Not entirely sure how to structure this post so going to start talking about the combat. You use a flashlight to wear down the shields of the “taken” only after the shields are down can you damage these enemies. You can also use a focused flashlight move that will make your battery go down. Been kept up at night wondering what the heck the logic behind that is. Doesn’t matter really. Eventually you do get other light sources in addition to the constant flashlight such as flares, flare guns, and flash bangs. The latter two being more or less insta-kills that require zero additional gun fire. The flare usually coming more in handy for crowd control. That’s what makes it work for me most of the time, instead of blasting your way throwing a group of enemies with a shotgun, you need to use whatever light sources at your disposal to do crowd control. I found it fairly easy to get ganged up on if I wasn’t using a flare or walking backwards out of a fight. To be clear, running backward is not a guaranteed winning strategy. Between Taken popping up from all directions, because they don’t need to follow the rules of having a physical body, and some folks being able to toss projectiles with frustrating accuracy prevents it working a good 85% of the time. That never felt great. When I did have all the tools at my disposal, it was great playing a real weird version of Root Beer Tapper, use whatever you could to make sure no one got too close. The whole combat system isn’t great but making me work through a different progression than most third person action games was appreciated. The variety of enemies is probably the biggest downfall of the whole system though. You have a couple of different types of basic Taken, a couple of Big Boi Taken, some vehicles, and the occasional possessed objects. Some enemies weren’t as affected by the typical one-shot weapons, but none of the encounters felt all that different. I used some different resources but my strategy didn’t change. Was a bummer. Think with some greater variety things would have really shined.

Okay, combat done, now let me see how to jam in story and structure all here. I’m told that these sorts of “you are IN the story” stories aren’t uncommon. Being told this by people who miss the point that I want to play that story, less read that story. It doesn’t always hit, and frankly I am grading on a curve simply because it is doing it even if not particularly well. The voice of Alan Wake is so cheesy. The way he talks and I guess writes is so funny to me…though with the lights low, I was totally invested. This was trope thriller I could sink my teeth into. The Night Springs episodes you would stumble across weren’t that good, the radio bites forcing you to stand still for a couple minutes wasn’t great, but they added a layer of atmosphere which if it wasn’t there would have been sorely missed. Seems like this is Alan Wake in a nutshell. They had ideas, ideas I think are super cool, though when it comes to implementing them, seems like it is several individual groups that added random spurts of concepts that they thought would add depth to this world. Seemed like integrating those ideas into the game was an afterthought.

Can’t do this anymore. I am rambling. I have no “thesis” for Alan Wake truly. It made me want to play Control real bad though. If they are able to integrate all the nuggets into something that feels like a whole thing, I could see falling in love with that. Plus there is flying. Flying seems cool.

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BTB #22: It Is Surging Time

See, really liked writing the Alan Wake post. It had all my thoughts in one central place. The whole of my experience was essentially captured there, a vague by final statement on the game for me. So starting a game that I haven’t touched in probably six months, put another five hours in and be nowhere close to finishing, wasn’t sure if I would hold off. Keep the fingers off the keyboard. But that isn’t what this thread really is for me. It is as close to a stream of consciousness that I’m willing to get outside of Twitter. Hopefully I plop down some nugs in these posts that I can dwell on later and go “Ah, yes, Axiom Verge do be eatin’ straight doodoo”.

SEGWAY SEGWAY SEGWAY


You know what, The Surge does remind me a tad of Axiom Verge. Both games manage to feel devoid of a clear-cut path to your objective despite them making it clear that wherever you are supposed to end up, there is a Big Bad ready blast you into dust. That Big Bad will be the only signifier that you chose the “correct” path.

That is not completely fair as the opening of the game feels rather straight forward. There are some branching paths here and there but it feels very Souls for the most part. Trying to unlock shortcuts back to the main paths so you can quickly find your way to the boss. The actual “shortcut” to the boss is real too windy but whatever. The boss…I died about half a dozen before I hit the YouTube and figured out the “trick”. I am all for gimmick bosses but this is ridiculous. I didn’t realize how good From was at this given so many of their bosses are straight forward run you into the ground types. They make the visual language of their gimmick bosses apparent. You know what to do you just need to figure out how to do it. With this first boss, no not the case, I did a bunch of different things knew that what I was doing should lead to a thing but there wasn’t a thing to lead to. Dang, hate it. I beat them though.


It is the second level that gives big Axiom Verge energy. It is a straight line for two seconds and then instantly have little branches. Those branches might be guarded by super hard enemies that aggro two enemies despite you shooting one only to find out they were guarding a door you can’t access. C’mon now. Then a short jaunt later it is tangled wires. There are dead ends all over asking you to be level 60+, doors you can’t access because you don’t have a key and there is no way to figure out if this door is important right now. Is this the door that makes the story go brrr or is this supposed to be a dead end? If there was one dead end, sure, but there is ten. Two of those dead-ends turn into the other end of a shortcut. There are huge pieces of this level I believe I never explored. I say believe because since I didn’t explore the path, I don’t know if it is a dead end or opens further. The whole layout doesn’t make sense. Maybe if you worked here it doesn’t but when I’m trying to destroy a giant spinning top, I don’t have top to this. It somehow gets worse cause now I don’t know if they tried sneaking in “hard enemies as dead ends”. That’s a From strategy…is that a Deck 13 strat? WHO KNOWS!

I played a couple other things things the past week or two. Played Remnant: From the Ashes last night…and yeah, still good. Mixes an arcade style 3rd person shooter with Souls. It is one of the few co-op games that my brother and I play. Too many games are either competitive or are about having a WILD AND WACKY TIME. RE5 despite being problematic now looking at it with older eyes, it accomplished exactly what we wanted out of an experience. Part of that is that it was contained. One of us wasn’t going to play without the other and outlevel them or whatever. That happened with WoW and Destiny for us. He got super into it and since I couldn’t keep up, I tapped. If you have recommendations of this types of experiences, let me know plz.


Also, played Dauntless again this morning. New season, big update, I think I’m back in baby.

BTB #23: Twitch Prime Hurt My Brain

Okay, so last bit I was talking about The Surge…and well I dropped it. I got to Big SISTER 1/3 and after almost defeating them my first go I never got particularly close after. I did the thing where I figured I was either doing something completely wrong or I had the right strategy and just wasn’t nailing it. The answer was I was doing it wrong but it didn’t particularly matter as everything I would go on to read suggested it was a truly miserable boss fight. Filled with one shot kills and multiple phases that take way too long when you add them together. It was a shame. It was a game I was enjoying. It felt like Deck 13 understood how they wanted to make their game different from the From games. I don’t know if they were always successful, but I at least felt like their was some sort of ethos to the strategy. I’ll probably watch a Let’s Play at some point to get an idea of how this game ends. For some reason I have a level of investement on how this whole thing wraps up. Plus there is a non-zero chance this leads me to buying The Surge 2 like the monster I am. Maybe after I watch a let’s play, seeing if they do anything wild and wacky mechanically, I can do a proper final write-up.

I have moved on though. Recently heard that WOFF would be doing an episode on Devil May Cry a game I had only watched my brother play. Weirdly, Twitch Prime had given the first game in the HD Collection as a freebie one month. Totally understand if you don’t want to support anything Amazon. We use it a lot for my wife’s vegan backing business and selfishly the Amazon Prime video catalog is a good type of wild. Twitch Prime gives you a whole bunch of free extras on games I don’t play, and a couple I do. Actually, no, let’s get into it. Prime Video sucks. Their UI someone makes me madder at a TRILLION dollar company beyond existing. If you are going to have the most resources on earth, can I at least access all seasons of a TV show or not have different versions of the film broken out through the service? What the heck?! And to think before this year it was somehow worse. Amazon Games being a disaster of an investment doesn’t come as a surprise when Amazon doesn’t seem to know what people want outside of “free shipping, fast” and “undercutting much smaller businesses by producing products at a fraction of the cost because it has infinite consumer data”. Sorry, the conversation itself is disgusting, I’ll move on.


Twitch Prime as a service is something no one has been able to explain to me. I ask “Why do they even give out free games?” and some folks say “To keep people subscribed” and my apologies but that’s a half baked response. They provide games in a launcher that’s only use is to play these free games. At some point was there a greater intention to sell games? Seems like it potentially could have been an Epic strategy of “Well you have so many games here, you might as well buy games here as well” but no, that’s not what’s happening! If it was giong to happen it would have been a long time ago. And because that isn’t what happened it isn’t a launcher that is going to grow. There is no point. So now I have 126 games from Twitch including System Shock 2, Ape Out (came out well before it did on Epic for free), Enter the Gungeon, Dream Daddy, Majesty Collection, Reus, Pikuniku, and MORE! The games don’t even make sense half the time. They just gave a co-op only game with 5 Steam reviews for free. WHAT IS THE SELECTION PROCESS?! It is a befuddling service that let me play DMC and will also likely be playing Tales From the Borderlands on in the not too distant future.

Also, I continue to play an amount of Dauntless, honestly, I average a hunt per day which gives me a good jolt of endorphins.

BTB #24: I SHOULD HAVE BEEN THE ONE TO FILL YOUR DANK SOUL WITH LIGHT!!!

Devil May Cry is an endlessly charming game that I feel ages so well because it is dumb as shit.

Wanted to do a full on write-up of what makes this game Cool. The gameplay is mostly me smashing the same button over and over or figuring out that the Grenade Launcher can more or less clean house at will. There wasn’t some immense reward for being “stylish”. The game is simple. So simple. I would only die because I stink at games and thought “Nah, I’m going to meet this on its term” and then promptly get spiked by a tiger. Why try when not trying was the best path forward?

The gameplay might have been repetitive but at least I could fly as a demon every so often which rocked. Other than that though the game captures the B-movie VIBE much better than any game that tries capturing that magic. I don’t know if it was low-budget but the plot/script is bad earnestly without trying to be too serious. That’s the rub on these types of things, when you go out of your way to be “bad”, it stinks, toss in the bin. When you try and be good but come up way short, that stinks too. DMC says “Hey, we are trying but also we don’t know, love me a little bit you know?”

Other than this, the game looks how I remember it looking. A phrase that is tossed to stuff that very much does NOT look how I imagined it looking when I played it, like, the Spyro remake looks really freakin’ good and even if I remember it a little crisper, my brain hasn’t melted where I thought it looked that beautiful. DMC does the wonderful thing though where the non-in-engine cutscenes have not been upgraded so you get those sons of guns in all their fuzzy beauty. Yum yum.


Took me awhile to draft this up for no REAL reason. Been busy but wanted to type something up for DMC. Since beating the game I have also beaten Spec-Ops and did an entire Dauntless Hunt Pass for the first time. Won’t have too many thoughts on Spec-Ops as that is a crit magnet so will just be providing links to stuff that I really enjoyed that covered it. Started playing Carrion as well which I am very much into and will give thoughts in a post soon. Until then, happy to now be able to have finished multiple games this year, something I am very bad at which this thread shows, but also bail on some games after giving them an honest to goodness shot.

BTB #25: Ah, the Spec-Ops Link One

I almost forgot that I said I would post about Spec-Ops: The Line in my last post. Though, again, it isn’t a game I felt like I could bring anything new to. Or I guess, more importantly, I didn’t think I could bring anything to that hadn’t been said multiple times, multitudes better than I could.

Errant Signal

I’m a Patreon of the channel and I enjoy a lot of what they put out so I’m sort of biased I guess, but I think this video helped contextualize the game and the narrative to me. I have read, watched and listened to plenty about this game where they point to the game is a commentary on the modern action/war game like COD and the like. That’s the point, so great. Being able to include the footage, call out examples helps drive it home in a way that I don’t think I get often through other channels or content.

Watch Out For Fireballs
https://overcast.fm/itunes464108542/watch-out-for-fireballs
Again, another Patreon I’m subbed to. The podcast takes place in 2019 so it is a more modern perspective on the game. What sticks out here is how the hosts dig into the details. They clearly have an appreciation for the game and focus on how the game elevates its ideas. Lots of media has ideas, but how they go beyond SAYING it out loud is important. They also point out the sheer oddity of the path you take and how games use it so often “If it has a name, it must be important”.

the Brindle Brothers

I actually didn’t notice this until after digging it up on Critical Distance, and got to say it cuts to the heart of what makes Spec-Ops: The Line tick. The little choice between shooting and waiting. To have the issue forced. To shoot into a crowd or take a warning shot. I don’t know if it is complicated or as elegant as the piece dictates, definitely getting into heavier real-world implications, but the feeling like you have ANY sort of say helps define the game.

Critical Distance

This one is a bit cheating as it is a much stronger grouping of pieces than I could pull myself (thanks for the Brindle Brothers one). But…that kind of aligns with most of the game. I can’t say anything profound that hasn’t already been said and echo’d. I can’t even compile these pieces of content around the game without having the sense of simply pulling from the work done by others.

I don’t get to offer much so I’ll offer the bare minimum. At probably less than five hours, the game gives you a lot to chew on. The gameplay is fun enough which feels like a weird thing to say given the context but come for what else this tries to offer. With the Last of Us II’s message getting really out there, feels like this provides a good counterbalance of how to make the “man is bad” genre work.

BTB #26: Wandering a Bit Too Far From the Path

My goal originally with this thread was to give my quick-ish thoughts on games that I’ve beat that would not be able to fit into a tweet or two. I wanted a place where I could ramble, and more than anything solidify my thoughts. Keep writing hoping I could run into a coherent point. Sometimes that worked sometimes it hasn’t across 25 entries prior. Whether it “works” isn’t all that important to me.

But I haven’t wrote anything since over a month ago. And that post was really me posting links to other criticism. Spec-Ops is a game I liked but definitely felt after all the videos, podcasts, written pieces, I had nothing else left. Could have probably found an angle. If I have to work for it, probably not worth it. I’m not talented, I’m not getting paid, if most my thoughts are covered elsewhere, why try and squeeze my brain? Problem was between that and the general WORLD momentum isn’t exactly on my side. I want to get back to it. My entire brain is in a fog and this feels like the only way for me to feel like there is a chance I can get out of that. So this entry is going to be more rapid…so let’s go:

Dead Space


A game I thought I knew what to expect and very much didn’t. Trying to better understand where I got the impression this game was one that hinged on this surprisingly deep story. Was I confusing this with another game? This story isn’t BAD, would describe it as real, real corny. I can live with corny especially in a sci-fi horror. Almost typed “in some ways I would consider that a plus” and then realized that isn’t a take I actually believe. Would have definitely been absolutely delighted by a richer, fuller story that didn’t have a twist that was so blatant I almost convinced myself that the “twist” was a decoy from the ACTUAL twist. It was not. Funnily enough, coming in I thought I had spoiled the ending for myself years ago and despite my best efforts could not forget. The twist did not end up being your character being a zombie/ghost/machine that is a different game.

The game doesn’t deliver the same thrill of a horror movie, Dead Space brings a constant pressure. At no point does the game feel like not having an alien chasing you is an option. Every door is a 50% chance of coming face to face with an enemy. Now, I can see how that might be frustrating or how that constant presence doesn’t let any real fear sink in. If a bad outcome is as likely as a good one, you are prepared. No chance of surprise, no chance of that sense of dread sinking in. I think that’s fine. The game isn’t trying to be true horror, it just wants to get your heartbeat going for probably way too long. I haven’t played too many of those games recently that weren’t afraid to keep the foot on the gas and keep you on your toes. The whole premise of the combat is that you don’t want to blast enemies until they go down but take them down limb by limb. That leads to aiming at really specific points on the enemies which maybe doesn’t correspond to my normal muscle memory in these shooty games. Between that and a lack of ammo, I was regularly switching weapons because I didn’t have ammo for the weapons I preferred, rarely did fights seem trivial. No dread, but those constant enemies didn’t feel thoughtless in the face of stressing you out with running low on ammo in potentially key situations. There are ways to prevent those situations, like not buying as many guns so that all ammo drops filter to a few select guns, and there are shops to buy ammo. The game as a whole might play how I expected or maybe even how I wanted, but I felt more than fine with how Dead Space pulled off a heart rate raising experience.


After Dead Space I did a lot of dabbling. Couldn’t quite figure out what my next step should be. After playing Devil May Cry, Spec-Ops: The Line, Alan Wake, and then Dead Space so I felt like I had been playing in the same color pallet despite all of them being entirely different experiences. I felt overwhelmed by shades of gray and brown. Probably not entirely fair to any of those games but after that run I needed a jolt. Something that didn’t feel like I was walking around in these cold worlds. So, for some odd reason, I decided to hop back into a game I almost entirely swore off, a game that I deemed the combat of to be irredeemable trash.

Witcher 2


On one hand, I don’t want to shortchange how much I ended up loving this game. Literally, I have never done a 180 on a game quite like this. I don’t feel like I have hours and hours to write about this game right now. That’s what I think made this game feel so special to me though, I am a couple of weeks removed from beating it and thoughts are still simmering. I am tickled by some of the things it did. This 180 happened with my opinion of the combat going from irredeemable trash to mostly trash. Part of my acceptance comes from the Netflix series which I thought was astonishing bit of fantasy TV. I wanted to be back in that world so bad, I felt like I was missing out more than ever. No, I didn’t hop into the beloved Witcher 3, I wanted to see the story unfold more, and besides not having the original game, it looked like it was more dated than I would probably be able to handle.

Alright, let’s highlight a couple of quick things that brought me back in:

  • Beautiful, living world
  • Big fantasy story with political intrigue
  • Pacing/Structure

I think 1&2 are tied together and 2&3 are tied together. The story is the glue that keeps things all together. Not going to get too in the weeds here but they make a dozen or so semi-important characters rather manageable. I think a TV series like Game of Thrones despite how it sputtered the more it went, made an increasing number of folks to keep track of, and how they interacted with one another, completely understandable. I think Witcher 2 manages a similar feat as across the three chapters where you need to be aware of folks that aren’t on screen and how they might play into your current predicaments. I don’t think the story is award-winning, there was nothing that got me emotionally invested beyond wanting to see where things went. There isn’t anyone I particularly wanted dead, wanted alive, or a romance I wanted to see fulfilled. With most stories I had been playing ranging from bad, to corny, to subversive, it was good to play something more straightforward. A perfect story for me right at this moment.


The game is split between three chapters which put you in three separate locales. The first two are rather sizeable giving you plenty of opportunities for sidequests and some exploration. What’s important though is that size doesn’t make things feel empty. Every inch of these maps feels like it has character. You feel the structure of the communities that are inhabiting. The story reinforces this but if there wasn’t a single sidequest, you could understand how each development was put together and likely why it was put together like that. Flotsam instantly became one of my favorite areas in a game. This harbor town is filled with people, shops, and a racist tyrant who rules over this town the kingdoms have forgotten. There is a defined “enemy zone” which, yes, that’s how it should be, which bleeds out from the outskirts that the leader of has pushed out the poor and elves to. Seeing different enemy types interact caught me off guard. Sure, it is two differing aggressive units aggroing each other. It reads like two AI’s going at it…but it works for me still? It doesn’t create an illusion necessarily. It does give the world outside the town(s) more personality. Adds a layer of unexpectedness. At least the world isn’t only going after you.

QUICK QUICK QUICK, alright let’s touch on pacing. I’m about to give away the whole unique bit of this game, which I don’t know if it is even a spoiler, but given that it is hugely important when talking about pacing and structure, stop reading if you want to know even less about the game. Depending on who you decide to follow at the end of Chapter 1, Chapter 2 is completely different. Now, I don’t know how that affects Chapter 3 necessarily but I know the Chapter 2 I played isn’t going to be the same as others, and that’s EXTREMELY good stuff. The gull of CD Projekt Red to create hours of content that folks are unlikely to see is something else. We talk so much about how developers don’t want you to miss a thing (Aerosmith style) and put breadcrumbs down to lead you to side-quests they clearly put time into. These folks just outright said “Alright, so you 100% won’t see everything and not just that, your entire perspective of how things unfold will be altered”. That isn’t a thing that happens! I knew it was coming and I still was thrilled by the dang thing. Heck, knowing that I was making a choice with consequence made it that much better. In addition to that complete switch-up, the game is a three chapter story. Each Chapter felt progressively shorter which for me meant I never ran out of steam. Plus they filled each chapter to the brim with story. Maybe they could have spread the later chapters out a bit more, I am so glad they didn’t. Never felt like I was grinding my way to the next story beat. I don’t know if I’ll ever go back to the game to reply the second chapter but at the very least the framework of the game doesn’t scare me off one bit.

Despite these three BEST IN CLASS components, the combat still does stink, feeling clunky and unfair at times. I would never ever tell someone “just push through the combat”. I mean, that’s sort of what I did but I also decided that I practically needed to buy-in. For me though, I’m so glad I did.


That’s it for now. Okay, I guess it was only two games. For some reason I thought I did more. Right now I am dabbling in Crusader Kings 3. I feel like I’m inching closer to writing something on that since I have fallen in love and think I can talk a bit more about why SPOILER: will tie into my TEW post.


Not entirely sure what narrative/definitive endpoint game I want to boot up next. Trying to figure out the tone I am looking for and the size of game I am looking for. Almost went straight to The Witcher 3 but thinking I could use maybe a few shorter experiences before then. Definitely some shorter ones before going into a 50+ hour adventure. Well, until I figure that out, thanks for maybe reading!

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BTB #27: You Weren’t Supposed To Be This Good

wtf Crusader Kings III? You were supposed to be this complex mess that I bounce off. You were supposed to this conceptually interesting nightmare. The earlier iteration was that. I played CK2 for 30 minutes, I tried doing the tutorial but it didn’t make any sense, tried winging it, then uninstalled. I got to see all the stories, not creating any of my own and that was fine. Every piece showed me HOURS of gameplay. Having Game Pass, expected to fire up Cursader Kings 3 and at minimal cost bounce of the new hotness.

I didn’t bounce though.

I stuck like glue.

Why have I been forsaken?!?!

The game is all I want. I love games that make me an inhabitant in a world. More than that, power of my domain but outside forces pushing back on me or pushing back on one another, potentially directly or indirectly affecting me. This is why games like TEW, where you control a wrestling promotion, give me such glee. It isn’t because I want to build the #1 promotion in the world. It is because I want to make the most of the cards I have been dealt, whether that means immense growth or finding my niche which lets me survive. Played a little Civilization V recently and realized, I don’t want to conquer. At no point in my life, as lame as it may be, have I strived to be the best. I want to be me and CK3 let’s me fall in love with being me…me being 14 year old boy who’s aunts and uncles hate him because they feel they should have a clame to the kingdom after your father died before being able to become king.

Starting off, the tutorial is near perfect. I think it feeds you all the necessary bits of information and gives you the tools to dig up more information. It is a lot but it doesn’t feel like too much. You see how mechanics interact and how to keep tabs on everything. Then the “suggestions” in game help pick up some slack to make sure you don’t miss an opportunity to engage. More often than not I didn’t agree with suggestions but letting me know to marry my mom off is helpful to bring up. The game doesn’t exactly hold your hand but never too far from giving you a friendly reminder. The only thing I found to be a bit frustrating is the game doesn’t do a great job letting you know the training wheels are about to come off. It throws you into a war, gets you into a battle…and there you go. You will figure out the end of the war for yourself. I sit there for days in-game before I realize I’m not going to be getting another panel of tutorial. I lost. It was fine.

Then the game truly began. I wish I could tell you what will follow are those rich Crusader Kings 3 stories that you see so often. Where folks connive their way to the top or have someone scheme against you. My story isn’t as dark as those nor as detailed. My story is about a line of men that has spanned so far from 1066 to 1120 from the Petty King of Muchard to the High King of Ireland. A story of men who loved their wives, who brought home dogs and cats, and who slowly expanded their land for generations.

My initial character did not last long. He went off to war often, acquiring land and quickly losing it. One day he didn’t leave the battlefield leaving his only child, a son, to take things over.

For about 20 years, Brian II ruled. While he may have not conquered the world or brought peace to Ireland, I would say he was nothing short of a successful ruler. He brought an additional county under his rule, he kept most everyone in his life happy, he sired a half dozen children. The biggest struggle Brian II found himself in was marrying off these children. Knowing he needed strong alliances but not wanting to put his children, especially his daughters in harm’s way. I wish I could say he succeeded in that regard but with one daughter, despite his best efforts, her husbands would repeatedly die, to no fault of her own we assume. It was on the third husband that when he passed, the daughter didn’t return home. She re-married and while the loss of an alliance stung, the separation from the daughter was probably worse. Luckily the rest of the family stayed rather close.

Brian II’s biggest failure, and he is too fictional to admit to it, is the death of his eldest son Briain who lost his life in war at 23 years old. Brian II’s biggest moment of grief came from losing his son and having to spend another 8 years on this Earth without him. Shortly before he himself would pass, his wife had also passed, the moment which most felt like Brian II had let go. Generations down the line wouldn’t wake up saying his name but he was a good Petty King.

Brian’s second-biggest failure was not keeping his counties to himself, seeming too content to hold on to Muchard and not much else. This made things trickier than they probably needed to be

Dying at 55 was not a terribly young age at this time but with his eldest son dead the line of succession lead to a 9-year-old Aindle taking over the realm. A predicament that probably wasn’t entirely fair to him. Luckily most of the territory remained intact. Despite all the rumblings of rulers in similar situations being prey for their family who might have claims…things were rather peaceful. Aindle had a couple of uncles on his council, and put his uncle in charge of one of his territories.

Now Aindle is 38. He married the love of his life, no real military benefit to come of it. He found a dog that kept him balanced. His best friend from his youth joined his council and later would be the beneficiary of the second crusade Aindle took part in. That sent his friend away, removed him from his council, but gave his friend land of his own. The beneficiary of the first was his uncle who did not last long after, but now he has his cousin as an ally abroad. Oh, and somewhere along the way he became King of Ireland. Not entirely sure how it happened, seemed like some fortunate timing coming off the first crusade Aindle took part in where his neighbor’s death left the dutchy with no alliance to protect them, and Aindle having the backing of the King of Denmark. That small victory, a victory that eluded his grandfather despite a couple of attempts, opened the doors to Ireland. With only Ulster remaining outside his realm, he established the Kingdom of Ireland and another dutchy for one of his most talented court members.

And now…well NOW I just got done joining Denmark in keeping their territory, which netted us absolutely nothing despite capturing two holdings that led to their victory, I’m not bitter. Then somehow Ireland got aligned with someone who is part of the Holy Roman Empire. They asked us to join their war, which we did. For some reason. For the first time it feels like Ireland bet on a loser. This war has been going on for months with neither side making any progress. The Irish army is joining its third straight war, none of which are particularly helpful for growth, and the army is depleted to the point that we aren’t able to sway the tides of battle.

Another few hundred years of growth await after these senseless skirmishes.

Ugh, was that insufferable to read? I hope it wasn’t insufferable. This game has its hooks in me. I have played about two games from this year but it is my GOTY, my GOTD, and something that is probably more meaningful, my favorite game since What Remains of Edith Finch. Two very similar games of course.

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BTB # 28: Call of the Seven Out of Ten

I don’t feel like I have properly used Game Pass. Yeah, my last post (from October? What am I doing) was all about how I use/used it for CK3 but that isn’t an enclosed experience. It functions in the way an MMO does to some extent where I pay to have access to it when I want it. If I no longer want it I will no longer pay for it, that simple. Usually I’m not using Game Pass to play experiences that I probably wouldn’t have bought, or would have possibly bought but won’t cause I can’t afford it and it is available. Frankly, I haven’t played much on the service and yet I would fully recommend it without question. When I saw Call of the Sea pop up on there at launch I remember being like “oh give me this very pretty game as soon as possible”. I couldn’t tell if it was more puzzle or narrative from the trailer but one way or another it looked like an adventure. That’s something I had been missing. Feeling like a game was taking me someplace. The visuals were so stunning I couldn’t wait to figure out what that journey was. Having played it now, the game remains as beautiful as advertised but stumbles more so in the act of play.

In a lot of ways, I’m really glad I played this! I really can’t get over how for half of this game, the environments really are stunning. A bit of this might be a tad spoiler-y but I’m not entirely sure how to talk about the game otherwise so will blur things out from here to be safe. When the game turns to the more Lovecraftian elements later on the art direction takes a sort of stumble. The game works so well when it is showing the possible remnants of an otherwordly ancient civilization, these big set pieces erupting from lushes greens. Call of the Sea eventually getting to the entire kit-and-kaboodle seems to work against what they had done so well before. These elements worked well in contrast though when you are only left with the elements of this cosmic world-inspired area the design didn’t stack up. It wasn’t dreadful. The setpieces no longer popped though. They were meant to be the entirety.

Feel like I am about to break this down into some classic “Graphics, story, gameplay” styling. Story and gameplay are so tied to this one that I will try and slam these two pieces together and see how that goes. With this being a primarily first-person-puzzle-adventure game you are going to be doing a lot of piecing together of information, or rather you are going to be looking at lots of pieces of paper that give you a clue of what you are supposed to do. These “clues” range from essentially telling you what to do and going through the actual act to being a hair too unclear so that I end up spending 20 minutes putting in a combo only for it not to be the ask. And that’s the thing about a lot of the puzzles, I don’t mind being wrong but you can invest a good chunk of time moving pieces into place for what might end up being the incorrect question. I didn’t get to have those moments I had in Baba is You where I go around the internet feeling very smart. Even when I got something right, it felt like it was spelled out. It wasn’t always, but it felt that way.

Okay, so the story itself is fun! You are going deeper and deeper into another place learning more about your partner’s expedition that went arigh. I didn’t feel all that invested in any of the characters unfortunately as getting everything through notes and weird Polaroid Pictures doesn’t exactly hit the same when it didn’t feel like there was that Environmental Storytelling that went beyond these materials. And your character, Norah, her journey as…I don’t know, I didn’t care for it! She seems to simultaneously love her husband but also would forget him entirely for this island. I get it, that is the point but these things don’t really come into conflict though until the end. And even then, the game itself decides it isn’t going to take a stance on the matter.

Then we have whole mythos behind the plot. Again, similar to the visual design, the deeper the game gets I think the more it loses what is interesting. They try and tell the entirety of the story through about 100 stone wall panels. A picture book is inserted into the game. There is one level which I think does a good job of showing what things might be like on this island, but even then, the puzzle they insert makes it trickier to care. And unfortunately there are times where things can break if you don’t read the panels in the intended order where Norah will speak as though having information that you aren’t exactly aware of.

Then we get to the Almost End sequence which is the most Bioshock Infinite the game gets. Less racism, more about the lighting and the unfolding. I think it looks really cool which is great because essentially the entirety of the back portion of the game depends on this working on some level. The mystery is gone, there has been a lot revealed up to this point and the sequence isn’t filled with an OMG moment but it is more of what I would have hoped for when the game last the need to be grounded.

I feel like I have complained a lot. Probably unfair given the title of this. I really did find this to be worthwhile. It is a theme I like in a type of game I like and while it missed the mark on a number of things it certainly scratched enough itches for me to be interested in what they do next. And while I didn’t end up being super high on this,Call of the Sea has sort of set the bar. Anything above it is probably really good. Anything below it I probably won’t recommend. I’ve seen some folks be positively glowing about this game, so maybe I’m on an island (DRAGGED OFF INTO THE SEA)

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BTB #29: All Aboard the Monster Train

REALIZING I WROTE UP A WHOLE BUNCH ON THIS GAME AND FORGOT TO POST!

Roguelikes are among my favorite types of games as there is a low commitment level. Whether it sinking a whole day into min-maxing runs or whether I only have half an hour to squeeze some enjoyment out of something, the best roguelikes for my money can satisfy both. There are essentially two types of roguelikes out there right now, ones where when you die the only thing you’ve gained is a better understanding of the mechanics and ones where you carry over some sort of material progress from run-to-run. Overall I would say I have a greater fondness for the former rather than the latter. I don’t mind unlocks, which will pop up for Monster Train but I would prefer not to have some sort of leveling mechanic. Open up the possibility space, don’t push me to the next phase of play. To some extent it takes away part of why I come to these games, to perfect a run. If my character will improve regardless of whether I as a player am bettering myself, I would much prefer a true linear experience. At that point feels like I am being churned through procedurally generated levels. It is in part of why a game like Hades doesn’t click with me as the mechanics of its roguelike-ness to mesh with what I’m looking for.

Monster Train finds itself in the ever-growing deck-builder roguelike category. Obviously Slay the Spire is the game that captured the hearts and minds of players a year or two back, with good reason. I think the various ways you can build out a deck in that game are lovely. Will say that the art and singularity of things held me back from falling head over heels. The focus on your one character made it trickier for me to be excited about. This isn’t a flaw of the game but what I am looking for when I am coming to a card game. I want the monsters. Thank goodness cause Monster Train wants to give me cute and cuddlies with a side of gnarly toothed demons.

Let’s lay out the format for levels in Monster Train cause it gets me a bit excited. You are on a train from hell towards the gates to heaven. Each level has your train which is three floors and your engine/pyre room. Each turn you start with a certain amount of ember, which is the point system that determines how many cards you can play. Simple stuff, StS does the same thing. On each floor you have a certain amount of space you can fill. This is where the fun starts in my eyes as monsters take various amounts of space up. Usually your effect monsters, or whatever, take up one spot as they themselves are weak but they can boost other cards. I haven’t seen any monster take up 4 spots on a floor yet, you start with 5, but usually the 3s are beefier than 2s and can absurb some more damage, dish out more, etc. Not being able to simply load up a floor means you have to make choices on how you are arranging the entire train from top to bottom based on special abilities and size of creatures. It becomes sort of kind of tower defense like though I would say you aren’t quite trying to funnel folks into a death pit in the same way. A certain level of that strategy depends on your build.

Again, not going to go bit-by-bit through this game since there is a lot. I would listen to the Watch Out For Fireballs episode on this if you could, I think it gives a great read out of all the little treats this game gives you. So I guess lastly I’ll just talk about the flow of an actual game. Each level has a defined amount of waves of enemies of a certain enemy group. The game starts out relatively easy and straight forward in that regard. You aren’t going to be dealing with a lot of enemies that have tricky abilities to workaround or anything with too much health. Each wave has enemies enter on the bottom floor and after a round of combat they go up a floor. If they reach the top they will engage in combat with your pyre which means at least some damage gets dealt to you. The final wave always contains a boss who has the ability Relentless which means that once combat is started the round does not end until all units are cleared on your side or theirs. For bosses this means you need to do a lot of planning ahead to make sure you are in shape to handle not being able to play any additional cards. Has you go further into the game that becomes harder as the base-level enemies you face are their own challenge to deal with. You want to prepare for the thing that’s going to have 10x the HP of what you are seeing but you also don’t want to get your butt kicked by the birds pecking at your eyes.

Well since I typed all this up months ago I am going to wrap this up before using this page to talk about Mortal Shell. Monster Train would probably log as my favorite game from last year, though didn’t play until this year. Keep your Slay the Spire and give me something with a little less friction, a bit more broken, and the possibility of googly eyes.

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BTB #30: Mortal Shell

Once again, I have betrayed myself by purchasing a game. Why have done this? I guess I had a hankering for a new Soulslike (not much for the 2D variety) and this was on sale on Epic. Feel like a good decision was still made. I’m going to mix things up this go around and toss out the 'ol listacle. Apologies in advance for static during videos

BOTTOM 3 THINGS ABOUT MORTAL SHELL

. 3. Gaining New Weapons
Who made this choice? Each new area contains a new weapon, I did not unlock more than one. They are in the same starting area each time that contains your Bonfire replacement. Right off the bat, they’ve decided on something wild, there is a statue and a book, the book says to press a button to recite from the book. A spider comes from the book, climbs into your armor, and brings you to a boss arena. There is no indication that reciting will lead to any sort of combat situation so you can certainly lose your Souls aka Tar here. Then you have to fight a boss who is using the weapon you are trying to get. The boss isn’t super complicated but I also found him to be maybe the hardest in the game. A real damage sponge. The same boss every weapon by the way. After doing it once to get a spear/pole and it stinking up the joint I decided I would just upgrade my sword all the way up instead and call it a day. A bad decision. Just give me the weapon.

. 2. Enemy Encounter Variety

This isn’t saying “I don’t like the enemies” because I do like a lot of the enemies but each area typically only has 4 enemies. Basic, Big & Fast, Big & Slow, Wizard. I wish each area had one more enemy that felt really distinct that made me play differently there. There is one area that compounded this issue because there were so many enemies but a pitiful amount of different folks to face. It felt like it was about forcing numbers down your throat rather than create challenge through placement and types. And once you figured out an enemy, you weren’t going to be particularly challenged by a combo so they typically give you get two or three more enemies to overcompensate which isn’t fun.

. 1. Seat of Infinity


I have talked to some people now that say “I actually didn’t find this that bad” and I don’t get it. A wide open area that to start off with is difficult to orient yourself in, added to by this being the only level with teleporters. Then in the second half, I the middle finger gets fully put up by the game. Narrow hallways and a smidge too small arenas with way too many enemies. Another area I found difficult to ground myself to the point I eventually tried running through it. Nothing feels distinct for the most part though so I was caught running mostly aimlessly until I found something that no longer looked familiar. Even this being the worst place and the worst part of the game was slightly made up for by the goofiest boss and maybe my favorite.

TOP 3 THINGS ABOUT MORTAL SHELL
. 3. Hardening
The differentiator. Losing a true block is a bold move in these types of games as if the concept is eschewed it is usually in favor of making things more dodge-heavy. The mechanic is that you have the ability to make yourself invulnerable for one hit but have to make yourself immobile to do so. Trick is that just because you can’t move while Hardened doesn’t mean you can’t be in the middle of a move. Charge up an attack, Harden, get whacked, boom you bopped 'em. It is a fun addition to the arsenal that I wouldn’t want to see folks replicate as it works perfectly as the pillar of this game, and hopefully eventually series.
. 2. The Runback
There is another unique thing about Mortal Shell besides hardening, the run after the boss. I wouldn’t say this is a game-changer but it is a nice addition. After you beat a boss and grab the item you need to take the hub, a fog falls over the world. This mixes up enemies, typically adding a good chunk, and makes things generally darker. Some folks might treat this as just running the level back in reverse, taking your time, beating back waves of enemies. I…do not. I treat this as though I’m in a getaway car and try and figure out any and all shortcuts to get back. The game has a lot of narrow hallways so you aren’t going to be able to sprint your whole way out so I don’t feel like I’m being too terrible of a Gamer.

I don’t mean to be harsh on every part of the game, I really came away feeling like this was a 7/10 sort of game. But the hub world not having clear landmarks does make actually locating the hub in the fog a bit troublesome. There are times I’ve done a couple loops before zeroing in where I’m at. The actual going back through the level itself though was regularly cool and fun though.

. 1. End Boss
SPOILER VIDEO OF FIGHT

The bosses in MS aren’t probably going to join the pantheon of great Souls game bosses. The main three bosses are a bit simple and aren’t bombastic enough to overcome that. I don’t want to slam them, I think they are all serviceable. They are also all bipeds, not a knock, I love DS2 so duels are where my heart is at. For the final boss though they pack it all in. There is nothing else like it in the game. A big ol’ monster fight who brings mechanics that you haven’t had to deal with before. Tides that you have to roll through or you get knocked on your ass, low-health spawn enemies that can heal the boss, and an attack that can break your lock-on. It was not the toughest fight of the game, I think the tutorial boss manages that crown, but it is the most complex and the one that brought the tension I get from a really good Souls fight. Getting that cathartic release after a tense moment of no health items, a sliver a health remaining and getting caught in sort of a cheesy loop. This fight wouldn’t work as anything but the climax so luckily we get the big bombastic finale.

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