What game are you playing?

Spooky season ending be damned, and confound your Halloweenery! I will continue to play horror games until I feel like stopping!

Dead Space 2: still good! Not as good as I remember but still an absolute belter. It’s a game desperate to impress and it constantly throws new and loud things at the player. Fortunately I think a lot of it works really well. There’s a real enthusiasm for the macabre that wasn’t there in the original Dead Space, which is a pretty humourless game all told. Dead Space 2 loves a cruel joke and a bit of black irony, which I appreciate. I think my biggest problem with this game is that even on normal, the Contact Beam and it’s AOE room-clearing secondary is mandatory unless you’re happy to tank hits and attempt to avoid getting swarmed in the back half of the game. Dead Space used the speedy and necrotic variants of the Necromorphs sparingly and situationally, whereas the sequel decides that all enemies are now Olympic sprinters and take 3 shots per limb by the halfway point. The Contact Beam’s secondary applies invulnerability frames AND can stasis enemies while firing a AOE attack with a couple of metres radius. It’s insanely OP, but when the alternative is juking overly resilient enemies in tight spaces, it’s always the best option for me.

I also prefer the aesthetic of the original Dead Space a whole bunch more. I like how utilitarian and drab it is. Shamelessly Nostromo in its lighting and interior design.

Speaking of aesthetics, Dying Light continues to be my favourite open-world to look at. The Definitive Edition on the new consoles brings the performance in line with a incredibly grimy, sweaty, and unpleasant looking game that I just adore moving around. A huge part of my love for Resi 7 is how it managed to capture some of the original Texas Chainsaw’s menacing grime that feels baked into the celluloid watching that movie. Dying Light also captures that. Every sunset in this game looks like the end of Chainsaw. The film grain effect makes everything look like a video nasty. This game should have a 4:3 mode it looks so bad/good.

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Got into the Hitman 3: Freelancer Mode closed test, looks like there’s no NDA or anything so may as well spill some impressions.

Using a roguelite mode to bring in a persistence they haven’t attempted since Blood Money a great idea, and it’s nothing short of remarkable that they budgeted for this so late in the post-launch support. For a trilogy that’s hardly changed its fundamental UI in 6~ years, there’s a boatload of overhauled stuff just for this mode, much of newest stuff being semi-diegetic like in-world vendors and pick-one loot crates. I was also thankful that the smaller-fry targets aren’t always just existing NPCs with Contracts tags on them. The tech is there, the foundation of a compelling ‘kill some baddies to expose the big bad’ loop is there with a (very) light strategy layer, the potential for Hitman’s last hurrah being a forever-gameifying mode is absolutely there.

But alas, when you get into the nitty gritty flow of playing a mission, there’s a confusing and hard to manage focus on “secondary” objectives being necessary for decent currency payouts that’s prone to flattening a lot of momentum, and it feels like it’s part of a bad habit IOI developed in all of Hitman 3’s extra content to gear towards arbitrary half-optional stipulations that make your runs feel incomplete if you “fail” them.

I can appreciate nudging players to try new things and improvise without always worrying about pure stealth performance, but there’s that, and then there’s tying most rewards to a strict set of challenges. It can quickly change from “try new things” to “try these specific exact things we told you to and don’t fuck up or else you wasted your time”.

Freelancer Mode goes so hard in that direction that it (confusingly) shows the Mission Payout as the largest amount you can earn at first, and deducts it when you ‘fail’ the optional shit. So you’ll look at a mission and think “oh this pays 35 merces (currency), seems decent, and hey more the merrier if I get those bonuses”, and then realize by the end that your payout’s now deducted to just 10 merces because you didn’t feel like doing a Poison A Guy objective. It’s a really demotivating way to present the ingame economy, especially when a lot of those objectives are reliant on specific equipment you have a statistically low chance of having.

Oh yeah, Freelancer also starts you with nothing in your toolset. I get why they did this, what all with emphasizing ~building your (admittedly very cool) persistent safehouse from scratch~, but it’s always an irksome way to start a roguelike, doubly so for one based in Hitman, triply so with the equipment-based objective focus. There seems to be few (or no) adaptive resource systems to make sure you can supply yourself with what you need either; I thought the loot crates would have it but those appear mostly random too. I often get lucky with getting explosives for explosive objectives, but I suspect those just spawn more often so you can more easily deal with frustratingly slow-moving or even static targets.

I’m actually reminded of Heat Signature, and how it did a lot of comparable things but with more flexibility. If nothing else, I’d love for them to figure out a fast-forward button like HS has. I’ve wanted that for ages in Hitman, even tested the concept a long time ago with Cheat Engine’s speedhack just to track some patrol routes, but here it feels especially needed to help the game flow without getting tiresome.

I mean, with some targets (procgen…?) routes here, it almost feels like you’re watching pared down Sims AI… while stuck at normal speed forever. Try doing that in The Sims without losing your mind.

Really between those issues and the strange middle ground between Pro and Master difficulty that it hovers between, with arguably harsher balancing than even Elusive Targets… it all makes for a mode that can end up highlighting the base game’s weaknesses more often than its strengths IMO.

It’s worth noting that the mode proper is nearly 3 months from release, so maybe they knew it’s far from perfect. Even if they stay stubborn about their design priorities, there’ll be a group of people this will consistently appeal to (hell I’ll prolly still end up being one of them, lmao). There’s far less rewarding games that eat far more time in this genre, but as a Hitman fan that’s not typically a roguelike fan, it’s a bit of a bummer that it’s a roguelite-ass-roguelite instead of vigorously applying the ethos of “make a genre known for impenetrability into accessible breezy fun” that made the base games such a success.

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me a week ago: I’m going to replay God of War for the story, no need to 100% it again

me going into the weekend: actually this rules, I’m having so much fun exploring this world again maybe I will 100% it! maybe this time I’ll even kill the Valkyrie Queen without using easy mode for just that one fight in the whole game!

me exiting the weekend: turns out 5 years passing has not improved my reflexes. maybe I won’t manage to kill that boss even if I revert to easy.

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I don’t think I’ll be getting the next Battle Pass for Marvel Snap. I barely made it to the end/variant at lvl 50 of the last one, but I don’t know that I really need to pay extra for the cards it gives, since I feel like I’m getting enough by just playing? That might just be because of the extra items from the Battlepass though. We’ll see how it goes, I’m still enjoying playing it and it’s filled that “TVs on but I only care a little about what’s happening” niche.

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CW for animal distress in the first 30odd minutes of God of War.

Finished Signalis. For real, this time. Shout out to the random person on Twitter who doesn’t even follow me yet correctly deduced I had not in fact finished the game (check the Spooky Season game thread for more details). Really cool retro survival horror vibes, fascinating story/setting, albeit one that left me with a number of unanswered questions. Probably going to be one of my favourite games of the year.

Started Return to Monkey Island because it (like Signalis) hit Game Pass. I didn’t love the art style in previews but it’s growing on me in actual play… though it sometimes does this zoom in on gross imagery (like a hot dog stand selling ‘Scurvy Dogs’) that really makes me think of Ren & Stimpy. Wildly unpleasant, YMMV. Separate from the art style though I do kinda love how it has reconciled the end of Monkey Island 2 with the rest of the series and I’m very curious how the rest of the game shapes up. But…

I also started God of War Ragnarok. I did manage to finish God of War 2018 the day before it came out and I’m going straight in so the comparisons are pretty stark: it’s an extremely similar game, an “if it ain’t broke, don’t fix it” sequel, and frankly I’m on board for that. An example of how similar-but-slightly-different it is: the single biggest improvement I’ve noticed is that when Kratos kicks a chain over a ledge to create a shortcut, he no longer automatically starts climbing the chain. It bugged me every time in 2018.

I won't talk story here but I'll hit two points in more detail behind the cut: the gear system and the single take.

I know a lot of people didn’t like the gear system in 2018 but after replaying it in full the thing I dug about it - even if it was maybe not the smoothest implementation possible - was how it did genuinely feel like I could create a build that suited my playstyle. I could equip armour, weapon upgrades, and skills that compensated for the fact I suck at parrying and take a lot of damage, so I’d used things that increased my defence/health or added healing to certain attacks. The problem was that a lot of it was silly and opaque, relying on stat numbers that barely made sense (why do I have a defence stat that reduces damage and a vitality stat that increases health? They both translate into being able to take more hits, in different ways, so if I just want to increase survivability which is the better option?).

Ragnarok, so far, feels like it’s leaning into the choices even more: an early unlock is shield variations - do you want to block and absorb hits or do timed parries? But the inventory screen is even more of a mess than last time around, and around 8 hours in I’m still unlocking very basic slots, like I only just got talismans (renamed to relics) and still haven’t got heavy runic attacks. I’ll have to wait and see whether it still feels like I have good choices or if the whole things gets buried in numbers and too many undifferentiated items.

On that single take: yes, it’s back. Like 2018, there are no cuts, no fades to black, no scene transitions. In 2018 I thought it was used cleverly to have you to stay with Kratos and Atreus as they’re forced to communicate despite whatever just transpired; there’s no neat cut to a few hours or days later when tensions have been resolved. In Ragnarok I don’t quite feel they’ve nailed the pacing like they did before. It’s clearly going to be a considerably larger, longer game… but maybe one that needed a metaphorical editor, someone to come in and say “actually, this walk back to the fast travel point isn’t adding anything this time”.

By the sounds of it I have a lot more game to get through, especially if I wind up 100%ing it like the last one. I’m sure I’ll have more thoughts once I’ve had time to get to grips with the story and the game finishes giving me toys to play with.

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After watching Rings of Power with my girlfriend, I decided I should check out the source material so of course I did the sensible thing and tried out Middle Earth: Shadow of Mordor. (The actual reason is it was free on Amazon/Twitch Prime like a month or two ago and I figured why not)

First off, a neat thing I truly didn’t expect is that you can kinda-sorta play the game as a woman? It lets you select a skin for Talion and most of them just put him in different types of armor (normal guy armor, evil guy armor, elf guy armor, etc) but then one of them is just a woman named Lithariel? It’s purely cosmetic (no audio/dialogue changes) and only in the gameplay segments (cutscenes switch back to generic Talion), but it’s kinda neat that it’s available at all. Being able to be a cool lady with a sword instead of generic gruff white dude #75 was a big plus for me.

But, uh, other than that I didn’t have a great time? The movement feels mushy (on keyboard and mouse, maybe controller would feel better?) and I felt like I was constantly fighting the camera for control. I also didn’t care much for the combat. I’ve never really been a big fan of the Batman Arkham game style combat and this is pretty directly that with some bits added on. But then this one it feels like I don’t get to decide who I’m actually targeting so I just kind of flailed between targets. I pretty frequently caught myself thinking that I wish this felt more like Assassin’s Creed: Odyssey because I love how that game feels for runnin’ around, climbin’ stuff, and stabbin’ dudes. Maybe that’s an unfair comparison since AC:O was several years later but it constantly came to mind for me.

I’m largely ambivalent on Lord of the Rings in general so this game is kind of not targeted towards me but the narrative (as far as I saw in my 3-ish hours of playtime) didn’t really do anything for me. Talion is a kinda boring sad dad, Celebrimbor trying to regain his memories doesn’t do much for me either (maybe because I already know some of his deal and the game seems to assume I wouldn’t know anything), and having missions where I had to go hang out with Gollum felt like fan service aimed at completely different people. It’s not necessarily a bad thing (well, maybe the Talion stuff is, that’s dreadfully dull) but it left me without much to really latch onto here. If the story had been intriguing enough maybe I’d feel compelled to stick through the mushy controls for a while longer to see what’s up with the rest of it.

I also got the sequel, Shadow of War, for free thru Twitch/Amazon so I was wondering if people had thoughts on that game in comparison? Do y’all think I might have a better time with that one or should I just give it a pass?

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I tried out the demo of Nadir the other night, and promptly bought the (early access) full version. It’s been a while since one of these deck like rogue builders hooked me so quickly with its core mechanics. The usual early access caveats apply of course, and I should admit that I’m only a casual fan of them in the first place, but so far the basics are compelling.

Nadir describes itself as a “grimdark” one of those, but its visual style leans more towards a comic book illustration with heavy ink brush strokes, rather than a Warhammer-like aesthetic. For some reason the three characters you can play are undead historical figures (Joan of Arc, Vlad the Impaler, Hernán Cortés) which raises some questions, but I haven’t seen enough writing to say whether the lore is interesting or not. Personally I dig the visual style but it’s the card mechanics that really has me excited…

There isn’t a typical turn structure or action points. You have a hand of cards, and the enemy has a hand of cards that are visible to you. To play one of your cards you pay a cost, represented as pips on the enemy’s cards. To play a 1 cost card will fill 1 pip on 1 enemy card, and a 3 cost card will fill 1 pip on each of 3 different enemy cards. Once all the pips on an enemy’s card are full, they play the card. So each card play has to be balanced with the enemy reaction you will eventually trigger.

Stronger cards fill more pips, triggering more and stronger reactions from the enemy. Furthermore each of your cards has a blue top half and red bottom half, and the half you play can only be played if there are matching enemy cards of the same color, which flip back and forth every time they are played. This style of double sided cards shines in the deck building mechanics, because your card rewards come in the form of card halves, that you can combine and dismantle to form playable cards that go in your deck. Some of these card halves are distinct enough in their effects that they are immediately memorable after only 90 minutes and a handful of runs.

With limited playtime I can’t comment on whether there’s enough here to justify the early access purchase. But these twists on the deck builder formula have me wanting to play just one more run when I should be working…

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Just finished Prey, and much to my surprise I moved right on to Mooncrash. After my first run through the main game took me 40 hours I expected to be burnt out on skulking around in space. Turns out I actually found the last few hours mostly thrilling, which may have been helped by lowered expectations set by reviewers, and the ending which initially landed with a bit of a thud seems pretty daring with a little distance. I’m sure Mooncrash won’t be as much of a story follow up, but if it can expand and complicate the world Prey sets up at all I’ll be very excited.

Gaining power in games never feels like the fun part for me, which is why I think I appreciated the ending hours of Prey when I found myself extremely low on resources and dealing with a lot more combat and was forced to move around the station quickly. I suddenly felt myself put on the back foot again and forced to improvise in a way I hadn’t for a while. I’m also really looking forward to Mooncrash’s run system pushing me towards different play styles and constantly mixing things up.

Edit: one additional thought on the end of Prey relating to the end of Margaret Atwood’s book Oryx and Crake

While I’m not sure whether I loved the book as a whole, I did think it had the perfect ending for that story and maybe Prey’s as well. After a full recounting of the protagonist’s life you’ve been inundated with the worst humanity has to offer, with the protagonist coming off fairly terribly. Then in the present day he thinks humanity is dead and has been given the chance to care for this totally innocent race of genetically engineered people who were designed to be kinder and more egalitarian than humankind. The story ends when he sees another group of survivors and him deciding whether or not to contact them or kill them in order to protect the new people.

All of this is undercut a bit by the existence of sequels, but in that book it’s a perfect place to end. Prey’s ending has a similar tone, but it lets you go beyond that moment and make a definitive binary choice which I think robs it off some of that power. Instead of being left pondering what you’ve just been through, and whether these (frankly pretty terrible) people deserve your help, you have a just a moment to decide whether the Typhon are monsters worth killing off or if they’re monsters that can never be reached. So since there is likely never going to be a sequel my head canon is that the game fades to black with Alex holding out his hand waiting for an answer.

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Without getting into Ragnarok details: I don’t mean to be dramatic but I would die for Jalla.

I’ve had a lot of things going on at various levels of stress [some work, some other]… so I’ve ended up going down one of my usual rabbit holes during this kind of period, and returned to Noita for a bit.

The combination of long periods where not much is happening (but you’re working painstakingly towards some kind of long-term goal - if you’ve played it for long enough to know about those long-term goals), and short periods where you’re concentrating very hard so you don’t die very quickly seem to be ideal for distracting me from real-life stress, and also allowing my subconscious to mull over things in the background.

It’s still super frustrating when you get within a hairs-breadth of another step towards one of the big overarching goals (in this case, the New Sun quest - I finally killed The Forgotten One, got the Sun Seed…) only to have a combination of a bug (I stashed the Sun Seed on the surface near where it needs to be put to start the quest whilst I went to prep for the rest of it… and when I came back next, it had vanished) derail that, and hubris destroy my backup goal (Killing the Robot One-Eye in the Power Station… apparently needs more than 800 health, a combined healing-teleport wand, a wand that three-shot The Forgotten One, immunity to explosions, electricity and toxic, and a projectile repulsion field… I died instantly to a hit from his rocket attack).

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If you’re not having fun with the first one then I wouldn’t really advise the second one either. It’s mostly an evolution on the first one with much more irritating fan service, a larger amount of stuff to traverse back and forth and the possession of the orcs and all the problems that brings on a textual level are even more egregious.

There was also a post-game which used to be hilariously overlong but has since been condensed even if it still feels too long.

I completed both games and it was really a podcast game experience at its blandest. I did catch up on a month or two’s worth of WPR though.

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Shadow of Mordor/War’s story wasn’t targeted at anybody that actually exists tbh lmao. If you felt bored by Mordor’s near-parody of rote AAA game tropes, War literally makes the exact same mistakes, amplifies them, and then wastes even more of your time with comically robotic filler instead of any mechanics the game’s even marketed on, let alone ones that might dare to entertain you.

No shit, they force you into another skincrawling Follow Gollum While He’s Quirky And You Stare At Not-Eagle-Vision Footprints For 10 Minutes mission in the first hour of Shadow of War. With the added layer of them beauty modding Shelob with a degree of cringey Dudes Rock marketing ‘creative liberty’ not seen since the 2000s (and shoving her unanimating face in the camera in the most unintentionally funny Arkham-wannabe Game Over screens I’ve ever seen), “”“easing in”“” the Nemesis System mechanics by initially giving you only half of the system to work with and boring you to tears with hours of scripted missions again, and somehow making all the I Can’t Believe It’s Not Arkham combat feel off, with their one consistent idea for “new & challenging Nemeses” being to make the combat feel worse/less responsive so you have to use some other swimmy unsatisfying mechanics again; yeah there’s a reason nobody talks about SoW charitably now.

Even by infamous lootbox game standards, there’s a lot more people that go to bat for post-patch Star Wars BF2 with cosmetic MTX still purchasable than you’ll ever find for post-patch Shadow of War with none of it left over (AFAIK).

Mordor cruised on a lot of excuses for its most boring and bad elements as an experimental concept that “had to make safe choices” launching in the dogwater year of 2014; War releasing in 2017 made it clear that Monolith is just a plainly incurious developer that has zero good ideas on what to do with their talented AI/systems designers’ initially ambitious goals. I guess it’s not surprising after the disastrous inscrutable shit they did with the FEAR series, but I absolutely dread what Wonder Woman’s gonna be like with their frat boy hack asses at the helm.

also legit one of the easiest-to-understand case studies for why we should abolish the shit out of patent law lol

tl;dr and to loop back to simply answering your actual question: even free is overpriced for spending any more of your time on Shadow of Wardor

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@NotThePars @Breadtopia Thank you both for your replies! Yesterday I had considered installing it just to give it a shake but when I saw it was over 100gb I decided to wait to hear something about it first and now I’m glad I did!

Lost like two hours to Sony’s awful cloud save system

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Y’all see how in Pentiment, Andreas’ writing in the journal emulates his goose pen drying out as the text goes on? Then gets stronger again at points when he dips it to refill the ink?

Few teams do text as well as Obsidian.

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I’m playing Bayonetta 3. Amazing how they put some of the best combat in the series into a story that’s such bland garbage even before you get to the awful ending spoiler thing.

But more importantly, Microsoft Flight Simulator has helicopters now, and they’re really good.

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Absolutely! Obsidian put out a very interesting mini-doc on the inking in the game. It was a very interesting watch to be sure.

I’m looking forward to diving into Pentiment this week.

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I…don’t really have anything interesting to say about God of War: Ragnarok. If you played and enjoyed the last one, you should play this one. But if you played and enjoyed the last one, you’re probably doing that already.

Without giving too much away, does Ragnarok absolutely blow its load at the start of the game like 2018 does?

I’m considering playing this one, but I’m painfully aware that nothing in 2018 was as good as Kratos beating the living shit out of Jeremy Davies.