Judgement - this is basically just Yakuza Kiwami reskinned as a light detective game. I love the Yakuza games so I’m enjoying this. I wish the detective elements were a bit deeper, but they always do a great job stuffing the world with different weird side quests and characters.
Stellaris (console edition) - first time playing. This is Civilization in space. There’s a learning curve of course, so I started out on easy. I like the bit of detail they add in descriptions of strange sci-fi events, although this probably gets repetitive after your first game. They did a great job with the controls for console. Overall I’m enjoying it but it’s very much like Civilization where AI civs hate you for no reason.
Sea of Stars - this is good. I’m around 10-12 hrs in. The story picks up a lot after the dull intro thankfully. I’m slightly disappointed with the music. It’s fine, but none of the tracks are something I really want to listen to again. I’m impressed with the amount of detailed artwork and animation. I like the verticality of the world which adds interest to running around and provides good ways to hide secrets. The battle system is good. The only thing is I wish there was a bit more to the character customization. It’s pretty standard physical/magic attack and defense and there are very few armor and weapon choices so far. Overall, I’m enjoying it a lot.
Inscryption > monster train by a wide margin. Go into it as blind as possible. Don’t look anything up. It’s the most memorable deck builder that I’ve ever played. I wish I could erase the game from my mind so that I could experience all over again.
Monster train was fun but I felt like there were runs that were pretty much unwinnable from the start due to RNG. Unlike Slay the Spire, some of the classes just didn’t feel viable. I only played it with the DLC enabled so I’m not entirely certain how the base game felt.
TL;DR there’s absolutely no situation where I would ever pick Monster Train over Inscryption
I finished Baldur’s Gate: Enhanced Edition, it was ok. I kinda brute-forced my way through the game, basically only doing physical damage, only using one or two healers (who were shooting at range most of the time). The game had a bunch of really unfun mechanics, that I didn’t like at all, so I’m not sure if I’ll play any of the other Infinity Engine games.
I also finished the Quake 2 base game and started with the first expansion. Like I said last week, I definitely like the sci-fi environment more than the medieval one in Quake 1 and the weapons are better as well.
Despite being a bit disappointed with BGEE, I still want to play a CRPG right now, so I was going back and forth between a few different ones. In the end I started Pillars of Eternity again, hoping to finally finish it, at least the base story. This was actually my first RTwP game, and I played it years ago, the last time in 2018, when I actually made it to the final dungeon and I think the actual last boss fight of the (base) game, but stopped for some reason. Anyway, I’ll give it another shot, and so far I like the gameplay a lot more than Baldur’s Gate 1. The game is much more recent of course, although it was only released three years after the Enhanced Edition. Everything feels just much smoother. For a change, I’m playing a wizard this time (BG3 and BGEE I mainly used physical damage, either melee or ranged, 80% of the time).
I just played through Baldur's Gate 1 and 2, and the game is incredibly straight forward until you come across some weird thing that nullifies all of your damage; or AoE stuns your entire party; or requires a +3 weapon in order to land a hit; or de-levels your characters; etc. I don't think it's the Infinity Engine to blame so much as the encounter design. It's been about ten years, but I remember having a much better time with Planescape: Torment.
I’m not blaming the Infinity Engine, just the systems that are used in BG, although I have no idea how much comes from the D&D rules, and how much was Bioware. I would have thought all those games use very similar rules, but I don’t really know.
At least in the first game, I didn’t encounter too many problems. Of course there are a bunch of mages, that just regularly cast Feeblemind or another “stun” on my whole party, but that’s where the brute forcing came into play. I’d either reload a bunch of times, until I got lucky with the rolls, or occasionally split up the party, so just the unimportant characters would get hit, and my main character would clean up the fight. Three fights were a bit harder, so I chugged potions and used buffs (the two demons from the Durlag’s Tower story and the final boss).
In the mid 2000s I played the beginning of Neverwinter Nights, and remember liking it, but not really anything else about the game. Back then, I definitely didn’t know what D&D was. I always wanted to try it again, but now, after BG, I’d read up about it a bit before I give it a shot.
Planescape Torment was also something I regularly thought about playing, mainly because I read so much about how you can just talk yourself through most conflicts, so if you play your cards right, you can get away with little fighting. But just like Neverwinter, I’d have to read up on the systems they use before I decide.
I have less experience with BG1 than BG2 since I don’t find myself itching to replay it as often. I did do a full playthrough of it five or so years ago, though. Not Enhanced Edition, though.
The encounter design really does feel aged and it can often be a case of the developers unfun/poor encounter design versus your attempts to cheese it. Line of sight/Fog of War abuse, stacking Skull Traps etc. There is also the tried and true method of blocking physical access to your team by a horde of summons and pelting away with arrows. Arrow of Dispelling is particularly powerful.
I would have thought all those games use very similar rules
They actually don’t! Because each of the D&D games used whichever edition of D&D was current at the time, and the rules of D&D varied a lot between editions. So Baldur’s Gate 1 and 2 used 2nd edition, while Neverwinter Nights uses 3rd edition, and Baldur’s Gate 3 uses 5th edition. So it’s not so much an issue with Bioware or the Infinity Engine, as much as 2nd edition D&D is… not as intuitive as some of the later ones. Just as an example, in 2nd edition a lower armour class (AC) score is better than a higher one: without that knowledge, it’s very easy to use the wrong gear.
That said, a lot of BG/BG2’s encounters are really, really tough if you’re relying primarily on physical attacks. Having a wizard in the party with the right spells makes a huge difference. While there’s a lot of party configurations that can work, a solid mix would be 3 fighter/ranger/paladin/etc, 1 wizard/arcane spellcaster, 1 cleric/divine spellcaster, and 1 thief.
With Neverwinter Nights, because it’s based on 3rd edition, if you’ve played either of the Pathfinder games, you’ll find the ruleset pretty similar. Pathfinder as a system forked from D&D 3.5, so while there’s some differences in the finer details, most of it will be very familiar and will largely do what you expect it to.
NWN being based on a different D&D edition definitely makes it more appealing, so I’ll try to check it out someday.
I have the two Owlcat Pathfinder games, but haven’t played them yet, but I’ve heard good things about them (also they have a turn-based mode I think, which is nice).
I’m going on a rant here, but my biggest gripe with D&D video games, and part of the reason I didn’t really use them in my BGEE playthrough, are the limited spell slots for casters (especially since you fight constantly). In theory (I think) the best way would be to just go all out, each and every fight and just rest afterward to recharge. I think that’s just really dumb. Why even have the limited slots in the first place? BGEE definitely felt like this, since resting is free, only coming with a chance to get ambushed (which you can just save scum, but these small fights aren’t difficult anyway). It’s probably more fun that way as well, since you can actually do stuff, and not just play a really slow hack-and-slash game. BG3 was a bit better, since you get the cantrips, that you can freely use. It incentivized Long Rests anyway because of all the events, but that’s another story. Pillars of Eternity is pretty nice, since it has a bunch of Spells and Abilities, that you can use per Encounter, so you get the fun of actually doing things, but don’t have to constantly worry about the limited slots.
In theory, yes, but maybe not all cantrips are created equal.
For some reason, in my playthrough I ignored Wyll for the most part, so I didn’t really play as a Warlock, and didn’t experience Eldritch Blast. I only took him with me for the resolution of his quest at the very end, and was very pleasantly surprised how potent it can become (when you buff it during level ups).
Compared to that, stuff like Sacred Flame and Fire Bolt can feel a bit lacking and boring, although they can work for mopping up the goons everywhere and saving spell slots for the bigger fights.
Yeah, the limited spell slots are straight up just a mechanic from D&D, so that’s something you’ll find in all CRPGs using 2nd and 3rd edition. It gets easier at higher levels, as you have more spell slots, but in BG at low levels, you do just have to rest often. It is fine to have wizards using, say, a sling for the easy fights and save their spells for when they really need them. If it helps, though, with most quests there’s no actual time pressure, so you can’t fail it if you do have to do one fight, then rest, then the next fight, and rest again. If you like turn-based, BG and BG2 have settings for auto-pausing with each turn, which replicates a turn-based system by allowing you more time to plan out your next move.
I'm mostly chalking the dated design of BG1 and 2 to the designers at BioWare rather than the D&D rules, but there are definitely things about the old rules that are just horrific. AoE stuns that last for 10 rounds may as well be instant death when they hit your party (5e versions of the same spells only target 1-4 opponents), and then you get to things like Energy Drain that semi-permanently drain entire levels in 2e but only temporarily drain one stat in 5e; the things that remedy or counter those spells basically require you to know what's around the corner, and the game doesn't foreshadow them.
Agreed with the lack of foreshadowing in BG1 and BG2! While sometimes fights are foreshadowed, either by the details of the quest or the terrain (hmmm, it’s a long, wide staircase with a long, wide hall at the bottom - is there a dragon at the end? Yes, yes there is), there are definitely some really tough fights without much warning about what’s coming. I probably underestimate this in my own playthroughs, because I’ve played it enough that I know from experience what enemies each fight has, but it’s definitely a lot harder for new players.
It's incredible so far. I just made it out of Act 1. For the most part, you can come up with plans and ideas on your own, and they'll usually work, which makes you feel like a genius, but I have to call out two times that this specifically did not work the way I thought they would.
some light spoilers ahead
Early on, there's a target that you have to either eliminate or side with, and I choose to side with them, with the express purpose of getting them to let their guard down so that I can separate them from the group and eliminate them. The dialogue options even allude to the fact that this is a strategy they want you to use. This target wants you to sneak into another (good) faction and open a gate for a bloodbath of an assault on that faction, but the target also leaves their battle plans out in the open. So I figure I'd steal the battle plans, give them to the other faction, and just not open the gate, and then that target dies. Well, it doesn't work that way, and progressing that far along with the target invalidates the other quest entirely. Bummer.
The second is a fight right near the end of Act 1 where you've got to eliminate or side with a target again, in a room with a lot of lava, some slaves you can try to rescue, and a lot of enemies. Depending on how the dialogue goes right before the encounter, you either side with the target against the room full of enemies (but the slaves die), or you fight everyone. There are about 15 enemies in the room, which means they get a lot more turns than you, and since they're all grouped in that room, there's no real way to isolate them and take them out stealthily ahead of the encounter. I tried using a bard Performance to get them to all clump up so that I could push large groups of them into the lava, which was fairly effective, but then the slaves would join that group too, and it was very easy to aggro them. Worse still is that the slaves will happily fight you if you aggro them, but they won't join you to fight the other enemies in the room that enslaved them, let alone the target you're trying to eliminate. The only way I found through it was to reload an earlier save and to make different dialogue choices with a particular NPC so that some of those 15 enemies end up on my side in that fight when the time comes.
end of spoilers
The game usually lets me get away with whatever crazy plan I come up with, but I just wish these two points so far were a bit more flexible.
For your second fight, you can actually get above all the enemies (there’s a platform, to access some other parts of the map) and just completely break the AI, because they can’t get to you. I don’t remember if the slaves even joined the fight, but they all survived.
You can use this “tactic” in multiple locations, if you’re not above cheesing fights. If the enemy doesn’t have a ranged attack, or have no easy way to get to you, they just run in circles.
spoileryou can either jump to a small outcropping down below, near the “entrance” of the big room, where the slaves are, or on the other side of the map, are a bunch of dwarves trying to go through yet another wall (these have like two goats with them), and go from there.
For the fight in Grymforge you’re talking about, there’s also an opportunity to get some of the duergar on your side, which makes the fight a lot more manageable.
Also, the game never explains this, but you know the buttons in the bottom left of the screen during cutscenes? You can use these to trade with characters that don’t normally have an option for it, to switch party members to sneak around while the one in conversation distracts an NPC, or to attack before a cutscene finishes playing out. Doing these things can affect the outcome of game events!
Trading specifically I’m not sure if it changes anything, but you can buy things from NPCs that normally you can’t trade with. I do know that stealing from NPCs and attacking before a cutscene plays out can change the survival of some NPCs.
One thing I learned about the game fairly early on (actually in that same area, with a certain imprisoned bear) is that once you do something that makes NPCs hostile, they are going to stay hostile for good. That’s not to say there aren’t opportunities to flip allegiances a bit, but going fully subversive isn’t well-supported. And to a degree, that makes sense; a good DM’s going to make it difficult on you, because once you’re seen with the enemy, it’s going to take a lot of convincing.
For the Grymforge event, you can also just…
spoilernot excavate and let Nere die in the poison trap.
But again, my expectation is that I had other ways to go hostile against these folks, especially after the goblin camp. But that scenario is basically set up to make that combat encounter next to impossible, but I didn't know that ahead of time, because after you clear the obstruction, the state of the map changes.
Yes, there are a couple of situations in the game where one can end up in a dead end situation, and that’s probably the easiest of the bunch to stumble into. The player pretty much has to either make a deal with the chief ahead of time or just not do the battle. It’s not ideal, especially since it’s likely easy for a player to go into it when needing a rest, too.
Working through the new Guild Wars 2 expansion. Once I’m done with that, it’ll probably be back to Baldur’s Gate 3, though that might change if it takes me long enough that the new Cyberpunk DLC is out.
Diablo 4. I've been trying to push to get the season objectives done. Right now it's basically sitting around and waiting for the world bosses to show up every six or so hours.
In the meantime I've been running around in the remastered version of Quake. I'm kinda bummed id Software didn't also remaster Scourge of Armagon or Dissolution of Eternity. Still gotta use GZDoom to properly play those.
Same here. IMHO Diablo 4 is like a return to the art style of Diablos 1 & 2. And the sound design is top notch.
My biggest disappointment so far is that they kept the Diablo 3 generic necromancer corpses, instead of using actual (but lower quality) corpses like in Diablo 2.
Wait, I just played the Quake Remaster in the last 12 months, and all the expansions/addons/DLC/whatever are included.
If I remember correctly, if you launch (through Steam), you either choose the remaster or the old versions, each being a different “game,” but in the remaster you can just start the expansion episodes inside the game, no need to launch anything else.
Quake 64 is also included I think, as well as the newer episodes by Machine Games.
I’m trying to recreate this setup in my system. I’m running Ubuntu and I have everything in Docker. I have PIA running outside of Docker. I was also able to get Gluetun working in its own container, too. Does anyone have advice?
I think theres no way to know if content is on usenet but not getting found through your indexer, apart from trying another indexer and noticing the file is there. I’d suggest getting 2-3 lifetime memberships and they should cover your needs. Sometimes lifetime is available fairly cheap, sometimes it’s not open and you have to wait. In terms of recommendations, I like nzbgeek, drunkenslug, miatrix, and nzbplanet.
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